This page is a collection of in-depth and technical information about Razing Storm. It includes scoring notes and other gameplay mechanics explained in more detail.
Gameplay Features[]
Like its first spin-off Crisis Zone, Razing Storm has the player use a machine gun, a modified IMI Tavor TAR-21 with IWI X95 trigger guard and futuristic holographic sight to take down enemy soldiers. In addition, players take cover behind a portable ballistic shield that is strapped to the character's left arm. Unlike the earlier game but similar to Time Crisis II, certain sections of the game give players different weapons to take down mechanized enemies.
Ammunition capacity of each weapon is as follows:
Weapon | Ammo Capacity |
---|---|
Machine gun | 60 |
Cluster shot | 12 |
Rocket launcher | 10 |
Sniper rifle | Infinite |
Like the main Time Crisis series, 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. Like Time Crisis II and the games after, this 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 one life unit from the timer running out.
Players lose one life mark when they run out of time or hit by attacks that tint the screen red such as: enemy gunfire, explosives ordnance such as grenades or missiles, thrown objects, melee attacks, and slashed by chainsaws from H.A.C.S.. A one-half mark is taken away for accidentally shooting a civilian (marked by a yellow rectangle) in certain situations. Like Time Crisis and Time Crisis: Project Titan, life marks can be earned. Unlike those games however, there are far fewer life marks to be earned and it requires the player to cover allied squad operatives in certain situations. There is a total of six one-half marks (three life marks) which one in stage 1, one in stage 2, two in stage 3 and two in stage 4 can be earned. The enemy soldier(s) who will harm the allied squad operatives is/are shown in yellow crosshair(s). If the warning time for those crosshair(s) reaches zero, they will be hit but will not assign the player(s) any penalty. When the life marks drop to zero or below, the game is over.
Razing Storm has four stages of gameplay, in which playing all four stages is contingent on how well the player performed. Like Time Crisis: Project Titan, the final stage is only available if a certain condition is met which for this game is to survive the Emergency Mission in Stage 3. Failing the Emergency Mission will end the game and players will not be able to enter their initials in the high score board.
New Features[]
Different from the main Time Crisis games and Crisis Zone, crisis shots are either presented in the form of a shrinking crosshair mark around an enemy's gun (red for player 1 and blue for player 2) to indicate that an enemy has locked-on and is about to attack, or a yellow triangle around thrown or flying projectiles. As the player keeps progressing without being defeated (prevented from reaching zero marks), the warning time shrinks (grenades and rockets however travel at the same speed regardless of difficulty or progression), forcing the player to defend much more quickly and efficiently to avoid damage while moving forward, much like the Virtua Cop series. If the player receives damage from enemy hits or time out, the warning time slightly increases with the increase being greater if damage is received from enemy hits than from time out. However, receiving damage from shooting civilians does not increase the warning time. If the player is defeated and continues the game, the warning time and shrinks revert back to the first time the player played the respective stage (e.g. the warning time and shrinks is less in stage 4 than in stage 1).[1]
Razing Storm also presents new features known as Dog Tags which the player must destroy the environments in order to get dog tags from stages 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.
PlayStation 3 Features[]
The PlayStation 3 version of the game had a lot of new stuff not present in the Arcade game.
Story Mode[]
Unique to the Playstation 3 release of Razing Storm, is the addition of "Story Mode". It has a new set of stages from the perspective of a Almada Penitentiary prison guard sniper and another S.C.A.R. team operative. Like Time Crisis 4, gameplay is a specially-programmed first-person shooter mode, which players engage combat similar to a typical FPS game, but with manual gun pointing, aiming, and firing. Unlike the earlier game, players can only hold up to two weapons at any time with the secondary weapon, the submachine gun, always available. The primary weapon can be exchanged at certain points of the game. Players play as an Almada Penitentiary prison guard sniper in the prologue before switching to a S.C.A.R. Delta team operative for four stages with the first three stages occurring before the events of the Arcade Mode and the final stage occurring after the events of the Arcade Mode.
S.C.A.R. Delta Team Operative Ammo Capacities[]
The starting and maximum ammunition capacity for each of S.C.A.R. Delta team operative's weapons is as follows:
Weapon | Magazine Capacity | Starting Reserve | Maximum Reserve |
---|---|---|---|
Machine gun | 60 | 250 | 480 |
Shotgun | 16 | 60 | 96 |
Sniper rifle | 6 | 60 | 60 |
Skewer | 20 | 160 | 160 |
Grenade launcher | 6 | 36 | 36 |
Balero Cannon | 1 | 50 | 50 |
Missile launcher | 1 | 1 | 8 |
Hand Grenade* | N/A | 4 | N/A |
- Only replenished after a stage is completed.
Scoring[]
Basic Hits[]
The scoring for basic hits is as follows:
Number Of Points Earned |
---|
(number of combo hits) / (number of hits registered per weapon) x 10 |
The number of hits registered per weapon is as follows:
Weapon | Hits Registered |
---|---|
Machine gun | 1 |
Cluster shot | 2 |
Rocket launcher | 5 |
Sniper rifle | 3* |
*For non-head shots.
E.g. A 200 hit combo gives a basic score of 2000 (200 / 1 x 10) points with the machine gun, 1000 (200 / 2 x 10) points with the cluster shot and 400 (200 / 5 x 10) points with the rocket launcher.
Infantry Scoring[]
For shots on enemy soldiers, the scoring is as follows:
Type | Individual Shot | "Kill" Shot |
---|---|---|
Civilian Militia/Renegade Soldier | 10* | 510 |
Sniper | 10*/10 x (6, 9 or 15)** | 2520***/2510****/510****** |
*Registers as one hit when dealt by the machine gun, two hits when dealt by the cluster shot, three hits when dealt by the sniper rifle for non-head shots and five hits when dealt by the rocket launcher.
**For headshots.
***For headshots and those registering nine or 15 hits.
****For headshots and those registering six hits.
******For non-head shots and those registering three hits.
Boss Scoring[]
For shots on bosses, the scoring is as follows:
Kraken[]
Weapon | Individual Shot | "Destruction" Shot |
---|---|---|
Kraken | 10* | N/A |
Anti tank cannon | N/A | 1000 |
Laser irridator | N/A | 5000 |
Main laser cannon | N/A | 5000 + 10000** |
*Registers as five hits.
**As an additional bonus.
Scorpion Boss[]
Weapon | Individual Shot | "Destruction" Shot |
---|---|---|
Scorpion Boss | 10* | N/A |
Laser irridator/main laser cannon | N/A | 1000 |
*Registers as one hit when dealt by the machine gun and five hits when dealt by the rocket launcher.
Beast Combat Ship[]
Weapon | Individual Shot | "Destruction" Shot |
---|---|---|
Laser machine guns | 1010* | 1010* |
Laser cannon/electric orb emitter | 10**/1010* | 1010* |
Main laser cannon | 10** | 510 + 10000*** |
*Registers as 10 hits.
**Registers as five hits.
***As an additional bonus.
Enemy Equipment Scoring[]
This section includes scoring in relation to background or certain objects, weapons, vehicles and projectiles.
For shots on objects, the scoring is as follows:
Background Object[]
Individual Shot | "Destruction" Shot |
---|---|
10 | 10/5000* |
*For certain objects.
Dog Tag[]
"Destruction" Shot |
---|
5000 |
Small Missile[]
"Destruction" Shot |
---|
1000 |
Large Missile[]
Individual Shot | "Destruction" Shot |
---|---|
10 | 5010 |
H.A.C.S.[]
Individual Shot | "Destruction" Shot |
---|---|
10* | 3010 |
*Registers as one hit when dealt by the machine gun and two hits when dealt by the cluster shot.
Raptor[]
Individual Shot | "Destruction" Shot |
---|---|
10* | 5010 |
*Registers as one hit when dealt by the machine gun and two hits when dealt by the cluster shot.
Helicopter[]
Individual Shot | "Destruction" Shot |
---|---|
10 | 10010 |
Additional Bonus[]
Like Time Crisis 4, the combo system is pegged to the continuous hit combo system and gives point bonuses as follows:
First 40 hits | 50th to 90th hit | 100th to 140th hit | 150th to 190th hit | 200th to 240th hit | 250th to 290th hit | 300th to 340th hit | 350th hit and after |
---|---|---|---|---|---|---|---|
300 | 500 | 800 | 1000 | 1200 | 1500 | 1800 | 2000 |
For completing certain objectives, the point bonuses as follows:
Type | Point bonus |
---|---|
Completing the data upload to the satellite laser cannon in Stage 3-1 | 50000 |
Surviving the Emergency Mission | 30000 |
Time Allocation[]
Note that the final areas of each stage are listed here for placeholder purposes.
Area | Time Allocated (in seconds) |
---|---|
Stage 1-1 | 60 |
Stage 1-2 | 60 |
Stage 1-3 | 40/60* |
Stage 1-4 | 60/80** |
Stage 1-5 | 90 |
Stage 1-6 | 60/80*** |
Stage 1-7 | 70/80****/40***** |
Stage 2-1 | 60 |
Stage 2-2 | 45/80****** |
Stage 2-3 | 45 |
Stage 2-4 | 80/60******* |
Stage 2-5 | 60/80******** |
Stage 2-6 | 30/80********* |
Stage 3-1 | 60 |
Stage 3-2 | 60 |
Stage 3-3 | 50/80********** |
Stage 3-4 | 60 |
Stage 3-5 | 80 |
Emergency Mission | 60 |
Stage 4-1 | 60 |
Stage 4-2 | 90 |
Stage 4-3 | 90 |
Stage 4-4 | 60 |
Stage 4-5 | 60/70*********** |
– There are time replenishments at certain segments of an ENGAGE sequence in Stage 1-1, Stage 1-4 (first ENGAGE sequence), Stage 1-6 (for ENGAGE sequences whose time allocation is 60 seconds), Stage 2-1, Stage 2-4 (second ENGAGE sequence), Stage 2-5 (second ENGAGE sequence), Stage 2-6, Stage 3-2, Stage 3-4, Stage 4-1, Stage 4-4 and Stage 4-5 (third ENGAGE sequence).
*For the first raptor.
**For the second ENGAGE sequence.
***For the second part of the first ENGAGE sequence and the first part of the second ENGAGE sequence.
****For the second part of the first ENGAGE sequence.
*****For the part which has only Renegade Soldiers.
******For the second part of the second ENGAGE sequence and the entire third ENGAGE sequence.
*******For the second ENGAGE sequence.
********For the second ENGAGE sequence.
*********For the second ENGAGE sequence.
**********For the second ENGAGE sequence and the second part of the third ENGAGE sequence.
***********For the first part of the second ENGAGE sequence and the entire third ENGAGE sequence.
Time Bonus[]
This game gives time bonus at 2,000 points for every second saved which is calculated by taking the difference between time spent and maximum time per area except for the overall timing in the final area which is calculated by linking all the areas per stage. For linked play, the time bonus is only available at the end of the stage.
Area | Solo Play (in seconds) | Link Play (in seconds) |
---|---|---|
Stage 1-1 | 61 | N/A |
Stage 1-2 | 62 | N/A |
Stage 1-3 | 44 | N/A |
Stage 1-4 | 66 | N/A |
Stage 1-5 | 55 | N/A |
Stage 1-6 | 60 | N/A |
Stage 1 (overall)* | 325 | 435 |
Stage 2-1 | 52 | N/A |
Stage 2-2 | 59 | N/A |
Stage 2-3 | 30 | N/A |
Stage 2-4 | 59 | N/A |
Stage 2-5 | 42 | N/A |
Stage 2 (overall)* | 235 | 325 |
Stage 3-1 | 60 | N/A |
Stage 3-2 | 95 | N/A |
Stage 3-3 | 60 | N/A |
Stage 3-4 | 61 | N/A |
Stage 3 (overall)* | 268 | 358 |
Stage 4-1 | 46 | N/A |
Stage 4-2 | 66 | N/A |
Stage 4-3 | 95 | N/A |
Stage 4-4 | 83 | N/A |
Stage 4 (overall)* | 310 | 380 |
*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.
Enemy Notes[]
Raptor[]
Area | Count |
---|---|
Stage 1 | 2 |
Stage 3-4 | 2 |
Stage 2 | 6 |
Stage 2-3 | 2* |
Stage 3-4 | 4 |
Total | 8 |
*The second one has much less endurance than the first one.
Area | Count |
---|---|
Mona Darta/Stage 1 | 2 |
Almada Penitentiary/Stage 2 | 3 |
Lixeira/Stage 3 | 5 |
Girasol Factory/Stage 4 | 3 |
Total | 13 |
Helicopter[]
Area | Count (solo/link) |
---|---|
Stage 3-4 | 4 |
Total | 4 |