History VideoGame / TimeCrisis

21st Oct '16 6:05:09 PM MoonlightBomber
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* DieHardOnAnX: ''Crisis Zone'' is ''Die Hard'' in an urban complex and a city.

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* DieHardOnAnX: The original ''Time Crisis'' is ''Die Hard'' in a castle, while ''Crisis Zone'' is ''Die Hard'' in an urban complex and a city.
13th Oct '16 9:11:07 PM Loekman3
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* ArmorPiercingAttack: In the fifth game, let Wild Fang recharge his solar energy and he will explode at the players, dealing damage ''regardless'' if you are under cover or not. It is the only attack in the entire series that can hit you regardless if you are covered or not.

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* ArmorPiercingAttack: In the fifth game, let Wild Fang recharge his solar energy and he will explode at the players, dealing damage ''regardless'' if you are under cover or not. It is the only attack in the entire series that can hit you regardless if you are covered or not.to behave this way.
15th Sep '16 8:37:13 PM 4444jdm
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* '''Time Crisis 2''' - Appearing in arcades in 1997, this installment is where [[CoOpMultiplayer the game began setting up two cabinets hooked together for two-player co-operative play]]. Both players go through the levels at slightly different vantage points on the action and sections with more pronounced differences (one player on the ground, the another on a railing above). As an added bonus, a red reticule used by a {{Mook|s}} is visualized as a direct hit to players, allowing them to know exactly when they should let go of the pedal to dodge (which ''wasn't'' present in the first, another reason why the original was so strict). A port was released in 2001 for the Sony UsefulNotes/PlayStation2, compatible with "[=GunCon=] 2".

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* '''Time Crisis 2''' - Appearing in arcades in 1997, this installment is where [[CoOpMultiplayer the game began setting up two cabinets hooked together for two-player co-operative play]]. [[OneGameForThePriceOfTwo Both players go through the levels at slightly different vantage points on the action and sections with more pronounced differences (one player on the ground, the another on a railing above). above).]] As an added bonus, a red reticule used by a {{Mook|s}} is visualized as a direct hit to players, allowing them to know exactly when they should let go of the pedal to dodge (which ''wasn't'' present in the first, another reason why the original was so strict). A port was released in 2001 for the Sony UsefulNotes/PlayStation2, compatible with "[=GunCon=] 2".
15th Sep '16 8:30:14 PM 4444jdm
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* BoringButPractical: In games where you can switch weapons, the basic handgun is this. Sure, it has no rapid-fire or spread, but it has unlimited ammo (just release the pedal to reload) and won't risk missed shots (either through over-firing or pellets failing to hit something). This is taken a step further in 5 where the handgun is the second most damaging weapon in you arsenal.

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* BoringButPractical: BoringButPractical / DifficultButAwesome: In games where you can switch weapons, the basic handgun is this. Sure, it has no rapid-fire or spread, but it has unlimited ammo (just release the pedal to reload) and won't risk missed shots (either through over-firing or pellets failing to hit something). This is taken a step further in 5 where the handgun is the second most damaging weapon in you arsenal.
14th Aug '16 7:05:04 PM contrafanxxx
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* ArmorPiercingAttack: Let Wild Fang recharge his solar energy and he will explode at the players, dealing damage ''regardlesss'' if you are under cover or not. It is the only attack that can hit you regardless if you are covered or not.

to:

* ArmorPiercingAttack: Let In the fifth game, let Wild Fang recharge his solar energy and he will explode at the players, dealing damage ''regardlesss'' ''regardless'' if you are under cover or not. It is the only attack in the entire series that can hit you regardless if you are covered or not.
7th Aug '16 7:50:38 PM Snippyshelf7
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* EvilLaugh: Many of the villains such as Sherudo Garo from ''1'', Giogrio Zott from ''3'', and Gregory Barrows from ''4'', but Wild Dog does this the most.

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* EvilLaugh: Many of the villains such as Sherudo Garo from ''1'', Giogrio Zott and Jake Hernandez from ''3'', and Gregory Barrows from ''4'', but Wild Dog does this the most.
1st Aug '16 4:59:53 AM 4444jdm
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* AlwaysClose: The ending of ''2'', ''3'', and ''4''.

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* AlwaysClose: The ending of ''2'', ''3'', and ''4''.''4'' as well as ''Project Titan''.
** ''Project Titan'' has a rather hilarious variation; after getting defeated, [[spoiler:Wild Dog threatens Richard by enabling his titanium robot army and does an attempted escape in a helicopter. As the robot army is about to ascend in an elevator, Richard shoots the helicopter's rotor, Wild Dog, who's in the aforementioned helicopter, gets taken down when unable to control it and crashes into the titanium robot army which are about to reach the top.]]
29th Jul '16 1:51:06 PM Morgenthaler
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* DangerouslyGenreSavvy: Despite the series' ExcusePlot, the villains thought the four entries are surprisingly smart when it comes to carrying out their plot and hindering the heroes. [[CaptainObvious But of course, they still alway fail to beat the good guys, though]].
** In ''1'', after Miller killed Sherudo Garo, the entire plan by the antagonists to overthrow the republic and restore the monarchy in Sercia was basically over (as he was the [[LastOfHisKind last survivor of the royal family]]). Instead of [[KeystoneArmy simply surrendering after the death of his employer]], Wild Dog was smart enough to pull a XanatosSpeedChess by grabbing Rachel and [[ScrewThisImOuttaHere making a run for the helicopter]].
** In ''2'', Neodyne Industries was able to detect the intelligence leak of the Starline Network's real purpose literally within ''seconds'' after Christy made a phone call to the VSSE. When the heroes attempted to intercept the train carrying the satellite's components, Diaz [[TakeAThirdOption simply has the cargo airlifted away by helicopter while trapping the heroes on the train]]. Finally, half way though the boss fight with Wild Dog, Diaz shows up carrying a rocket launcher ''with the backup of his entire security team'' to join the fight once it is obvious that you are too much for him to handle alone, completely averting the MookChivalry trope.
** In ''3'', considering that the VSSE agents' mission was to neutralize the tactical missiles installed on Astigos Island, the Zagorian army was able to do a surprisingly effective job at [[DelayingAction delaying the heroes until the missiles are ready for launch]] by having them pinned down in pointless firefights that have nothing to do with missiles. When the heroes attempted to take a shortcut by hitchhiking on a supply train, the Zagorians responded by blowing up the railway bridge, forcing the heroes to travel the rest of the way on foot (once again, successfully delaying the heroes until the missiles are ready). Finally, when General Giorgio Zott was confronted by the heroes, he didn't start his EvilGloating until ''after'' he set the missiles to launch, and made sure that the launch sequence cannot be aborted conventionally even in the event of his defeat. Not to mention that [[ShootOutTheLock when designing the shutters in his military base]], Zott actually followed EvilOverlordList rule #96, and he was almost successful at stopping the heroes because of that!
** In ''4'', [[BigBad Gregory Barrows]] is unusually GenreSavvy for a LightGunGame villain. He not only allows his FacelessGoons to use their secret weapon ''from the VERY beginning of the game'' and outruns the heroes in a race to get more of said weapon, he actually manages to ''hide his true plans until the last level'' (while usually [[TrailersAlwaysSpoil they're given away on the game's "insert coin" trailer]]). On a minor note, the stealth fighters he stole and sent to [[spoiler: destroy all major cities in the United States with nuclear missiles]] are controlled by a separate informatic system, so they can't be hacked by usual computers to be stopped, thus using the EvilOverlordList rule #50.
*** Alas, he's still a victim of GenreBlindness: a nuclear missile-launching computer system that could be completely shut down by ''pressing a single button''. That didn't even require a login or password or any other type of validation. Chain's only as strong as the weakest link, bub!
** Though ''5's'' BigBad [[spoiler: Robert Baxter]] is able to manipulate the VSSE quite effectively, frame [[spoiler: his former partner as the true mole and a murderer]] and attempts to kill the protagonists while they are distracted (using [[ThrowingYourSwordAlwaysWorks the much-more-dangerous-in-game knives]], rather than bullets), he suffered from an enormous instance of GenreBlindness when he [[spoiler: fired a tracking bullet into the briefcase containing data about his traitor status. Had he not done that, VSSE would never have found his covert facility before his plan went into effect.]] HoistByHisOwnPetard indeed. [[spoiler:In his defense, however, his priority at the time is to ensure that the briefcase is in ''his'' hand. He needs the briefcase to be tracked so as to alert his goons on its whereabouts and have them retrieving it, after which the tracking device would then conceivably have been destroyed. Even after Keith ruins that plan, Robert could still have had him killed under the guise of a mission before the briefcase's content can be analyzed. Robert is of course on a race track, and, unfortunately for him, Keith manages to stay alive long enough for the analysis to be complete.]]
*** Also, to be fair, [[spoiler: if Keith Martin hadn't picked up the briefcase and brought it to Robert's base, the VSSE wouldn't have been led there. Which raises the question: '''How did Keith know where the traitor's hideout was?''']]
** A rare example in for the {{mooks}} as well: In the [[UpdatedRerelease PlayStation 2-exclusive]] rescue missions for ''3'' in which you play as Alicia, during the sniper sections the enemy actually employs proper counter-sniper tactics by sending in their own sharpshooters to hunt you down in teams. They are even smart enough to re-position themselves after firing each shot so that you can't easily track them down, and one of them actually attempts to take you out by sniping a [[ExplodingBarrels red barrel]] that [[GenreBlindness Alicia was standing dangerously close to]] during a cutscene. Then, in the level at the air force base in ''4'', Captain Rush and the National Guard requests fire support. As soon as you show up, the enemy immediately focuses all their firepower on you instead of the helpless National Guard soldiers. Considering they all work for the above examples, this isn't too surprising.
24th Jul '16 10:58:04 AM Snippyshelf7
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Added DiffLines:

** If the player runs out of lives in Time Crisis 3 and continues the game, the AI partner(In solo play) will automatically shoot all enemies currently onscreen.
22nd Jul '16 11:18:19 PM 4444jdm
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Added DiffLines:

* OneGameForThePriceOfTwo: Downplayed since the second game; you play as one of the two VSSE agents in different angles on scenarios, depending on the cabinet.
** This only applies to the arcade originals; the home ports inverted this, being ''two games for the price of one''!
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.TimeCrisis