Razing Storm (レイジングストーム Reijingu Sutōmu ) is a light gun rail shooter arcade game developed and published by Namco Bandai Games for the System 357 board. It is the second spin-off of the Time Crisis series published by Namco after Crisis Zone.
Razing Storm was released for the PlayStation 3 in October 2010 as Time Crisis: Razing Storm in North America, and Big 3 Gun Shooting in Japan. It features support for the PlayStation Move controller and Namco GunCon 3 controller.
Razing Storm is similar to many of its Time Crisis Rail-Shooter counterparts, namely Crisis Zone, using the signature Foot-Pedal cover system, but providing the player with a Machine Gun as the default weapon and a handheld ballistic shield. Pressing down on the pedal allows the player to put down the shield and attack, but leaves them open to enemy fire. Releasing the pedal allows the player to take cover behind the shield, reloading their weapon and rendering the player impervious to all types of damage, but leaves them unable to attack. The game also has a time limit on each section. This forces the player to attack and take risks rather than hide behind their shield, or they will face damage from the timer running out.
Players have a limited number of life marks (a default setting of three) and one mark is taken away for every hit of damage they take and whenever the timer runs out. A one-half mark is taken away for accidentally shooting a civilian (marked by a yellow rectangle) in certain situations, but 6 one-half marks (one in stage 1, one in stage 2, two in stage 3 and two in stage 4) can be earned (even above the default amount) by covering allied squad members in other situations (the enemy soldier(s) who will harm them is/are shown in yellow crosshair(s)). When the life marks drop to zero or below, the game is over.
Different from the Time Crisis games, clear warnings are given when an enemy has locked-on and is about to attack, usually in the form of a shrinking crosshair mark around an enemy's gun (red for player 1 and blue for player 2), or a yellow triangle around flying projectiles. As the player keeps progressing without being defeated (prevented from reaching zero marks), the warning time shrinks and projectiles travel faster, forcing the player to defend much more quickly and efficiently to avoid damage while moving forward, much like the Virtua Cop series. If player is defeated and continues the game, the warning time and shrinks revert back to the first time you play the game.
Razing Storm also presents new features known as Dog Tags which the player must destroy the environments in order to get dog tags from stage 1 to 3 to strengthen the bridge's durability in the Emergency Mission in stage 3. The more dog tags acquired (a total of 10 dog tags which four are in stage 1, three are in stage 2 and three are in stage 3), the more durable the bridge will be and less chance of failing the mission.
Razing Storm has 4 stages of gameplay, in which playing all four stages is contingent on how well the player performed. Players encounter militias, rogue troopers, and mechanized enemies throughout. Players are also given different weapons based on the situation the player is in (machine gun, cluster shot, rocket launcher and sniper rifle). Note that stage 4 is only available if the player survives the emergency mission in stage 3. Failing that mission will end the game and the player will not be able to enter his/her initials in the high score board.
Originally an arcade game, Razing Storm was released as a part of Time Crisis: Razing Storm for the PlayStation 3. In this PS3 port, a First-Person Shooting Story Mode (similar to Time Crisis 4's Full Mission) covers cliffhangers and plot holes purposely omitted from the arcade version.
Unlike most of its Time Crisis counterparts, Razing Storm puts a unique emphasis on the player's score and performance, with frequent checkpoints, score reports, and commentary for hit chains to let the player know how he is doing, and how he compares to other players before him. As the player scores continuous hits on enemies in short periods of time, the hit counter increases, giving score bonuses and compliments from other characters at certain milestones (scoring a 30, 60, 100 hit chain, etc.). The hit counter/chain is also added to and extended by destroying the surrounding environment (10 points per hit), such as shooting out windows, railings, fruit stands, and concrete barriers. Large score bonuses are also given for quick completion of areas, as a time bonus, and for destroying environmental hazards that harm enemies. This scoring system gives players incentive to attack and shoot continuously and accurately, taking risks for a high score, rather than playing defensively to simply complete the game.
Continuous Hit Bonus
For shots on enemies, the scoring is as follows:
– Any foot soldier when shot is worth 10 points for each shot with an additional 500 point bonus for each kill.
– Any sniper when shot is worth 10 points for each shot with an additional 2,450 point bonus for each kill.
– Any HACS when shot is worth 10 points for each shot with an additional 3,000 point bonus for each destroyed.
– Any Raptor when shot is worth 10 points for each shot with an additional 5,000 point bonus for each destroyed.
– Any helicopter when shot is worth 10 points for each shot with an additional 10,000 point bonus for each destroyed.
– Any small missile in the emergency mission is worth 1,000 points for each destroyed and any large missile when shot is worth 10 points for each shot with an additional 5,000 point bonus for each destroyed.
– Destroying the Kraken's main laser cannon is worth 5,000 points with an additional 10,000 point bonus.
The combo system is pegged to the continuous hit combo system and gives point bonuses as follows:
– 300 point bonus per 10 hits for the first 40 hits.
– 500 point bonus per 10 hits for the 50th to 90th hit.
– 800 point bonus per 10 hits for the 100th to 140th hit.
– 1,000 point bonus per 10 hits for the 150th to 190th hit.
– 1,200 point bonus per 10 hits for the 200th to 240th hit.
– 1,500 point bonus per 10 hits for the 250th to 290th hit.
– 1,800 point bonus per 10 hits for the 300th to 340th hit.
– 2,000 point bonus per 10 hits for the 350th hit and above.
Time Bonus And Maximum Amount Of Time Per Area
|Area||Maximum time (in seconds)|
|Stage 1 (overall)||325|
|Stage 2 (overall)||235|
|Stage 3 (overall)||268|
|Stage 4 (overall)||310|
|– The time bonus is 2,000 points for every second saved.|
– Overall timing includes one more area per stage. Hence, Stage 1 has 7 areas, Stage 2 has 6 areas, Stage 3 has 5 areas and Stage 4 has 5 areas.
Razing Storm's story takes place in the year 2030, with the players - referred to as Alpha One and Alpha Two in-game - in a massively destructible environment to fight futuristic terrorists and renegade soldiers in a South American country (presumably Brazil) under a bloody revolution as part of a special forces unit called S.C.A.R. (Strategic Combat and Rescue), sent to capture the leader of the rebels; Paulo Guerra, who masterminded an attack on the United States. Guerra's schemes are shrouded in mystery, as much of his doings are unrevealed the PlayStation 3 version of the game, which also wraps up the cliffhanger from the Arcade release.
Main Theme Songs
- Opening theme - Ashes by Five Finger Death Punch
- Ending theme - The Bleeding by Five Finger Death Punch