Time Crisis II

Time Crisis II (タイムクライシス Taimu Kuraishisu II) is a light gun arcade game, developed and released by Namco in December 1997, and is the second installment in the Time Crisis series. The game incorporates the same mechanics of its predecessor, with some minor changes, but with the addition of co-operative two-player gaming.

Gameplay
Time Crisis II was released utilizing Namco's System 23 arcade board in 1997, and was ported to PlayStation 2 (with enhanced graphics and polygon textures) in 2001. The game utilizes the foot pedal system, just like Time Crisis, where players can shoot or hide from enemy fire. One modification to the hide and attack system was the "crisis flash" system which alerts the players whether or not the enemy's attack would cause a direct hit, a feature not present in its predecessor, Time Crisis. When pressing down on the pedal, the player comes out of hiding, being able to shoot the enemies. Releasing the pedal puts the player behind cover to avoid critical bullets and reload the weapon, though the player cannot shoot whilst hiding. Certain sections of the game give players a machine gun with unlimited ammo.

The player loses a life if hit by a critical bullet or an obstacle and the game ends when the player loses all lives. Players also lose a life if the time limit (which is replenished after each area is cleared) drops to zero (unlike the first game where running out of time resulted in a game over). Players can continue from the point their current position, as opposed to the PlayStation version of Time Crisis, which required players to restart from the beginning of a section.

This was the first Time Crisis game to introduce two-player cooperative play by allowing two people to play simultaneously, allowing each player to cover the other (in single player, the computer controls the other character). The arcade version used connecting cabinets, allowing a player to allow another player to join, or to exclusively play alone. The PlayStation 2 version features split-screen or System Link functionality, which requires two televisions, consoles, and copies of the game and an iLink cable to use. Points are deducted for shooting the other player, though neither player will lose lives as a result. The same system is utilized once again in for events Time Crisis 3 and Time Crisis 4.

Plot
NeoDyne Industries announces it plan to launch a series of 64 satellites, codenamed the "StarLine Network", that will help to unify the world's communication networks. However, V.S.S.E. agent Christy Ryan discovers that the company's CEO, Ernesto Diaz, plans to launch an experimental nuclear satellite into space and sell it to the highest bidder. Escaping to a safehouse with a suitcase of incriminating data, she quickly finds herself tracked down and captured by NeoDyne mercenaries, led by Jakov Kinisky, moments before V.S.S.E. agents Keith Martin and Robert Baxter arrive to collect her. It's up to Keith and Robert to save her from NeoDyne, led by Diaz.

Why It Rocks

 * 1) Fast-paced gunplay that step-up from its predecessor.
 * 2) Good graphics, by 1997 standards, with the PlayStation 2 port improves the game's graphics.
 * 3) Awesome soundtrack.
 * 4) Awesome boss battles.
 * 5) Memorable cast of characters, especially Wild Dog, who returns from the first game.
 * 6) Memorable quotes, like Robert's "I don't think so!" in the attract into sequence.
 * 7) Awesome guns with blowback function that previously used on Namco's other gun game Point Blank as well as the first game.
 * 8) Awesome storyline.
 * 9) In addition to the game's main storyline, the PlayStation 2 version has bonus features that includes a recreation of the 1999 electromechanical throw-back game Quick & Crash.
 * 10) They now had the two-player mode that can linked together or split-screen.
 * 11) The protagonists now had dialogue.
 * 12) Wild Dog now serves as the second-to-last boss, with the Big Bad now serving as the Final Boss.
 * 13) Despite Wild Dog is openly shown collaborating with his client had done again in the second game, the third game onward the connection between him and the actual villain is implied at best.
 * 14) There are now had Crisis Sightings (the red reticule that warns you that an enemy shot will inflict damage).
 * 15) Time is now resets after each scene and only count down during actual gameplay.
 * 16) If you run out of time, one of your lives are lost.
 * 17) There is now had Scoring Points.
 * 18) There is no Timed Mode unlike the first game.
 * 19) Bosses would simply stick in the third area of each stage, except in Time Crisis 5 where the Final Boss once again has their own area.
 * 20) Your handgun has nine bullets, and the threshold for reloading is shorter.
 * 21) There are now had alternate weapons.
 * 22) "Bonus" enemies now award bonus points or ammo for other weapons.
 * 23) There are now had stages set aboard some of transport (train in 2, ATV and then a train in 3, helicopter in 4, another road vehicle in 5).

Videos
96Dz_yZqiCw VZEQv3DFIA4 QmGTYPUYTXw