The moment you boot up wow gold reviews Crisis 3, you know exactly what you're going to get: wave after wave of cannon fodder enemy,
ludicrous amounts of ammo, on rails 'duck and fire' gameplay, cackling end of level bosses, bad English voiceovers; it's all
present and correct. We could probably save you all a few minutes and tell you our verdict now; but we'd rather surprise you.
It's fair to say that Namco has broadly adopted the 'if it ain't broke…' mentality to the third in the long-running light
gun series. But the while the template remains more or less unchanged since the likes of Taito's Operation Wolf burst into
the arcades 16 years ago (goes misty eyed), we'd struggle to think of better exercise for our itchy trigger finger than
Namco's latest.
For the latest adventure, new guns for hire Alan Dunaway and Wesley Lambert enter the fray, looking almost exactly the same
as the chiselled duo in previous Time Crises. For reasons known best to themselves, the nefarious Zagorias Corporation has
invaded the neighbouring Mediterranean wow gold guide of Astigos. Time for our VSSE operatives to put a stop to their plans, and
basically go on a relentless killing spree without ever spoiling their hair.
In keeping with previous incarnations, the game offers an Arcade mode, which has a Story mode and gives you the opportunity
to dive into one of the three stages - providing you've already unlocked them in Story mode first. Two-player split screen or
iLink mode makes a welcome return, and there are a few options to customise the difficulty level (from Very Easy to Very
Hard), change the number of lives, and so on.
The game also plays pretty much identically to any previous Time Crisis, with one major exception - the weapon switch system.
As before, you start off ducked down behind cover, and have to hit the action button to poke your head over before you can
fire at your target. But this time, while you're in the duck position you can now cycle through your weapons inventory by
tapping the trigger, making the game much more strategic as you try and save your best weapons for when you really need them.
The valkors gold guide at your disposal are pretty basic; a simple handgun, machine gun, shotgun and grenade launcher are all you have,
the latter three with limited ammo supplies. Mercifully you can carry all of them at once, allowing you to memorise your way
through the levels and deal the really tough guys your more powerful arsenal when required. It's a simple but extremely
intuitive and effective system that makes you wonder why Namco waited so long to introduce it, and it immediately adds a new
dimension to the series. Although the game is still utterly predetermined and on rails, the simple ability to switch your
weapon makes it all the more addictive.
As with all Namco shooters, the more you play it the more you're rewarded. As you plough headlong into the story mode, good
performances will gain you an extra continue. At first you only have three, and even on the easiest settings you'll barely
make it through the first couple of areas. With repeated play, and some knowledge of where the baddies are going to appear,
you find yourself improving every time, and with a stock of continues you can slowing start to unlock each stage, and then
eventually more lives, which in turn makes the continues worth more.
To begin with, TC3 only grants you a measly four lives, and in a lotro golds where one stray bullet can kill you, that doesn't go a
long way. Once you're given the opportunity to up the life counter to nine, you can begin to up the difficulty level and
tentatively give yourself a more hardcore challenge.
Strangely, the continual repetition of playing through the same levels over and over again doesn't really wane for some time.
Each and every time we played it, we improved our game a tiny bit more, and coming through a previously shockingly hard
section intact delivers a satisfying quick fix experience that many of today's wow gold guide can't hold a candle to.