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==Plot==
==Plot==
The game begins on the coast of the [[Mediterranean]]. The Zagorias Federation invaded and occupied Astigos Island in a morning assault despite protests from other countries. VSSE has discovered that the Zagorias Federation is secretly deploying tactical missiles in Astigos and speculates that the missiles would pose a threat not only to [[Lukano]], but to the surrounding nations as well. Anxious about the situation in the Mediterranean, the agency sends four-year agents Alan Dunaway and Wesley Lambert to remove the threat.
In the [[Mediterranean]] coast, the Zagorias Federation invaded and occupied Astigos Island in a morning assault despite protests from other countries. VSSE has discovered that the Zagorias Federation is secretly deploying tactical missiles in Astigos and speculates that the missiles would pose a threat not only to [[Lukano]], but to the surrounding nations as well. Anxious about the situation in the Mediterranean, the agency sends four-year agents Alan Dunaway and Wesley Lambert to remove the threat.


Along the way, they meet a resistance fighter named Alicia Winston, who directs them to the area where the missiles are located. As Alan and Wesley clear the area and attempt to penetrate enemy limits, they are stopped by [[Wild Dog (Time Crisis)|Wild Dog]], a recurring boss character who sports a switchable weapon arm and a new apprentice named Wild Fang, a younger person who introduces himself by kicking boxes at the agents. After Alan and Wesley defeats "the wild pair," Wild Dog blows himself up for the second time.
Along the way, they meet a resistance fighter named Alicia Winston, who directs them to the area where the missiles are located. As Alan and Wesley clear the area and attempt to penetrate enemy limits, they are stopped by [[Wild Dog (Time Crisis)|Wild Dog]], armed with a switchable weapon arm and a new apprentice named Wild Fang, a younger person who introduces himself by kicking boxes at the agents. After Alan and Wesley defeats "the wild pair," Wild Dog blows himself up for the second time.


Reaching Daniel Winston, Zott stops Alan and Wesley, at the expense of Alicia secretly and swiftly acting. Left with no choice, Zott attempts to escape into the missile silo at the expense of immolating the corridors of Astigos' military library, but not without Alan and Wesley subduing them. Dramatic tensions between the forces of good and Zott leads Alan and Wesley to the scene of the crime—the missile silo.
Reaching Daniel Winston, Zott stops Alan and Wesley, at the expense of Alicia secretly and swiftly acting. Left with no choice, Zott attempts to escape into the missile silo at the expense of immolating the corridors of Astigos' military library, but not without Alan and Wesley subduing them. Dramatic tensions between the forces of good and Zott leads Alan and Wesley to the scene of the crime—the missile silo.

Revision as of 05:34, 23 June 2007

Time Crisis 3
Developer(s)Nex Entertainment (as Nextech) [1]
Publisher(s)Namco
Designer(s)Hajime Nakatani (producer), Takashi Satsukawa (director)
Platform(s)Arcade, PlayStation 2
Release2002 (Arcade, Worldwide)
October 21, 2003 (PS2, North America)
October 31, 2003 (PS2, Europe)
November 20, 2003 (PS2, Japan)
Genre(s)Light gun
Mode(s)Single player, multiplayer
Arcade systemNamco System 246

Time Crisis 3 is the third installment of the Time Crisis arcade series. Like its predcessor, Time Crisis II, it allows for two players to cooperate in a link play environment. It retains the pedal system for hiding and advancing. It was later ported to the PlayStation 2.

Changes

Time Crisis 3 incorporates a new type of weapons system allowing the player to switch between the standard issue 9-round handgun, a fully automatic machine gun that can hold 200 rounds, a shotgun with 50 rounds for close quarters fighting, and a grenade launcher with a five round capacity. Only the handgun has unlimited ammunition, so players must shoot yellow-clad soldiers to obtain additional ammunition for other weapons, and use the extra weapons wisely.

This title was later released for the PlayStation 2, together with a side story featuring Alicia Winston as a player, who is only an unplayable supporter in the arcade version of the game. Unlike Time Crisis and Time Crisis II, players must play this side story to know the game's true end. The sniper rifle was added to the players' arsenal for the PlayStation 2 version. As with the PlayStation 2 version of Time Crisis II, Crisis Mission exercises are offered to those who complete the game as both the VSSE Agents and Alicia Winston.

Plot

In the Mediterranean coast, the Zagorias Federation invaded and occupied Astigos Island in a morning assault despite protests from other countries. VSSE has discovered that the Zagorias Federation is secretly deploying tactical missiles in Astigos and speculates that the missiles would pose a threat not only to Lukano, but to the surrounding nations as well. Anxious about the situation in the Mediterranean, the agency sends four-year agents Alan Dunaway and Wesley Lambert to remove the threat.

Along the way, they meet a resistance fighter named Alicia Winston, who directs them to the area where the missiles are located. As Alan and Wesley clear the area and attempt to penetrate enemy limits, they are stopped by Wild Dog, armed with a switchable weapon arm and a new apprentice named Wild Fang, a younger person who introduces himself by kicking boxes at the agents. After Alan and Wesley defeats "the wild pair," Wild Dog blows himself up for the second time.

Reaching Daniel Winston, Zott stops Alan and Wesley, at the expense of Alicia secretly and swiftly acting. Left with no choice, Zott attempts to escape into the missile silo at the expense of immolating the corridors of Astigos' military library, but not without Alan and Wesley subduing them. Dramatic tensions between the forces of good and Zott leads Alan and Wesley to the scene of the crime—the missile silo.

In a race against time, Alan and Wesley guns down Zott and eradicates the tactical missiles before it left the silo.

The PlayStation 2 version features scenes from the game's story not included in the arcade and follows the actions taken by the game's deuteragonist, Alicia Winston. Time Crisis 3 marks the first time players will actually have to play the home version to know the true intent of the game's central plot.

Enemies

  • Foot Soldiers (Green): Formerly known as the blue soldier from the first 2 Time Crisis games, they have low accuracy and only rarely hit the player.
  • Ammunition Troopers (Yellow/White): These enemies carry the sub-weapon ammo the player needs. The player can steal their ammunition by shooting them multiple times. They are mostly seen carrying machine gun ammo.
  • Marksmen (Red Troopers): They are the most accurate non-boss enemies in the game. The moment they appear, their first shot always shows a red bullet. Their next shots have a higher percentage of hitting the player.
  • Elite Troopers (Machine Gunners): Wearing yellow and orange uniforms with distinctive headgear, their constant firing of bullets can make them quite dangerous. Unlike the red soldiers, their first bullet doesn't hit the agents immediately. In later stages, they will fire several red bullets in a row. The elite troopers always take 5 handgun bullets to be downed.
  • Heavy Weaponry Troopers (Blue): They are armed wither either grenades, hand axes, rocket launchers or flamethrowers. The thrown grenades or hand axes can be shot down (with the exception of rockets). The rocket launcher enemies fire rockets the player must dodge. The flamethrower soldiers spread a small wave of flame back and forth, and (to make matters worse) take 4 bullets to be defeated. The heavy weaponry troops with flamethrowers are the most dangerous of this group.
  • Ground Infantry Troopers (Clawmen): Wearing light blue and white bodysuits, these enemies are very fast and they love to jump around. They attack the agents with sharp claws on their hands. Like the machine gunners and the flamethrower soldiers, they have life bars. There's also a yellow and black version of these enemies. Their high agility makes them unpredictable in their attacking patterns and very difficult to hit. The yellow/black clawmen only show up on Stage 2, Area 3. The light blue/white claw troopers takes 3 bullets to remove, while the yellow/black claw troopers take 10 bullets to remove.
  • Maritime Infantry Troopers (Scuba Slashers): Very identical to the Ground Infantry Troopers with the exception of their appearance. Their agility is the same, making them unpredictable and hard-to-hit enemies. These troopers appear only in the middle and at the end of Stage 2 Area 2 on the VSSE mission, and on Stage 1 of Alicia's mission. Instead of claws, they are armed with sharp blades on their arms. 3 bullets is what the players need to dispose these agile troopers.

External links