Razing Storm is a light gunrail shooter arcade game developed and published by Namco Bandai Games for the System 357note Namco's arcade board based on the Playstation 3 board.You play as two members of a special forces unit, identified as Alpha One and Alpha Two, to fight futuristic terrorists. Most of the game primarily involves the use of a machine gun that is effective against soldiers and lightly armoured personnel. At certain points, you will fight against the terrorists' death machines. These include the fast but weak Mini-Mecha "Raptor", a Spider Tank, and Humongous Mecha known as "Kraken", forcing you to change weapons. Your mission is to eliminate the terrorist threat and destroy the enemy's headquarters, while battling the terrorists and their Humongous Mecha in the process.As in Crisis Zone, the player is equipped with a handheld ballistic shield. When the shield is deployed, the player is impervious to all types of damage and ammunition, although he is unable to attack.
The sequel to this game was ported to PlayStation 3 under the new "Move" controls (which unfortunately turned the game into something akin to a First-Person Shooter). Two other arcade shooters are packaged with it: Time Crisis 4 (the arcade, not the earlier console version) and the obscure Deadstorm Pirates.In the sequel mode, the player controls Delta 1 and fights in battles before, during, and after the arcade version, eventually completing the ''sequelhook' rescue mission and battling the not-dead Paulo Guerra.Not to be confused with the similarly named super move of GeeseHoward (Raging Storm)
This game provides examples of:
And Now for Someone Completely Different: In the PS3 version of Razing Storm, you play as one of the special forces guarding Paulo Guerra's prison. He gets shot dead by one of Paulo Guerra's own special forces. Then you get to use the main characters again.
Combos meets Pinball Scoring: Shooting certain objects with your Cluster Shot or Rocket Launcher causes your combo meter to skyrocket. Additionally, the combo timer is very lenient compared to Time Crisis.
Crosshair Aware: If a crosshair appears on an enemy, it means that it's about to shoot you (red: player 1, blue: player 2)! Hide as soon as possible, or just shoot them down first. Enemy rockets are highlighted by a yellow caution triangle.
The Kraken is the boss of the first stage, that constantly tries to chase down and harass the player. The second stage has you fight against two of them, one at a time.
Downer Ending: If you fail to destroy enough of the missiles from the Spider Tank's Macross Missile Massacre at the end of stage 3, it will destroy the platform you and your squad are on. Said platform is high in the air, connecting two skyscrapers, so you know what happens.
... We land, completely fine, then agree the mission was a success and head home? (At least in the version at Game Works in Las Vegas.)
Krakens love to use these on you with their multiple missile turrets..
Once defeated, the Spider Tank fires out a ton of missiles (which you have to destroy) in a last ditch attempt to destroy your squad. Failing to destroy enough of them in time gets you the Downer Ending.
Made of Explodium: Many of the armored terrorists explode when defeated. Justified, as they're wearing light mechanical armour.
Sequential Boss: All the bosses are like this in some form. The Kraken of the first stage is fought on a platform that gets destroyed in the second half, the Spider Tank of the third stage jumps all over and hides in buildings, and the Final Boss is attacked from the underside first, before it is attacked in the frontal Wave Motion Gun.
Stealth-Based Mission: The first part of stage 3 is this. You have to snipe the terrorists without alerting the lot. If you get caught, you have to kill more enemies, causing you to take more time and potentially more damage, and lose a LOT of your time bonus.
Timed Mission: You have a time limit for each scenario. Failing to complete it within the limit makes you lose one hit point. Many high scorers try to do a speed run of the game, as time gives you a lot of points every time you complete a scenario.
Too Dumb to Live: The regular terrorists that try to charge the player en masse. One of your squadmates lampshades this: "These amateurs don't know who they're messing with".
They have guns. Does it not cross their minds to shoot at the player(s)?
The Very Definitely Final Stage: Stage 4, billed as a "bonus stage", sort of counts as this. You need to finish it for the better ending and to get your initials on the high score boards (if you manage to score high enough).