Time Crisis II | |
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North American cover art
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Developer(s) | Namco |
Publisher(s) | Namco |
Producer(s) | Takashi Sano |
Platform(s) | Arcade, PlayStation 2 |
Release date(s) |
Arcade 1 Player
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Genre(s) | Rail shooter |
Mode(s) | Single-player, multiplayer |
Arcade system | Namco System 23, Super Namco System 23 |
Aggregate score | |
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Aggregator | Score |
Metacritic | 81/100 |
Review scores | |
Publication | Score |
AllGame | |
Edge | 6/10 |
EGM | 7.5/10 |
Eurogamer | 7/10 |
Famitsu | 32/40 |
Game Informer | 8.25/10 |
GamePro | |
Game Revolution | B |
GameSpot | 7.2/10 |
GameSpy | 80% |
GameZone | 8/10 |
IGN | 8.7/10 |
OPM (US) | |
Maxim | 8/10 |
Time Crisis II is a light gun arcade game and the second installment in Namco's Time Crisis series, introducing co-operative multiplayer to the franchise. It was first released in arcades in March 1997, with an enhanced port released on the PlayStation 2 in October 2001, bundled with the GunCon 2 controller (G-Con 2 in Europe). A port for the Sega Dreamcast was in development, but was cancelled and never released.
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 first 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.