Time Crisis 4 • The Official Thread

Digital-Nitrate

1955-2011 R.I.P.
Premium
6,009
United States
Austin, Texas
D-Nitrate / GTP_DNitrate




Time Crisis 4



SUMMARY
  • Developer______: Nex Entertainment
  • Publisher______: Namco
  • Rating_________: Teen (T)
  • Genre__________: FPS
  • Game Engine____:
  • Gameplay Modes_: Single Player, Multi-player
  • Online Play____:
  • Control________: Guncon 3 w/dual IR LEDs
  • Picture Format_:
  • Audio Format___:
  • Demo___________:
  • Release Dates
    • USA = Nov 20, 2007
    • JPN = TBA
    • EUR = TBA


LINKS


DESCRIPTION

Join operatives Giorgio Bruno and Evan Bernard to investigate and prevent a top secret weapon from falling into the hands of international terrorists!

Now, the most advanced game in the stellar Time Crisis series arrives on the PLAYSTATION 3, delivering totally immersive, intense gameplay. Time Crisis 4 is reborn, and includes a full FPS game mode, stunning HD quality graphics and a newly designed Guncon to enhance every aspect of the game. Superior to its arcade counterpart, Time Crisis 4 brings a fresh new look to launch the series into the next generation.



KEY FEATURES
  • Next Generation Guncon – The most advanced Guncon ever, redesigned specifically to enhance next-gen gameplay.

    • New dual analog stick design - Change camera angles, switch out weapons and control your character’s movement, including crouching and jumping.

    • Full compatibility with all displays 13" to 50" - Enjoy the adrenaline pumping action in HD quality graphics whether you have an LCD, plasma or widescreen display. (Also supports Standard Definition displays)

  • FPS mode – Exclusive to the console version and entirely new to the Time Crisis universe, roam freely as a new, console exclusive playable character, and experience FPS style gameplay in 5 new stages.

  • Multiple modes – Time Crisis® 4 delivers intense-action in numerous modes of play including:

    • Complete Mission - Play through a combination of original stages and brand new FPS stages.

    • Arcade - Experience arcade action in your very own living room!

    • Crisis Missions - The popular Crisis Missions are back and more exciting than ever, now with new tactical missions! Destroy biological weapons and complete other objectives requiring the utmost in stealth and precision.

    • Mini Games - Test your sharp shooting skills and complete your objective within seconds, or go head-to-head with a friend in a variety of challenging mini games.

  • Upgraded Arsenal – In addition to your standard weapons assortment, such as handguns and shotguns, upgrade to grenade launchers and mounted machine guns (FPS mode only) to increase your lethal arsenal. Also features unlockable console exclusive bonus weapons. Select your weapon and be prepared to assault enemies from every direction.

  • Downloadable content – Extend your gameplay by downloading additional Crisis Missions.





(click image to see other sizes including the original 1280x720 pic)
 
Time Crisis 4: Creating the Guncon 3
Posted on Nov 5, 2007 by Takashi Satsukawa // Director, Time Crisis 4
Hello, everyone, this is Takashi Satsukawa, the director of Time Crisis 4.

Today, I would like to discuss our development process in creating Time Crisis 4 and the Guncon 3 controller. Four years have passed since I first came up with the framework of Time Crisis 4. In the autumn of 2003, after the completion of the PS2 version of Time Crisis 3, our development team started to examine what our next big step for the series should be. After kicking around some ideas, we decided to work on a new concept in which the player has full control over their on-screen actions, moving independently through the stage and shooting at enemies with an entirely new Guncon.

In most traditional arcade shooting games such as the previous installments of Time Crisis, players don’t have full control over their movement. Instead, the camera movements are directed precisely by the developer, while enemies show up quickly on the screen. This allows the player to focus on one specific action – shooting. As the basic premise for this type of game has broad appeal and is instantly engaging, we’ll continue to make these games in the future, but wanted to investigate a new path for Time Crisis 4.

The Time Crisis team has been eager to implement a solution for moving and shooting to the series for years now – our development tools allow us to do this in early builds of games – but it was too difficult to implement this feature into a full game using only the Guncon 2 controller. With our next title planned for the PLAYSTATION 3 system, we began work on our next iteration of the Guncon hardware to bring new functionality to the series and allow us to implement our goals for a free-roaming Time Crisis experience. We asked our designer to come up with a few illustrations showing a Guncon with one analog stick. After getting the results, we realized that this was going to be a more intimidating project than we had planned!

1876975280_9758287c54_o.jpg

Putting our hardware demands on the back-burner for a while, we turned to the software side to try and put together a compelling demonstration for our concept. We worked for a month to create a prototype based on the Time Crisis 3 engine in which two players can move freely around a small square environment and try to shoot each other. We decided to go with a Vs. type game because we didn’t have an appropriate AI solution in place and needed to test it out as quickly as possible. Even though this early prototype only allowed for horizontal aiming, we felt confident enough in the design to move forward with the full game.

1876149377_7a1bf38b80.jpg

As we understood that we would have to implement vertical aiming in our game, we decided to revise our Guncon hardware designs to meet this goal. That was the real jumping-off point for Time Crisis 4, which I will cover in-depth soon in my next entry!

1876974892_0f2d64551f.jpg





Time Crisis 4: Creating the Guncon 3, Part 2
Posted on Nov 12 by Takashi Satsukawa // Director, Time Crisis 4
Hi everyone, Time Crisis 4 director Takashi Satsukawa here again. Before we get down to business, I’d like to address some of the questions and comments you had on my last post.

A lot of people were wondering how the game will work for left-handed players, or if it will even work at all. I’d like to put these concerns to rest by saying that we went through a lot of prototypes and testing with left-handed players, and the setup we have now works equally well no matter your preference. We understand that there are a lot of left-handed players, so you can take my word for it that we took this issue to heart when designing the Guncon 3.

There were also a lot of questions asking about the color of the Guncon 3 in the US (bright orange) as opposed to the black version being released in Japan. In the US and certain parts of Europe, the government dictates that all input devices and toys modeled after guns look significantly different than real guns. I’m sure you’ll see these same garish colors in a lot of toys and other gun-type peripherals, so we really don’t have any control over the matter in this regard.

Finally, I noticed a lot of questions about the shooting accuracy with our new setup, which uses two sensors and allows users to play on any type of television. The Guncon 3 is extremely accurate as a function of both our hardware and software. On the hardware side, the lens of the gun was designed by a company that makes precision lenses used in cameras and scanners that can minimize distortion at the 90mm level. In the Guncon 3 itself, there are chips dedicated to computing the location of the sensors, which can detect their position within 1/60th of a second and transmit the data to the PS3. These chips also contain the functionality to detect movement and tilt, just like a standard SIXAXIS controller.

On the software side, we offer two types of calibration to make sure the Guncon 3 is interfacing with the game in the best way possible. The first is a standard Time Crisis two-point calibration, but the other introduces five points, and ensures even greater accuracy.

OK! Now that I’ve answered some of your questions, I’d like to show you a few of the prototypes we went through before arriving at the final design for the peripheral.

1988175863_ec2ff30c7c.jpg

Here’s our first attempt at what would become the final design – the grip for the left hand was added, as well as another analog stick and more buttons. I actually made this prototype myself with paper mache, the first time I had used the stuff in 30 years since elementary school!

1988177861_653066b85c.jpg

Once we had approval on this basic design, we took it one step further with a Guncon 2 and actually did the work to wire in the modifications.

1988986730_79fb679e29.jpg

As we were working on the arcade version of the game at this point, we were able to actually use this prototype when playing the game. We found the basic functionality to be good, but the placement of the left analog stick was quite uncomfortable. As you can see in the above image, the location and angle are awkward for the player to hold the grip and use the stick. Hoping to further refine our concept, we created several more prototypes.

1988987004_0b965596be.jpg

These were all variations on our initial concept, with varying degrees of success. The model on the lower right side of the image proved to be best in terms of functionality, use and comfort, so we launched full development of this prototype.

1988987532_c1e1c41be5.jpg

In addition to finalizing the look of the device, we also had to examine more technical items such as wave tests, safety tests, environmental standard tests and durability tests. As we completed each of these tests, it became clear that this would be the final design of the Guncon3.

1988179843_5e2f9fa9c2.jpg

Finally, after months of hard work, our design of the mass production Guncon 3 was completed. It was quite a special moment for us all!

1988175189_8839a003d9.jpg

We’ve completed our discussion of the creation of the Guncon 3, so now we can talk about the game itself. I’ll be back soon to give you an insider’s look at our development process!





Time Crisis 4: From Arcade to PS3
Posted on Nov 19, 2007 by Takashi Satsukawa // Director, Time Crisis 4
While our team was in the process of creating the Guncon3 for the PLAYSTATION 3 release of Time Crisis 4, we were simultaneously working on the arcade version of the game. There are considerable differences when creating a game for arcade and home release. While the Time Crisis series has been a huge success in arcades for along time now, we decided to make some changes in our formula that would ultimately benefit the PLAYSTATION 3 version.

2047486887_d7689cce9d_o.jpg

For our character designs, we knew that the game would eventually be released on the extremely capable PLAYSTATION 3 hardware, so we felt confident in adding a great deal of detail to our models. For example, if you take a look at our enemy soldier designs, you’ll notice that they wear a green radio-type device on their shoulder. As the game features insect-like biological weapons called Terror-Bites, these are devices that emit a pulse that deters these creatures, ensuring that they are not attacked by accident. When enemies unleash the Terror Bites, you’ll notice that this green device blinks and emits a low buzzing sound. This is a pretty minor detail, but there are a lot of these touches throughout the game. Again, as we were confident in the PLAYSTATION 3 to recreate the arcade experience, we put as much care as possible into designing our characters and game world.

2048275192_1eac48c25c.jpg

As soon as the Arcade version of Time Crisis 4 was completed, we started development of the PLAYSTATION 3 version. Since we already had our graphics in high-res, it was a relatively simple process for us to get the arcade stages up and running smoothly on the PS3 hardware.

2048273978_6fabe33ba6.jpg

Our team hadn’t created any FPS stages prior to this point, so it was a fun challenge for us to try and meet our goal of implementing control via the Guncon3. We were always concerned with giving the player full movement over the character while also putting them in the fun shooting scenarios that the arcade game is known for. As you can see in the image below, our FPS stages are much larger than our arcade stages. On the left is the game’s first arcade stage, with the first FPS stage to the right. I think players will be surprised by how substantial our FPS mode actually is.

2048275348_81a837f9d1.jpg

We’re now working the European version of the game, but can feel a sense of relief with the game shipping to stores this week in North America. For the Japanese and Asian versions, there are still a few details to finalize, such as packaging. In the photo below, I am comparing the final Japanese packaging on the left to the Asian version on the right. I’m always concerned with selecting the right type of packaging for each region, so I take this step very seriously. You can also see the final US packaging in the below image – it’s very different from the packaging for our other regions.

2048274084_7f18f1cc04.jpg

Our team put everything we had into making Time Crisis 4 as good as it can possibly be. I’d like to thank you all for reading my blog postings, and hope you found them informative. The game will be hitting stores this week, so I hope you enjoy it!


2047591429_d52feb1e3c_o.jpg

 
I'm playing through it for a third time...I love it in the arcades and I love it for home...any Time Crisis fan will love this title...
 
The only problem I have with it is the tacky bright orange gun..!
Isn't the orange gun limited to just the US and parts of Europe for legal reasons? Maybe in South Africa you get the normal Black one, like those included in the Japanese release.

That... or paint it. :)
 
Isn't the orange gun limited to just the US and parts of Europe for legal reasons? Maybe in South Africa you get the normal Black one, like those included in the Japanese release.

That... or paint it. :)

That will definately be good news! Not launched over here yet, so I will have to wait and see!
 
Just browsed the net a bit...looks like only the Japan version will include the black guncon as sort of a "special edition"...even the rest of asia is getting the orange one!
 
Ugly looking gun, despite its color. Will it work on LCD HDTV sets?

Yes, it includes 2 LED's that you hang over the edges of your tv and it calibrates accordingly!

The gun is orange in asia/usa due to gun laws...only available in black in japan! So if you would like an black gun additionallly, buy it from play-asia...if you live outside of the USA that is...
 
The gun looks soo cheap in orange is unbelievable! If I got one I would paint it like the prototype sketches (where its black and red) because it looked great there!

Oh yeah im going to hold up a liqueur store with a Guncon 3! :lol:

Robin
 
Oh yeah im going to hold up a liqueur store with a Guncon 3! :lol:
I know how you feel, and for the most apart I also feel many things in life are over regulated, thus punishing the very many for the stupidity of the very few.

However, considering the countless numbers of times toy guns have been mistaken for real ones (especially when you consider that someone may feel their life is at risk, and so they have to make quick decisions that do not allow for reasonable inspection of the gun), resulting in unnecessary shootings and even many deaths, I guess this is one area I don't necessarily mind the added regulations... and of course if it really bothered me I would paint it or buy the Japanese version.
 
I know how you feel, and for the most apart I also feel many things in life are over regulated, thus punishing the very many for the stupidity of the very few.

However, considering the countless numbers of times toy guns have been mistaken for real ones (especially when you consider that someone may feel their life is at risk, and so they have to make quick decisions that do not allow for reasonable inspection of the gun), resulting in unnecessary shootings and even many deaths, I guess this is one area I don't necessarily mind the added regulations... and of course if it really bothered me I would paint it or buy the Japanese version.

Still, its not like anyone will play outside with their guncon with that 10ft cable hanging from it, now would they?
 
Still, its not like anyone will play outside with their guncon with that 10ft cable hanging from it, now would they?
I think you may be misunderstanding the circumstances. What is quite possible, regardless of the stupidity of it, is some kid getting hold of one, possibly stolen, or broken, cutting off the cable and thinking it would be fun to scare someone with it... occasionally resulting in a very bad ending.

Like I said, normally I am against a lot of regulation intended to protect the stupidity of the very few while at the same time limits the enjoyment of the very many.

In this case, I am more understanding of it, and at least there are options for those that must have a more realistic looking Guncon.
 
So, out of curiosity, will past Guncon games work with the Guncon 3? Maybe as a PSN download with an update?

I sold my earlier lightgun games and Guncons because they don't work on my current TV and won't work on a new HDTV. I woudl love to be able to pull out some of those old shooters.


Quick question for anyone with Time Crisis 4: Does it have the bonus games built-in still? Oddly, I spent hours just shooting at clay pigeons.
 
Back