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Completed

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Time Played

--

Days in Journal

1 day

Last played

May 25, 2023

Platforms Played

DISPLAY


Spotting an arcade cabinet of Time Crisis 5 was like spotting a unicorn in the wild for me, and as such, I immediately felt compelled to run through the whole thing. I imagine that the devs must have been just as excited as I was to try out their new toys (in the form of the Unreal Engine), because that would be the easiest way to explain the drop in depth from previous installments. The dual pedal system sounds great in theory (switch perspectives on the fly to target covered enemies from their weak points while dodging more threatening attacks), but it makes the game somewhat of a breeze, because you can switch pretty quickly with no limits and enemies take a few seconds to refocus their attacks towards you, not to mention that you can dodge every bullet your way by doing so. You're heavily conditioned to do so anyways, because the animation for ducking back under cover has been slowed in comparison to how quickly red-highlighted bullets can be spotted and then damage you, so it's much harder to dodge without outright switching with pedals. Besides that, there's a lot less incentive to mess around with your other weapons, because there aren't quite as many yellow grunts to attack to farm extra ammo: not that you'd really need to anyways, since the unlimited handgun deals enough quick damage to dispatch practically everything with ease. The game also feels a bit more gimmicky this time around due to all the other sections that detract from Time Crisis's signature cover shootouts. There are a few quick time events that require you to press the correct pedal to avoid damage, a single sniper section that has you headshotting foes to avoid detection (unlikely anyways since they die to two body shots and you'll usually fire fast enough), and some "break the targets" quick time events that become simple enough since you're provided with unlimited ammo during these moments.

I do have to admit that at the end of the day though, it's still Time Crisis despite the obvious lack of focus, and it's still got many of the hallmarks that got me so interested in the first place. The light gun aiming feels pretty responsive and satisfying due to the vibrations and fantastic visual/audio feedback, there are some pretty intense railgun sections that actually prompted me to really keep an eye on both perspectives with the pedals, and the story still makes absolutely no sense at all with some of the laziest voice-acting imaginable. I can't help but grin though, as the campyness of the franchise, with all its exaggerated boss fights and gratuitous explosions, has always been a big draw in its memorability. As it stands, it's definitely the weakest of the Time Crisis games I've dabbled with, but I'm glad to have finally found and conquered another installment. The search shall continue until I've beat them all...