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Time Crisis 4

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Time Crisis 4
Developer(s)Namco
Publisher(s)Namco
Designer(s)Hajime Nakatani (producer), Takashi Satsukawa (director)
Platform(s)Arcade
ReleaseJune 20 2006
Genre(s)Rail shooter
Mode(s)Single player, multiplayer
Arcade systemNamco System Super 256

Time Crisis 4 is the fourth installment in Namco's Time Crisis series.

Background

Time Crisis 4 was first shown at E3 2006 prior to its recent final revision arcade release. Time Crisis 4 also employs a multi-screen battle system. At many points in the game, the player will have to defend against two or three screens at once; the player can shift screens by pointing the gun off the screen to the left or the right. Time Crisis 4 also has a revamped multiple weapon system so players will have to use the additional weapons more strategically. Time Crisis 4 also features a voice navigation system that guides the players through different situations. For the first time in the Time Crisis franchise, the game employs seiyuus for the Japanese-language cabinets, and English-speaking voice actors for the non-Japanese cabinets.

Time Crisis 4 is only available for the arcades as of this update. Details regarding about a possible console version of this game plus additional modes are extremely sketchy as of now. Since Time Crisis 4 utilizes a more advanced version of the arcade light gun, which utilizes infrared emitting technology (for use with screens other than CRT monitors) and has variable speed kickback (simulates gun recoil) contingent on the weapon being used, it may limit Namco's ability in bringing the console version as realistic as the arcade one, should for any reason development of the console version should commence.

The players can choose to customize gun calibration and/or turn the blowback on or off with a pre-game code explained in the cabinet. Time Crisis 4, like the games before it, is available either in a 29" standard twin cabinet or a 52" deluxe twin cabinet.

weapon

[Editing] A maineweapon (a handgun) international special secret intelligence service: It is a regulation adopted handgun in VSSE, and it is maineweapon of this game. I change a magazine by 装弾数 separates a pedal with 9, and hiding and do reload (reloading). The number of times of reloading is unlimited. In addition, under the barrel, stroboscopic light is attached. There is a scene to use this stroboscopic light for in stage 2-1.

[Editing] Three kinds are a person less than subweapon. A supplement method of ammunition is to defeat the soldier who wore yellow clothes, but a rush captain is unconditional and supplies it if 残弾数 decreases with Teller byte and a point to fight (Grenade, exception).

Assault rifle (an assault rifle) which is blaze possibility in a thing keeping on pulling machine gun trigger. The number of the greatest possession bullets to 300. I am very effective, but am easy to wake up running out of bullet for bosses enemy with durability to sweep with fire in many enemies person because one power is low. A soldier (reference) whom I wore reinforcement armor clothes, and was equipped with a large-sized light machine gun: It is possible for 99 acquisition (I recapture ammunition left to a backpack) even to defeat reinforcement armor soldier). A shotgun is the shotgun which a lot of shot scatters at a time and is proud of great power at point-blank range (but this is low in power of one shot in itself). Even a member with durability tends to be able to overthrow a short distance with 1, and even boss round is very effective. The number of the greatest possession bullets to 50. A blaze does not work so that time slightly hangs unlike 3 of a previous work till there is discharge of the next bullet if I shoot a bullet. The small high-explosive projectile which fires it with Grenade launcher. Both military speedy car (a jeep) shows a great effect in object target mainly. In addition, I am useful by simultaneous battle and boss round with many enemies. In a strong bomb blast, I roll up neighboring enemies even if it does not prove right directly and can attack it, but am hard to supplement the number of the possession bullets at the maximum with to 5.

[Editing] A special weapon is a weapon a weapon to give next is a specific stage, specific shooting point, and to use.

In a heavy machine gun put on machine gun helicopter, a shield of bulletproof business sticks. Giorgio (1P) is stage 3-1, and Evan (2P) uses it each in stage one or two. 装弾数 is infinite. It is a difficult point that I am hard to come to see a dead shot by an enemy by an effect (the expression that flash of light) at the time of マズルフラッシュ (discharge, a machine gun bullet fly) at the time of discharge. With so-called automatic grenade gun(Grenademachinegun), this is carried by a helicopter, too, and after all a bulletproof shield is belonging to automatic Canon. Evan (2P) is stage 3-1, and Giorgio (1P) uses it each in stage one or two. 装弾数 is infinite. An explosion is caused power is high in blaze speed although it is later than it of machine gun, and to use a high-explosive projectile when it hit the ground. I agree with machine gun and am disadvantageous in. A snipe gun to use when I shoot a tire of a tractor-trailer carrying an article of unfair dealings by the last of sniper rifle stage one or two. As for 装弾数, reload (reloading) is performed as well as a handgun with 2 by separating a pedal. When, in the middle of heavy machine gun stage 1-3 (boss round), chief characters secure a tractor-trailer for collecting evidence; a weapon (in addition, a multi-screen battle is performed then) to use to protect a trailer from the enemy who is going to destroy a trailer for evidence destruction. In-vehicle 装弾数 is infinite on a trailer.

Plot

Template:Spoiler

Prologue

When the VSSE international intelligence agency was informed about world-class terrorists smuggling a top secret weapon in the United States, VSSE operatives Giorgio Bruno and Evan Bernard are sent to California to investigate. At San Francisco International Airport, they are suddenly attacked by a group of mysterious attackers (in which the VSSE director informs Giorgio and Evan of an "information leak regarding about their involvement") who are assisted by a horde of insect-like creatures. After fighting off the initial wave, the agents are rescued by Captain William Rush of the U.S. Joint Intelligence Division. Rush informs the VSSE agents throughout their escape from the airport that the insect-like creatures are a top secret biological weapon developed by the U.S. military, code-named "Terror Bite".

The trio escapes the airport by helicopter and moves on to the San Francisco financial district to intercept a truck carrying a shipment of Terror Bites and evidence identifying the mysterious military force. Marcus Black, the guardian of the shipment attempts to stop them. After securing the truck and defeating Marcus and his reinforcements, the trio discover U.S. Army dog tags on the soldiers' corpses. Rush is aghast to learn that the gunfights thus far, were actually against his fellow U.S. soldiers. From this point, it can only be assumed that the bio-weapon trafficking/smuggling crime could be an act of treason and/or betrayal against the United States given the identity of the weapon smugglers.

The new objective

Giorgio, Evan, and Rush travel by helicopter to the Biological Weapon Research Facility located within the Yellowstone National Park in Wyoming. Their new objective is to prevent their enemies, the U.S. Bio-Weapon Special Ops Elite Unit a.k.a. the Hamlin Battalion, from acquiring the large supply of Terror Bites stored at the facility. Rush is irritated to know that the Hamlin Battalion (in which he refers to as "Special Op Elites" during in-play) turned against America, but vows to continue investigating with the VSSE agents to know why this is so. When they finally reach the facility, the Hamlin Battalion officer, Jack Mathers, confronts them with a number of troops and mantis-like Terror Bites. In the middle of the Mathers conflict, Mathers reveals what the Hamlin Battalion is up to (during in-play, when Rush questions Mathers). After defeating Mathers and his troops, the team discovers that the facility's Terror Bites are missing. Shortly after Mathers falls down unconscious (in which Mathers tells the trio that "it's too late"), Beth informs the team by radio of an attack at Buckley Air Force Base near Aurora, Colorado by the Hamlin Battalion.

Trouble in a Colorado Air Force Base

By the time Giorgio, Evan, and Rush reach Buckley AFB by helicopter, it is already overrun by the Hamlin Battalion with the aid of the Terror Bites (in which Beth clearly states that Buckley AFB "didn't expect this kind of attack" and that the Colorado Air National Guard were no match for the Terror Bites). Rush explains that the main objective of the Hamlin Battalion is to gain control of model XA-60-Ex UCAVs stored underneath the base. These UCAVs are armed with nuclear cruise missiles that could bring great destruction to the United States and beyond.

Rush informs the VSSE duo that he would be leaving the helicopter to direct the National Guard remnants in the base. In exchange, the VSSE agents agree to attack the remaining Hamlin Battalion units from the air throughout Buckley AFB. Throughout the agents' attack on the Hamlin Battalion by air, a couple of UCAVs started to depart from Buckley AFB for unknown reasons (during in-play).

An old rival

As the VSSE operatives approach a control tower, the mercenary Wild Dog appears and tries to pull down their helicopter with a grappling hook installed in his weapon-arm to slam the chopper into a control tower. However, Giorgio and Evan manage to land the helicopter safely by nullifying Wild Dog's grip. Following Wild Dog inside the underground base, the VSSE duo and Wild Dog engage in a gunfight, with yet more Hamlin Battalion troops providing backup for Wild Dog. When finally cornered and in one last act of desperation, Wild Dog reveals his latest weapon-arm option: an object-lifting tractor beam. During combat with the duo, his tractor beam malfunctions and attracts a large pile of debris and crates, burying the fallen Wild Dog. As the duo approaches the pile of debris, his right hand emerges from within and activates a radio detonator, seemingly to blow himself up again. The power of the explosion blows the duo off their feet. However, it would be unlikely for the VSSE to hear the last of Wild Dog.

The final confrontation

Giorgio and Evan manage to survive the blast only to receive a nasty surprise from the remaining Hamlin Battalion troops. Rush and the Colorado National Guard jump in to assist the agents so both they can proceed to the UCAV control room.

As the agents arrive at the UCAV control room, they confront the leader of the Hamlin Battalion, Gregory Barrows. Having already programmed the UCAVs to destroy every major city in the United States, Barrows fights to prevent anyone from stopping the UCAVs' mission of destruction, using a combination of dual pistols, henchmen, and Terror Bites. Despite using every tactic at his disposal, Barrows is ultimately pushed back towards the UCAV controls.

Reaching the balcony leading to the UCAV controls, Barrows destroys the stairs to the balcony with time bombs to prevent anyone from destroying his plan of destruction. Rush orders the National Guard to form a human mountain for Giorgio and Evan to climb in order to reach the balcony. Barrows, in spite of his arsenal of dual pistols and satellite beam guns, is gunned down by the VSSE duo's ascent. Unfortunately, the human mountain is not high enough for Giorgio and Evan, prompting Rush (in an amazing feat of superhuman strength) to springboard Giorgio and Evan (using his hands as a human springboard) to the UCAV controls. As time started to get short, Giorgio and Evan rushed to the UCAV controls swiftly and quickly and just a little bit before the missiles hit any buildings, Giorgio and Evan managed to activate the UCAVs' cruise missile self-destruct sequence. The cities were unharmed thanks to Giorgio's and Evan's swift activation. Once Beth confirms that the UCAV cruise missiles self-destructed, the trio and the National Guard troops celebrate.

Giorgio, Evan, and Rush are congratulated by the National Guard as they leave the base. The XSWAC-12 air surveillance aircraft lands on a nearby runway, and Beth sees Rush, Giorgio, and Evan in person. With all enemies neutralized, Giorgio and Evan return to the VSSE headquarters by helicopter, saluted by Rush and Beth as they fly into the distance. Template:Endspoiler

Enemies

  • Foot Soldiers (White): They form the bulk of the entire Hamlin Battalion troops. They have the lowest accuracy in the game although they can still fire life-threatening shots occasionally. Certain foot soldiers attack with an army halberd (military-issue compact hand axe) by either swinging it at close-range or utilizing the axe as a projectile.
  • Ammunition Personnel (Yellow): If the player kills those enemies, they drop additional ammo for the side weapons (machine gun, shotgun, grenade launcher), but unlike Time Crisis 3, they have slightly better accuracy than foot soldiers. Although ammo personnel also carry army halberds, they don't use it as often as the foot soldiers.
  • Field Commanders (Black): These high-ranking soldiers lead a small group of white troops. Their accuracy is higher than foot and ammo soldiers combined. A few field commanders toss army halberds at the player.
  • Marksmen (Red): The marksman has the highest accuracy among all normal troopers, and can also perform surprise attacks when the player is seemingly low on guard. They rarely use army halberds.
  • Special Weapon Troopers (Black and Green): The Special Weapon Troopers are armed with rocket launchers and grenades, in which they use alternately on the player.
  • Terror Bites Clerks (White and Red with Shield): The Terror Bites Clerks are in control of the Terror Bites. They can control the Terror Bites to attack the player. If the player destroys all of the Terror Bites, the Terror Bites Clerk will come out to attack. They wield machine pistols (hand pistols with full-automatic firing capability) with high accuracy, and they are also equipped with shields to protect themselves from the player's attacks.
  • Elite Soldiers (Heavy-Armored Machine Gunners): The Elite soldier is equipped with a machine gun and heavy armor (Rush refers to it as "High-tech reinforced armor"). The armor worn by these enemies is durable and can withstand multiple shots from the player. Players can use the machine gun at far range or the shotgun when they are at either close or moderate range.
  • Terror Bites: These enemies appear at various points throughout the game. There are four different types of Terror Bites (beetle, mosquito, armadillo, and mantis), each with a specific weakness that can be exploited.

Described herein are the game's BGM music tracks[1]:

  • Top Secret Plan
  • Beginning
  • Something's Coming... (Terror Bites theme)
  • Infiltration
  • Shower of Bullets
  • Metropolis Mayhem
  • In the Dark
  • Crimson Sunrise
  • To Live or Die
  • Launch
  • Once Again (Wild Dog's theme)
  • Showdown
  • Leave it to us!
  • Save This Country!
  • Rejoice!
  • Take a break

Trivia

  • The Multi-Screen Battle system is basically a refined version of Project Titan's multi-hiding system, in which as opposed to having to shoot an arrow while in hide mode, players simply point the gun outside the left or right screen to switch screens.
  • Giorgio Bruno shares the same first name as with Time Crisis 3's antagonist, Giorgio Zott.
  • Some players may deduce that Beth, whether it's the Japanese or English VO, when Mathers performed a second body slam on Rush, was saying either a profane word or a single letter of a profane word. Other players will disagree with this claim, since Beth was explaining wrestling moves Mathers utilized during Stage 2 Area 3, deducing Mathers was capable of performing one of John Cena's body slam moves, namely the "FU" (although Beth only says "F...!" whatever the players feel about this body slam—some people feel that Beth was using profanity, while others deduce Beth describing a single body slam move with a single letter).
  • Time Crisis 4 is both the first arcade Time Crisis game and the first Namco arcade game to use a gun controller with infrared emitters; all other Namco light gun games (including the first three Time Crisis games) used gun controllers that relied on cathode ray timing.
  • Because Namco's light guns with cathode ray timing utilized memory chip-to-lens pointing, the arcade cabinet designers had to ensure that the infrared-emitting light gun controllers would provide the same accuracy as their cathode ray timing-based gun provided in the past. This proved to be a challenge for Namco because of concerns and research that IR guns tend to have accuracy issues.
  • In the past, players were able to enter their name in the Linked play mode rankings even in the absence of a second player. This has changed as the game must be done with both cabinets occupied for a linked play score to be recorded on the rankings.

Cast

Character Japanese Voice Actor[2] English Voice Actor[3]
Giorgio Bruno Hiroaki Miura David Vincent
Evan Bernard Hiroaki Miura Travis Willingham
William Rush Akio Ohtsuka Christopher Sabat
Elizabeth Conway Mariko Suzuki Megan Hollingshead[4]
Marcus Black Hisao Egawa Sam Riegel[5]
Jack Mathers Daisuke Gouri Chuck Cope
Wild Dog N/A Dave Mallow
Gregory Barrows Hisao Egawa Harry Molloy
The Head of VSSE Daisuke Gouri Michael McConnohie
Narration 1 N/A Michael McConnohie
Narration 2 N/A Patrick Seitz

*Note: Wild Dog solely speaks English and has no Japanese voice as per the Japanese language version of this article

References

Works cited

  1. ^ Source: BGM Music page from Namco Bandai's official Time Crisis 4 website (Japanese)
  2. ^ Source: Namco Bandai Games' official Time Crisis 4 Website in Japanese (for the characters); Time Crisis 4 End Credits (for the Head of VSSE)
  3. ^ Source: Time Crisis 4 End Credits
  4. ^ Source: Time Crisis 4 attract movie via Namco Bandai's Time Crisis 4 website, wikilink to Megan Hollingshead, voice sample from Sandie Schnarr Talent.
  5. ^ Source: IMdB Entry for Time Crisis 4, IMdB entry for Sam Riegel, both retrieved on November 19, 2006