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Time Crisis 5 Arcade Release on March 2015

In case anyone missed it, here is a trailer cut from the attract mode of Time Crisis 5 showing how the dual pedal system works. TC5 is next up on Bandai Namco's production schedule, which has been focused on making Star Wars Battle Pod.

http://www.youtube.com/watch?v=DXui5El2fD8

Also where it was mentioned in this thread, I did a Q&A with Eugene Jarvis for his company's Jurassic Park Arcade game, which starts shipping by the end of this week or sometime next. I'm sure Dave & Busters will get their hands on them first; I am getting one into my place and will do an "unboxing" of it then but haven't been told when exactly I can expect it.

http://arcadeheroes.com/2015/02/23/qa-jurassic-park-arcade-eugene-jarvis/

Please tell me Wild Dog's not a lackey again.
 
Please tell me Wild Dog's not a lackey again.

I assume you are referring to the "True Mastermind Edition" of TC5. As to WD's status, I don't know, they haven't mentioned much about it aside from the flyer below. Otherwise all of the talk has been about the dual pedal system and confirming that WD is in the game at least. Although I will get some hands on time with the game at the end of March when they set it up for an arcade trade show in Vegas. Hopefully they will spill the beans on the True Mastermind by then

Time-Crisis-5-Brochure-A.jpg
 
They finally acknowledged single players playing both p1 and p2 at the same time eh lol

EDIT: was that David Hayter
 
Finally had a chance to play it here in Singapore and frankly, it sucks.

1. Far too short (I swear, TCII was longer). Feels like an incomplete game, almost a demo.

2. Lack of enemy variation beyond the basic soldiers. Interesting enemies (like a swordwielding one) that should have made regular appearances only show up once. As far as bosses go,
I said Wild Dog was the first boss, well guess what he's the only damn boss in the game.

3. Absolutely no plot. Yeah I know no one plays these for the plot, but at least there's always some evil scheme to thwart. Here
the whole game is you chasing Wild Dog for a briefcase which you never get back in the end!
The game announces that the whole story will be revealed in the "Mastermind Version", but at least the arcade versions of TC3/4/Razing Storm felt like complete games on their own despite adding story content to their console ports.

4. No sense of difficulty progression, each stage simply throwing a different set-piece at you (which was the same problem I had with TC4).

5. A minor point, but I hate that you now have to press a separate button to change weapons which is impossible to do without using both hands.

The switch pedal mechanic is actually pretty fun, so ultimately this game feels like wasted potential. For the first time I have no desire to replay a Time Crisis game. Guess TC3 will remain the pinnacle of the franchise for me.
 
Pretty cool to see Time Crisis still around. Makes me wonder if Sega will ever do House of the Dead 5. (Unless Overkill counts as 5)

:(

Time Crisis 5 on PS4 coupled with Time Crisis 1 - 4 Arcade Perfect on one Retail Disc.

DO IT NAMMMMCO!!!!!!!!!!

That would be really nice. Especially since I haven't played much of 1 and 2 and never played 4.
 
Pretty sad to hear about TC5 but not surprising. TC4 was really disappointing, it didn't have cheese or fun gunplay. A friend of mine and I got to the stage where you have to turn your focus to approaching enemies in a 360 motion and it was so aggravating that we never went back to that game.

So it's like successive disappointment, which is better than fresh disappointment.
 
Wonder if it comes to PS4, we can use the DS4 gyro like when you press R3 and you can point at the screen to select and write your message.
 
After re-checking the "True Mastermind Edition" isn't necessarily a console port, and may well be an arcade update. Still doesn't excuse Bandai-Namco for releasing half a game.
 
I played the game recently at an Arcade in Canada. I honestly dont like the feel on the new gun tbh. I'll post up pics in a bit. Currently at work rn.
 
Time Crisis returns to arcades!? After Pokken, Dissidia and those other recent arcade game announcements from Japanese publishers that are slipping from my mind right now, it almost seems arcades are prone to make a comeback of sorts in Japan.

Does anyone here (Japan GAF assemble!) have a list of these (semi) recent (semi) big profile arcade games being announced or released? Or know why they are being made in the first place? Is there a new arcade gaming trend going in Japan, or?

Where is this sudden interest coming from in other words? Not that I don't wholeheartedly applaud it, mind you.

(Now if we could only convince Sega to either update Outrun SPDX/2006 or make an Outrun 3 - now that would be a dream come true for me!)
 
I played this game yesterday actually. It wasn't the "complete" edition or whatever but just the first half.

The pedal system is mad fun. I honestly had zero interest in playing any other lightgun shooter after because the immersion was so lacking in contrast. The ability to dodge and switch sides to confuse the enemies was great.


Sick game.
 
Does anyone actually want an OT for this game? Because after playing it at D&B(it's in South Florida now), the wind was yanked right out of my sails.

Wild Dog is a horrible caricature now, and there's more BS unavoidable red shots than ever.

The game itself looks fun, but it's a quarter eater, worse than 3 & 4 combined. Eff that.
 
Round 1 at the Parks has this game now. They also have a TC4 cabinet entirely in Japanese, lol (it's difficulty is turned up really high :/)

Hardware: The new pedal mechanic is interesting, but way hard to get used to, and more uncomfortable than the standard pedal (each pedal is too small). Gun cord is too short by about a foot. Even though it appears to use the same tracking method as Razing Storm, its way more responsive here and is pretty on point all the time. The shots come out of the right part of the gun, instead of where the flashlight/laser sight would be like in 3 & 4. Switching weapons with a button sucks, its the HOTD 4 grenade turned up to 11, but at least you can hide while you fumble with the gun. l think they should give us an option to do it the old way when the DLC becomes available.

Graphics: It looks like the typical Unreal Engine 3 based arcade game. Thankfully it doesn't drop frames like one.

Gameplay: Game is pretty fun. The "shoot guys the old fashioned way" segment felt a little less dynamic in terms of camera direction than the classic TC games, despite the crazy cover mechanic. The set-piece comment from earlier is definitely warranted. Looking at that flyer from earlier in the thread, it looks like I played through 85% of the game before moving on (and finding that R1 has a Gundam vs Gundam Next cabinet in the corner now! Awesome!)

All in all, I kinda hope the arcade dlc has more standard shoot guys segments with crazier camera direction. I do like the direction they are heading with this new style, but the kinks with the hardware itself need to be ironed out. A switch to UE4 (or maybe they shouldn't use out of the box UE3 defaults) would also be a good idea for the next game.
 
Does anyone actually want an OT for this game? Because after playing it at D&B(it's in South Florida now), the wind was yanked right out of my sails.

Wild Dog is a horrible caricature now, and there's more BS unavoidable red shots than ever.

The game itself looks fun, but it's a quarter eater, worse than 3 & 4 combined. Eff that.

Guess I gotta hope an arcade near me (I'm not driving two hours to D&B to play this) gets it so I can play during Free Play Tuesdays.
 
I finally got to try this yesterday. Played it for 3 hours straight. By the time I was done I'd already gotten the 1cc, two separate times, but it was really rough at first.

I'm a series vet...the first game remains one of my all-time favs. 1cc-ed both it and 2, many times. Never spent enough time with 3 or 4 to get that good, but enjoyed them nonetheless, even though 4 seemed pretty uninspired.

The dual pedal mechanic is...really fun, actually, and did not take very long to get used to. The graphics are great, except for the occasional stutter--was not prepared for that. Also, the HACS at the end of 1-2 didn't explode at one point...just continued floating there as I walked on by, lol.

The difficulty seemed absolutely brutal at first. I knew that your amount of time to duck after seeing a red circle had dropped for TC4, but it seems to be even less time now. Thing is, the amount of time can vary greatly depending on the enemy's distance from you. During the final battle with Wild Dog, when he is on a moving vehicle some distance away, you actually have way more time to dodge than you do in Stage 1, where all of the enemies are in close proximity. Making matters worse is the fact that most of the attacking enemies attack again very soon after, sometimes less than half a second later, and then again after that. Casual players all got murdered very quickly and most did not bother continuing or trying again. My first few credits also ended very quickly.

Finally I changed my play style and had much more success; instead of waiting for red-shirted enemies to attack, then trying to counterattack, I instead learned their patterns and shot them down before they had a chance to attack. As usual, the non-red enemies seldom attack, so this generally led to safety. Most of the enemies appear in the same places every time, with few exceptions, and the boss battles/minigame events never change (though the "press the indicated pedal quickly!" event chooses randomly between the two, so you can't just fall asleep), so memorizing my way to victory was not difficult.

My final playthrough was completed in 7'02"85. That's the shortest Time Crisis game ever; while I think it was possible to clear the first game in under 10 minutes, you're talking world-record territory there.

The minigame events are entertaining, and there's nothing frustrating/silly like the 3-screen battles from TC4. Overall, it's a lot of fun, and very intense...while it lasts.
 
I really want to replay the original with GCon but it's a major pain acquiring and storing a decent CRT just for one game.
 
Do modern light gun games work the same as before- using mirrors?

I may be pulling this info out of some weird dream I had.
 
Do modern light gun games work the same as before- using mirrors?

I may be pulling this info out of some weird dream I had.

wut

they use sensors, some arcade machines even let you calibrate (forgot that game name, but it's based on exploring old egyptian ruins and the light guns are modeled as staffs)
 
3 is the best. Challenging and just a blast to play.

4 had a really good stage 1 but the stages got easier and shorter as it went along. Didn't really care for the bugs either.
 
wut

they use sensors, some arcade machines even let you calibrate (forgot that game name, but it's based on exploring old egyptian ruins and the light guns are modeled as staffs)

Maze of the Kings by Sega.

Also too Time Crisis 5 does support re gun configuration into the game without having to go into the arcade board's Test Mode/Menu
 
Time Crisis 2 and House of the Dead 2 ruled the arcades for me. I'd have a blast playing this new one, if it weren't such a let down from all the first-hand accounts, it seems.

Having gone through literally every PS Move light gun game a few years ago, I have no interest in going back to that awfully inaccurate input method. A more responsive IR setup similar to the Wii is definitely the way to go. I never tried the Guncon 3, but it seemed to have used a similar design as well.

I'd gladly connect a series of IR lights to my TV if it meant instantaneous precision in light gun games.
 
wut

they use sensors, some arcade machines even let you calibrate (forgot that game name, but it's based on exploring old egyptian ruins and the light guns are modeled as staffs)

The light guns in the arcade are much more accurate than any home set up.
 
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