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Time Crisis 4™
Time Crisis 4
Information
Developer

Nex Entertainment

Publisher

(NA) Namco Bandai Games Logo
(EU) Sony Computer Entertainment

Platform

Arcade, PS3Logo

Arcade System

Namco System Super 256

Release Date(s)

Arcade:

June 20, 2006

PlayStation 3:

(JP) December 20, 2007
(NA) November 20, 2007
(EU) April 18, 2008
(AUS) April 24, 2008

Controllers

DualShock,
GunCon3

Director(s)

Takashi Satsukawa

Producer(s)

Hajime Nakatani

Designer(s)

Takashi Sano (Supervisor)

Composer(s)

Takeshi Miura

Time Crisis 4 (タイムクライシス4 (フォー) Taimu Kuraishisu Fō?) is the fourth installment in Namco's Time Crisis series which introduces new features to the cover-based light gun shooter gameplay engine of its predecessors alongside a new story and roster of characters.

Initially released as an arcade game in 2006, Time Crisis 4 was ported in 2007 for PlayStation 3, with the GunCon 3 light gun peripheral and features a new first-person shooter mode. It was later re-released as part of the Time Crisis: Razing Storm compilation in 2010, with support for the PlayStation Move controller but without the first-person shooter mode.

Gameplay[]

Multi-Screen System[]

One major change in Time Crisis 4 is the addition of the multi-screen or multi-hiding system, introduced in Time Crisis: Project Titan. Unlike Time Crisis: Project Titan, which players went on the offensive, players are placed on the defensive. In Time Crisis: Project Titan, players had to hide and shoot arrows to switch screens. Screen switching has been refined to allow the player to merely point the gun to the left or right of the screen to move around.

Barricade Endurance[]

Players are protected by a barricade whose endurance decreases from every hit. If players face the enemy and are out from cover, they take one unit of damage from every hit.[1] If players are not facing the enemy or take cover, they take 1/3 unit of damage from every hit.[1] If another player joins in while screen battle is in progress, the barricade endurance is reset to maximum endurance regardless of prior damage received.

Missions[]

Screen battle no. Location Description Time limit (seconds) No. of screens Barricade endurance (units)
1 Stage 1 Area 1/Chapter 3 Hold off the enemy for 30 seconds! 30 2 2
2 Stage 1 Area 1/Chapter 3 Hold off the enemy for 30 seconds! 30 3 2
3 Stage 1 Area 3/Chapter 5 Defeat all of the enemies! N/A 3 3
4 Stage 2 Area 1/Chapter 8 Pull yourself up before time runs out! 40[1] 3 Player's life gauge
5 Stage 3 Area 2/Chapter 13 Destroy all of the walls! N/A 3 3

If another player joins in while screen battle is in progress, the barricade endurance is reset to maximum endurance regardless of prior damage received and the timer is reset to 40 seconds regardless of prior time spent.
Handgun, machine gun, shotgun and grenade launcher are the weapons used for all screen battles except for the third which the heavy machine gun is used.
For the fourth screen battle, the distance required is 30 meters. Beetle bites except for the first wave clinging on the player decreases life gauge (if players pull up) and pulled distance (regardless if players pull up or not). William Rush will give 80 machine gun rounds if the player, or either player for linked play, has 80 or less machine gun rounds. For linked play, the mission is completed if either player reaches 30 meters and is failed if either player runs out of time or has life gauge completely depleted (the display will show the respective player failing the mission).

Penalty[]

One life and all the time bonus in that area is lost if the mission is failed by complete barricade destruction.[2] In the fourth screen battle, running out of time or losing one life unit via beetle bites counts as a fail even if either player fails the mission (only the time bonus in that area is lost if the latter happens). The exception for time bonus being lost is when another player joins in when the continue screen is displayed and both players successfully complete the screen battle.

Combo System Changes[]

The combo system is changed from the no-miss bonus used in the previous two games to one which is pegged to the combo hit system. This means that unlike the no-miss bonus which has no time limit, the player has limited time to build up to and maintain maximum point bonus. It is as follows:

Point bonus for every 10 hits[2]
10th 20th 30th 40th 50th 60th and after*
500 1000 1500 2000 2500 3000

*There is no point bonus after the 1000th hit as that is the max cap.

This combo hit system is determined by a gauge which has red and green parts. The red part is constant at 50/60 seconds while the green part increases by 1/60 second for every 12 continuous chase shots on foot soldiers up to a maximum increase of 100/60 seconds[2] and will be kept as the game goes on. However, the green part resets to 0 if players loses all lives and decides to continue from their last point. The gauge depletes if no hits are made over time and the resulting amount of points will be added to the score after the gauge is completely depleted.

With the change in combo system, there is an accuracy bonus which is calculated by % of hits x 1,000 points[2] (e.g. A 100% accuracy gives 100,000 (100 x 1,000 = 100,000) points) and the grenade does not reset the gauge.

Progression for subsequent chase shots on the torso is as follows:

Torso chase shot scoring[2]
1st 2nd 3rd 4th 5th 6th 7th 8th 9th and after
100 140 180 220 260 300 340 380 420

Any kills on enemy soldiers with lifebars is such that the final shot does not register as 2 hits but gives points based on kill shot instead of chase shot. E.g. If the machine gun is used on a green suited soldier (requiring 4 shots) and the kill shot is a head shot, he is worth at least 1,340 (100 + 100 + 100 + 1,040) points.

Time Bonus changes[]

The time bonus is increased from 20 points for every 1/60 second saved to 40.[2] Secondly, the maximum cap of 99,990 points earned via time bonus per area is removed. Thirdly, the timer is no longer fixed for all areas in the entire game and can different amounts for some of the ACTION sequences in an area. Finally, failing any screen battle will cause all the points via time bonus in that area to be lost in addition of losing one life unit.

Weapons Property Changes[]

Damage output from the weapons is changed. In Time Crisis 3, players are known to abuse the machine gun because it deals the same amount of damage as the handgun. Hence, each machine gun bullet in this game deals about 1/3 damage compared to each handgun bullet. Also, the shotgun rate of fire is decreased from 6 shells per second to 2. Finally, the appearance of the Terror Bites requires players to be selective about the type of weapon to be used. To compensate these, the starting ammunition capacity for the machine gun is increased from 50 to 150 with the maximum ammunition capacity increased from 200 to 300, William Rush will occasionally give ammunition for the machine gun (80 rounds with Stage 3 Area 3 a maximum of 297 machine gun rounds at the start) or shotgun (20 shells) during Terror Bite sequences, the machine gun rate of fire is increased from 12 rounds per second to 15, and the number of shots per shotgun shell is increased from 5 to 11 along with all shots if they hit a target contributing to combo bonus as opposed to only the center shot contributing to bonus in the previous game (the exception is if the shotgun is used on beetle or mosquito Terror Bites which registers as one hit per every shell fired regardless of number of those Terror Bites destroyed).

Additional Gameplay Changes[]

Like Time Crisis 3, this game includes the multiple weapon system, with the STI's M1911 handgun, HK G36C machine gun, Mossberg 590 Compact Cruiser shotgun, and M79 grenade launcher. On several occasions, the player is equipped with a Browning M3 heavy machine gun, Mk 19 automatic grenade launcher or M249-E1 SAW with limitless ammo or a Mk 12 SPR sniper rifle (2 rounds per reload) used to shoot the tires on a marauding truck. On multiple occasions, Rush appears onscreen, whether caught in a trap or attacking an enemy as a diversion, and care must be taken to avoid shooting him as 1,000 points is deducted per shot on Rush. This also changes the penalty of shooting player characters by accident with 5,000 points being deducted per shot on the other player character.

Scoring[]

For shots on objects and machines, the scoring is as follows:

Scoring
Type Individual shot Destruction shot
Battle axe/grenade/rocket/missile N/A 50
Anti-aircraft vehicle 100 1000*/3000**
Stryker 100 3000
Armed helicopter 100 1000
Car 100 1000***/5000****
Trolley car/Jeep 100 5000
XA-60-Ex/Aircraft missile/Laser sentry 100 10000
Wall trap 100 2000*****

*All except the last one
**The last one
***Those on the left screen during the third screen battle
****Those in Stage 1 Area 3 before the third screen battle and on the front screen during the third screen battle
*****For each lifebar depleted

For shots on bosses, the scoring is as follows:

Scoring
Boss Individual shot/Chase shot Stun shot Kill shot
Marcus Black 100 1000 10000
Jack Mathers 100 1000 20000
Wild Dog 100 1000 10000*
Gregory Barrows 100 1000 30000

*For each shot in Stage 3 Areas 1 and 2

Enemy And Boss Endurance[]

Some enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Unlike Time Crisis 3, they all have green lifebars (In Time Crisis 3, green lifebars are used on enemy soldiers and red lifebars are used on enemy machine weapons and vehicles). The Boss battle's lifebar system is refined with the number of lifebars clearly shown. It also refined boss invulnerability (first introduced in Time Crisis 3 on Giorgio Zott's final lifebar) with green and orange parts on lifebars. E.g. Marcus Black has green and orange parts on his x6 lifebar. Green part can be depleted by the player while orange part indicate boss invulnerability albeit the player can continue shooting at the boss while at that mode to earn more points. This is especially useful when the player battles Jack Mathers where his lifebar cannot be depleted until he picks up his twin machine gun and shoots the player once again after defeating Rush in a brawl fight. The red lifebar only shows when the boss is on their final lifebar except for Jack Mathers where the green and orange parts can be seen during the final brawl with Rush until he picks up his machine gun again to shoot the player for the last time.

The number of lifebars for the bosses in Arcade Mode are:

Boss Endurance
Boss Lifebars Boss invulnerability
Marcus Black 7* x6, x4**
Jack Mathers 8*** x3, x2, x1
Wild Dog 8**** x6, x2
Gregory Barrows 9 x7

*If players fail the third screen battle, the x5, x4 and x3 lifebars do not appear even if they are not depleted at all.
**This one works in that depleting about 60% causes it to disappear similar to Giorgio Zott's final lifebar and reappears once he lands on top of a car to start charging a shot.
***If the first lifebar is not completely depleted, any remaining amount of endurance in said lifebar is automatically depleted when he reappears after two mantis Terror Bites are destroyed.
****Splits into one lifebar in Stage 3 Area 1 and seven lifebars in Stage 3 Area 2.

The number of lifebars for the bosses in FPS are:

Boss Endurance
Boss Lifebars
Terrorist Leader 3
Frank Mathers 6
Wild Fang 4

Time Allocation[]

Time Allocated Per ACTION Sequence
Area Time Allocated (in seconds)
Prologue 60
Stage 1 Area 1 60
Stage 1 Area 2 40
Stage 1 Area 3 80
Stage 2 Area 1 40
Stage 2 Area 2 50/70*
Stage 2 Area 3 70**/60
Stage 3 Area 1 40
Stage 3 Area 2 40
Stage 3 Area 3 60

There are time replenishments at certain segments of an ACTION sequence in Stage 1 Area 2, Stage 1 Area 3, Stage 2 Area 1, Stage 2 Area 2, Stage 3 Area 1, Stage 3 Area 2 and Stage 3 Area 3.
*For the fourth ACTION sequence.
**for the first ACTION sequence.

Time Bonus[]

This game gives time bonus at 40 points for every 1/60 second saved. Like the previous two games, it is calculated by taking the difference between time spent and maximum time per area.

Maximum Amount Of Time Per Area[2]
Area Solo Play (in seconds) Link Play (in seconds)
Prologue 206 191
Stage 1 Area 1 365* 350*
Stage 1 Area 2 223 208
Stage 1 Area 3 261 246
Stage 2 Area 1 250 235
Stage 2 Area 2 270 255
Stage 2 Area 3** 270 255
Stage 3 Area 1 200 185
Stage 3 Area 2 260 245
Stage 3 Area 3 280 265

*Includes the 60 seconds required for the two screen battles.
**The minimum amount of time spent is 95.85 (33.65 + 30.08 + 32.12 seconds for each of the boss invulnerability on Jack Mathers' final three lifebars) seconds.

Game Event Timings[]

The game events span over a course of two days. The first seven chapters happen on the first day with Chapter 1 starting with a briefing in the United States Military Joint Intelligence Division Situation Room at 0937 hrs before Rush starts infiltrating Pier 5 located in California at 1048 hrs, Chapter 2/Prologue happens at California International Airport at 1312 hrs, Chapter 4/Stage 1 Area 2 happens at California Financial District at 1506 hrs, Chapter 6 starts with a debriefing in the United States Military Joint Intelligence Division Situation Room at 1603 hrs before Rush starts enters a valley in California at 1711 hrs, Chapter 7 happens at California Dam #18 at 1740 hrs and ends with a debriefing in the United States Military Joint Intelligence Division Situation Room at 2354 hrs, the remaining eight chapters happen on the second day with Chapter 8/Stage 2 Area 1 happening at Wyoming National Park at 0545 hrs, Chapter 9/Stage 2 Area 2 happens at Wyoming National Park at 0728 hrs, Chapter 10/Stage 2 Area 3 happens at Wyoming Biological Weapon Research Facility at 1053 hrs and Chapter 11/Stage 3 Area 1 happens at an Air Force Base in Colorado at 1307 hrs.

Story[]

A new biological weapons threat has been discovered in the USA, called "Terror Bite", which has gone into the hands of a terrorist organization. Two V.S.S.E. agents, Giorgio Bruno and Evan Bernard, have been dispatched to investigate the situation, first stop in California. While battling terrorists, they meet Captain William Rush of the US Joint Intelligence Division who assists them. Little do they know that these terrorists have more to them than meets the eye...

(taken straight from manual)[]

The U.S. Army's Internal Surveillance Group (ISG) has learned that a top-secret weapon developed by the armed forces is about to fall into the hands of the European terrorist organization known as W.O.L.F. In response, the ISG instructs Captain William Rush to head to California and investigate the incident. Arriving at Pier 5, the enemy's purported hideout, Captain Rush finds himself face to face with unimaginable enemy forces and menacing biological weapons. Meanwhile, having received similar information, the European Union dispatches Giorgio Bruno and Evan Bernard, two agents from the V.S.S.E. International Intelligence Agency. Upon their arrival in California, however, the pair is ambushed by a mysterious military force...

Plot[]

The game opens in California, where intelligence officials from both the U.S. Military and the V.S.S.E. learn about a top secret weapon targeted for terrorists' smuggling and their plans. William Rush infiltrates a pier to gather more information, finds that the enemy has already acquired the insect-like weapons (codenamed "Terror Bite"), and from the handset device obtained from the defeated Terrorist Leader, they are going to have a weapon trade-off in the afternoon at San Francisco. After being told by First Lieutenant Elizabeth Conway about an information leak incident at the airport, Rush heads to the airport to help V.S.S.E. agents Giorgio Bruno and Evan Bernard advance further to stop a truck shipment of Terror Bites and defeat all enemies. They discovered U.S. Army dog tags on the enemies' bodies which reveal that the terrorists are soldiers like Rush himself.

After Rush found out about the terrorists' identities (The Biological Weapons Special Operations Unit, AKA the Hamlin Battalion), he was forced to regain control of Dam #18 in California from the enemy alone. After having to put up with the battalion's destruction at it, Rush, Giorgio and Evan arrive at a secluded bio-weapons research facility in Wyoming only to discover the Terror Bites are all gone. Elizabeth Conway then tells the men that the Hamlin Battalion attacked an Air Force Base in Colorado, prompting the men to rush to the AFB. As Rush, Giorgio, and Evan invade there from the outside, a couple of Unmanned Combat Air Vehicles (UCAVs) departed the base without warning. The Colorado National Guard has already been deployed but is little help against the Terror Bites, so Rush decides to lead the Guardsmen toward an entrance while Giorgio and Evan try to take care of the UCAVs, when the mercenary Wild Dog also appears and attacks the two agents by using a grappling gun to snare the helicopter, forcing them to defend themselves. After they land their helicopter safely, they pursue Wild Dog (whose arsenal has a tractor beam with which he throws detritus at the player) into the base and defeat him, ending with Wild Dog detonating himself for the fourth time. Rush encounters and defeats Wild Fang, Wild Dog's younger partner from the previous game, ending with Wild Fang being hit in the back by a UCAV.

Gregory Barrows is the one behind the stealing of Terror Bites and ordered the nuclear-armed stealth bombers to destroy the United States in a retaliation scheme for the poor treatment he received from the U.S. Military. After Barrows blows up the stairs to the control panel, Rush orders the National Guard soldiers to form a human ladder for the V.S.S.E agents to climb up. After Gregory Barrows is defeated, Rush gives the V.S.S.E agents the final lift needed to get to the control panel, where the agents press a big red button on the control computers which self-destructs all nuclear missiles that the UCAVs have already launched.

Versions[]

Arcade[]

The game was first shown at E3 2006 prior to its recent final revision arcade release. One major change is the addition of the multi-screen or multi-hiding system, introduced in Time Crisis: Project Titan. Unlike Project Titan, which players went on the offensive, players are placed on the defensive. In Time Crisis: Project Titan, players had to hide and shoot arrows to switch screens. Screen switching has been refined to allow the player to merely point the gun to the left or right of the screen to move around. The game also utilizes a new light gun control with infrared emitters. Prior to this, all Namco light gun games used gun controllers that relied on cathode ray timing. Because Namco's light guns with cathode ray timing utilized memory chip-to-lens pointing, the arcade cabinet designers had to ensure that the infrared-emitting light gun controllers would provide the same accuracy as their cathode ray timing-based gun provided in the past. This delayed the game's release given past accuracy issues with IR light guns. The player can choose to customize gun calibration and/or turn the blowback on or off with a pre-game code explained in the cabinet. The game, like its predecessors is available either in a 29" standard twin cabinet or a 52" deluxe twin. It also features a voice navigation system that guides players through different situations. Given the voice navigation system, it can be voiced either in Japanese or English. Prior to the game, it was voiced exclusively in English.

PlayStation 3[]

The game was released for the Sony PlayStation 3 exclusively bundled with the GunCon 3 light gun peripheral. The release dates are as follows:

  • November 20, 2007 in the United States
  • December 20, 2007 in Japan
  • April 18, 2008 for Europe
  • April 24, 2008 for Australia

The PlayStation 3 edition features 480p (4:3) and 720p (16:9 widescreen) support and 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, in addition to the arcade mode. Players play as Captain William Rush for 5 chapters and as V.S.S.E. agents Giorgio Bruno or Evan Bernard for 10 chapters through the game's "Full Mission" (in "Full Mission", players are graded based on timing instead of score with clearing a chapter faster earns more medals up to a maximum of 5 medals per chapter for a total of 75 medals. In addition, the special weapons are refilled, if there is less than starting amount after a chapter is completed, up to starting amount), complete with arcade footages when playing as Giorgio or Evan. Much like its predecessors, it features Crisis Missions. The Crisis Missions has some backstories, starring characters from previous Time Crisis installments.

Time Crisis 4 was re-released on the PlayStation 3 as part of Time Crisis: Razing Storm, released in October 2010, with support of the PlayStation Move controllers but without the first-person shooter mode.

Reception[]

The game received mixed reviews, with an average GameRankings score of 60.33%. GameSpot gave the game a 5.5 out of 10, while Jeff Haynes of IGN gave it an 8.0 out of 10, concluding that it is "a fun game for any shooting fan looking to blast away with their PS3." Matt Miller of Game Informer, however, was more critical of the game, giving it a score of 4.25 out of 10, criticizing its first-person shooter mode, "ludicrous plot", and shooting mechanic. GamePro rated Time Crisis 4 a positive score of 4 out of 5, saying the games plays just like the arcade, but replayability is an issue. G4 TV also gave the game a score of 4 out of 5.

One of the main key areas was the Guncon 3 controller included with the game. Chris Remo of Shacknews stated that it uses "two analog sticks for full movement and camera control, with pointer-based aiming on top" and that once "you get accustomed to it, this control actually works just fine, and feels like it could be the basis for its own game." According to Miller, however, the controller "feels cheap," with analog sticks that are "chintzy and hard to use"; referring to the left-hand subgrip which forces the main shooting handgrip to be held with the right hand, Miller claims that the Guncon 3 "hardly accommodates left-handed players." Ryan Davis of GameSpot expressed that the complexity of the control scheme seems to contradict the pick-up-and-play mentality of the light gun genre.

Aggregate scores
Aggregator Score
GameRankings 60.70%
Metacritic 60/100
Review scores
Publication Score
Edge 5/10
Electronic Gaming Monthly 3.67/10
Eurogamer 5/10
Game Informer 4.25/10
GamePro 4/5 STARS
Game Revolution D+
GameSpot 5.5/10
GameSpy 3.5/5 STARS
GameTrailers 6.4/10
GameZone 7.7/10
IGN 8/10

6.8/10 (AU)

Trivia[]

  • This is the first game to have a prologue before the first stage.
  • This is the first game to have a life gauge.
  • The prologue of this story takes place in San Francisco Airport. The way this is known is that a few posters say "Welcome to San Francisco".
  • The Arcade version uses the Time Crisis II PlayStation 2 engine. The PlayStation 3 port got a new game engine with HD textures, improved models, and Havok Physics.
  • The soundtrack and pre-rendered cut scenes are updated for the PlayStation 3 version.

Gallery[]

Gameplay
Covers
Wallpapers
Flyers
Scoring system


Attract Modes[]

Time_Crisis_4_Introduction_(PS3_version)

Time Crisis 4 Introduction (PS3 version)

PS3版_タイムクライシス4_オープニング-Time_Crisis_4_opening

PS3版 タイムクライシス4 オープニング-Time Crisis 4 opening

Credits[]

References[]

External links[]

Games
Main Series
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Time Crisis 3  · Time Crisis 4  · Time Crisis 5
Spin-Offs
Crisis Zone  · Razing Storm
Mobile games
Time Crisis Strike  · Time Crisis Elite  · Time Crisis 2nd Strike
Non-TC games
Cobra The Arcade
Characters
Protagonists
Alan Dunaway  · Alicia Winston  · Claude McGarren  · Evan Bernard  · Giorgio Bruno  · Keith Martin  · Luke O'Neil  · Marc Godart  · Richard Miller  · Robert Baxter  · Wesley Lambert  · William Rush
Supporting Characters
Casey  · Catherine Ricci  · Christy Ryan  · Commander Kessler  · Daniel Winston  · David Maxwell  · Elizabeth Conway  · Larry Garfield  · Marisa Soleil  · Melissa Kessler  · Rachel MacPherson  · Sarah Martin  · VSSE Trainees  · Xavier Serrano
Antagonists
Buff Bryant  · Derrick Lynch  · Edge  · Ernesto Diaz  · Frank Mathers  · Giorgio Zott  · Gregory Barrows  · Jack Mathers  · Jacob Kinisky  · Jake Hernandez  · Jared Hunter  · Kantaris  · Marcus Black  · Moz  · Paulo Guerra  · Randy Garrett  · Ricardo Blanco  · Robert Baxter  · Sherudo Garo  · Terrorist Leader  · Tiger  · Victor Zahn  · Web Spinner  · Wild Dog  · Wild Fang  · Zeus Bertrand
Miscellaneous
Input Devices
GunCon  · GunCon 2  · GunCon 3
Soundtracks
Time Crisis 3D Sound Ensemble  · Time Crisis Arcade Soundtrack  · Time Crisis II Arcade Soundtrack
Credits
Time Crisis  · Time Crisis: Project Titan  · Time Crisis II  · Crisis Zone  · Time Crisis 3  · Cobra The Arcade  · Time Crisis 4  · Razing Storm  · Deadstorm Pirates  · Time Crisis 5
Comics
Time Crisis
Organizations
Hamlin Battalion  · Kantaris Organization  · Lukano Liberation Army  · National Guard  · Neodyne Industries  · SCAR  · STF  · URDA  · VSSE  · Wild Dog Organization  · WOLF  · Zagorias Federation Army
Locations
Air Force Base  · Almada Penitentiary  · Astigos Island  · California  · Caruba  · Chateau de Luc  · Garland Square  · Girasol Factory  · Lixeira  · Lukano  · Mona Darta  · Sercian Republic  · Wyoming
Enemies
Civilian Militia  · Clawmen  · Drugged Soldier  · Elite Soldier  · Frogman  · Renegade Soldier
Weaponry
Deimos and Phobos  · HACS  · Helicopter  · Kraken  · Melee Weapon  · Piston Pod  · Quadruped Armored Vehicle  · Raptor  · Scorpion Boss  · Seekers  · Terror Bites  · XA-60-Ex
Player-usable weapons
Automatic Cannon  · Balero Cannon  · Flame Thrower  · Gatling Gun  · Grenade Launcher  · Handgun  · Heavy Machine Gun  · Laser Rifle  · Machine Gun  · Melee Weapon  · Mounted Machine Gun  · Rocket Launcher  · Shotgun  · Skewer  · Sniper Rifle  · VSSE agents Special Handgun
Equipment
Helicopter  · XSWAC-12
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