Time Crisis 5 (タイムクライシス5 Taimu Kuraishisu 5 ) is a rail shooter video game developed and published by Namco. It is the fifth installment in the main Time Crisis series.
Two "editions" of Time Crisis 5 were released for arcades: the first was released on March 12, 2015; the second, the True Mastermind Edition, was released on August 20, 2015 with three additional stages. Unlike prior games, Time Crisis 5 is powered by Epic Games' Unreal Engine. It is currently the only game in the franchise that has yet to receive a console port.
Time Crisis 5 deploys a two-pedal system, similar to the Multi-Screen Battle sequences from Time Crisis: Project Titan and Time Crisis 4, allowing players to take cover and attack from different angles to bypass bulletproof shields and enemies taking cover. In the earlier games, players were restricted to one pedal in which time had to be wasted when taking on enemies with bulletproof shields.
Some sections have activities unique to this game. They are: "Evasion Activity" and "Crisis Event". In "Evasion Activity", players have to step on the correct pedal within the time limit and shoot items if they step on the correct pedal. In "Crisis Event", players have to shoot down markers within the time limit while not being able to use the pedal. Every regular hit on a marker is worth 500 points and every bullseye hit gives a 1,000 point bonus. Every 0.1 second saved is worth 50 points. In both activities, players have infinite ammunition for their handgun and failing either activity will result in one life unit lost or half a life unit lost if players have one life unit left.
Gun Controller Changes
The gun controller is redesigned. For starters, the weapon selection is changed to allow players to change weapons by just pressing the red button on the gun. This can be done even with the pedal pressed. The blowback system is also remade to simulate gas-actuated recoil, similar to the handguns the next-generation V.S.S.E. agents use.
Combo System Changes
The chase shot combo system has been adjusted as such that hitting enemies in the head prevents chase shots (or if the kill shot on an enemy soldier is not a head shot, prevents the second chase shot if the first chase shot is on the head), which staled gameplay since Time Crisis II. The purpose of the hit system is to ensure the nostalgia from the original Time Crisis is adhered to. Though the combo mechanics from Time Crisis 4 are retained, there are fewer foot soldiers to increase the continuous hit gauge. There were a lot of qualms about players shooting for very high scores due to accuracy streaks in Time Crisis 3 and for head shots to chase shots in Time Crisis 4. To compensate the decreased gauge increases, stepping on the opposite pedal stalls the decrease of combo bar. Finally, there are much fewer background objects to destroy (they contribute to combo hits which can be used to increase the amount of points earned by shots on foot soldiers) and destroying specific background objects do not give 5,000 point bonus.
Weapons Property Changes
While the special weapons introduced in the previous two games are retained (M4 Carbine machine gun, Kel-Tec KSG shotgun and HK XM320 grenade launcher), the maximum ammunition capacity for each special weapon is reduced from 300 machine gun rounds to 180, from 50 shotgun shells to 20, and from 5 grenades to 2. In addition, there are much fewer yellow-clad soldiers to gain ammunition for the special weapons with one in Stage 1 Area 3, three in Stage 3 Area 2 and one each in Stage 5 Area 2 and Stage 6, and the ammunition they give is specific with shotgun shells (5 shells per hit) in Stage 1 Area 3, machine gun rounds (20 rounds per hit) in Stage 3 Area 2, and all three weapons (20 machine gun rounds, 5 shotgun shells and 1 grenade respectively) in Stage 5 Area 2 and Stage 6. Like Time Crisis 3, the ammunition from yellow soldiers is not shared for both players in two-player mode. Finally, the machine gun rate of fire is decreased from 15 rounds per second to 10. To compensate these, the special weapons are refilled, if there is less than default amount after a stage is completed, up to default amount of 100 machine gun rounds, 10 shotgun shells, and 1 grenade. Damage output of each machine gun bullet compared to each handgun bullet is increased from 33.3% to 40%. Although the shotgun fires as fast as it did in Time Crisis 3, the number of shots per shotgun shell is decreased from 11 to 8 and each shot from the shotgun shell deals less damage to ensure that players are not abusing the supplemental weapons.
Each side attack is worth an additional 800 points bonus and increases by 50 for every consecutive side attack (800, 850, 900 etc.). Each one-shot kill against Drugged Soldiers is worth an additional 700 points and increases by 700 for every consecutive one-shot kill (700, 1,400, 2,100 etc.).
For shots on bosses, each torso shot is worth 400 points, and each limb shot is worth 200 points. There is no bonus points awarded for stun shot. The kill shot on Wild Dog is worth 3,000 points. The kill shot on Keith Martin is worth 3,000 points. The kill shot on Wild Fang in the first action sequence is worth 1,000 points but no bonus points are awarded for the same shot in the second action sequence. The kill shot on Robert Baxter is worth 1,500 points.
Enemy And Boss Endurance
Once again, certain enemy soldiers, machine weapons and vehicles, which require multiple hits to kill or destroy have lifebars. Like in Time Crisis 4, they all have green lifebars. For drugged enemy soldiers (in Stage 5 Areas 1 and 3) head shots will instantly kill them while shooting other areas of their bodies will deplete their lifebars. The boss's lifebar system from Time Crisis 4 is utilized once again, but each lifebar has different colors (green, yellow, orange and red). The boss can be shot while invulnerable (represented as a white part on their lifebar) for more combo hits but at decreased accuracy bonus per hit. In addition, machine or vehicle bosses have their lifebar displayed on the left side of the screen. These lifebars deplete when the player destroys specific parts (e.g. charging cannons and shield generators) on them. The green lifebar is the first lifebar. The yellow lifebar is the 3x lifebar (if the boss has four lifebars) or 2x lifebar (if the boss has three lifebars). The orange lifebar is the 2x lifebar on bosses with four lifebars. The red lifebar is the last lifebar.
Each boss has a certain number of lifebars:
- The Quadruped Armored Vehicle (operated by Wild Dog) has three lifebars displayed on the left side of the screen. For the first one (green lifebar), it depletes by four parts via destroying the charging cannons. For the penultimate one (yellow lifebar), it depletes by two parts via destroying any two energy cells on the turret. For the last one (red lifebar), it depletes by three parts via destroying the remaining three energy cells on the turret.
- The transporter erector launcher has one lifebar. Oddly, the color for it is green while a number next to it is 1.
- Wild Dog has four lifebars.
- Keith Martin has three lifebars. Each of them has invulnerability. He gets stunned when his first lifebar is depleted. His HP can deplete over two lifebars (the penultimate one and the last one) in one sequence.
- Wild Fang has four lifebars.
- Robert Baxter has three lifebars. During "Evasion Activity", he has an additional green lifebar that is optional to deplete when the player successfully evades and enters a slow motion attack. When he operates a combat droid, his last lifebar is green.
- Combat droid (operated by Robert Baxter) has one lifebar that depletes by three parts displayed on the left side of the screen. The shield generators on both sides need to be destroyed first (taking two parts of the lifebar) to destroy the shield shielding Robert before he is vulnerable to shoot (taking the last part of the lifebar).
Time Bonus And Maximum Amount Of Time Per Area
|Area||Solo/Link Play (in seconds)|
|Stage 1 Area 1||60|
|Stage 1 Area 2||60|
|Stage 1 Area 3||140|
|Stage 2 Area 1||-|
|Stage 2 Area 2||-|
|Stage 2 Area 3||135|
|Stage 3 Area 1||-|
|Stage 3 Area 2||-|
|Stage 3 Area 3||190|
|Stage 4 Area 1||50|
|Stage 4 Area 2||90|
|Stage 4 Area 3||220|
|Stage 5 Area 1||110|
|Stage 5 Area 2||70|
|Stage 5 Area 3||140|
|– The time bonus is 2,400 points for every second saved and is calculated by the difference between the total amount of time spent in all played areas in that stage and the total maximum amount of time for all played areas in that stage. E.g. Spending 20 seconds in Stage 1 Area 1, 30 seconds in Stage 1 Area 2 and 45 seconds in Stage 1 Area 3 give 96,000 ((60 - 20) x 2,400) points for Stage 1 Area 1, 168,000 (((60 + 60) - (20 + 30)) x 2,400) points for Stage 1 Area 2 and 396,000 (((60 + 60 + 140) - (20 + 30 + 45)) x 2,400) points for Stage 1 Area 3 as time bonuses.|
– Stage 2 Areas 1 and 2, Stage 3 Areas 1 and 2 end after a fixed timing.
– The minimum amount of time spent in Stage 2 is 97.12 (85.59 seconds for the first two areas + 11.53 seconds for the first sequence in the third area) seconds, the minimum amount of time spent in Stage 3 is 67.56 (54.36 seconds for the first two areas + 13.20 seconds for the first sequence in the third area) seconds, the minimum amount of time spent in Stage 4 Area 3 is around 142.34 (around 16.00 seconds for the laser traps and 126.34 (27.76 + 57.58 + 41.00) seconds for the boss fight) seconds.
|Character||Japanese voice actor||English voice actor|
|Luke O'Neil||Yuujirou Ootsuka (大塚 雄史郎 Ootsuka Yuujirou )||Dominic Allen|
|Marc Godart||Shin'ichi Tsunoda (角田 真一 Tsunoda Shin'ichi )||Eric Kelso|
|Robert Baxter||Tetsu Inada (稲田 徹 Inada Tetsu )||Stuart O|
|Catherine Ricci||Hiroko Ushida (牛田 裕子 Ushida Hiroko )||Soness Stevens|
|Wild Dog||Yuujirou Ootsuka (大塚 雄史郎 Ootsuka Yuujirou )||Bill Sullivan|
|Keith Martin||Hideo Ishikawa (石川 英郎 Ishikawa Hideo )||Charles Glover|
|Wild Fang||Hiroaki Miura (三浦 祥朗 Miura Hiroaki )||Maxwell Powers|
Three months prior to the events of the game, a V.S.S.E. auditor was murdered. The briefcase contains information about a traitor within the V.S.S.E. ranks, but due to the auditor's murder, the briefcase was never returned to V.S.S.E. possession for information retrieval. Luke O'Neil and Marc Godart are sent to retrieve the briefcase, with Robert Baxter as the officer in charge of the briefcase retrieval. Catherine Ricci serves as the agents' air support. It is suspected that Wild Dog retrieved the auditor's briefcase hours after the auditor was murdered.
Rumors about the traitor selling intel to terrorist groups for money surfaced even before events of the game. The internal auditor was tasked in trailing the traitor as well. Due to V.S.S.E. intel requiring eyes-only clearance, the briefcase has became serious coin to all participants involved.
Luke and Marc fought Wild Dog in the freeway, but in spite of their victory, Wild Dog ejected the briefcase out of the agents' touch before blowing himself up for a fourth time. This prompted Luke, Marc, Catherine, and Robert to make a trip to the jungle, in which the briefcase was spotted in Wild Dog's factory. Marc questioned Robert as to why he would shoot the briefcase en route to the jungle, in which Robert replied that "he wasn't shooting that thing for target practice".
Luke, Marc, and Robert found Keith Martin attempting to crack the case lock of the auditor's laptop. Robert demanded Keith to turn the case in, but Keith refused, as he believed there's something that's important to him. This forced Robert to fight Keith, in which Keith refused to fight the rookies. Hoping to make the rookies stop what they're doing, Keith informed them that he was in love with the internal auditor, whom he revealed as Christy Ryan. Keith was defeated, but got the lock cracked for the next generation agents to see – this proved that Keith worked with and for Christy all along to unmask the traitor all along, stunning Luke and Marc. Having been exposed as the traitor, Robert attempted to kill Luke and Marc, but Keith saved the young agents' lives with bullets nullifying Robert's knives.
Luke and Marc were aghast to know that Robert used them all along to erase everything the V.S.S.E. did throughout the years. Keith reluctantly agreed to act as Luke and Marc's direct officer, but when Keith realized that the next wave of enemies were zombies, he consulted Catherine whether or not a failed mission from three years ago was on file. Catherine couldn't find such file, so Keith had to take matters in his own hands with the rookie agents helping him out.
Keith and the rookies were forced to fight Wild Fang as well as more zombie soldiers inside a primitive cave, and after besting Fang, finally went to Robert for the final showdown in a cargo plane. Robert ordered Keith to protect a drug that was meant to negate pain and fear, but the mission went sour as Robert stole the drug, knowing the consequences the V.S.S.E. knew about. Robert wanted to transform the world into zombies with the drug-infused missile, but Catherine supposedly sacrificed herself to prevent the missile from being launched into New York, causing Luke to have beliefs of a pyrrhic victory.
In spite of a tough fight with Robert and the droid, the rookie agents triumphed with Robert neutralized. Catherine was alive much to Luke's amazement, and to this day, Keith vows to rebuild his reputation as a V.S.S.E. agent once more and see the brighter future.
- This game has several references to Time Crisis II.
- Keith Martin, Robert Baxter, and Christy Ryan (only mentioned) return.
- The scene where Keith opens Christy's case is reminiscent to the post-stage 1 clear scene in Time Crisis II, even down to Keith opening the briefcase in the earlier game.
- The V.S.S.E. rookie agents' boss fight against Keith Martin is a reference to Keith's final Crisis Mission against Richard Miller. The way Keith shoots his gun and runs in a quick pace is identical to Richard's movements during the Crisis Mission and his case he can throw both shurikens and smoke grenades and to slash his opponent with his katana. But once Keith was defeated by the rookie agents is the same as how he defeated Richard in the Crisis Mission with both men alive.
- The final battle with Robert Baxter is similar to the last battle with Ernesto Diaz as they each control a machine which needs to be destroyed before dealing the final shot(s) to each of them. When they are defeated, they both fall.
- Both endings have the V.S.S.E. agents falling into the water. In the former, they probably fell when the launch platform collapsed. In the latter, they fell when the aircraft crashed after Robert shot the plane's engine.
- The Time Crisis 5 robot battle theme is the same as the Time Crisis II attract mode theme.
- This is the first game in the numbered series which has regular drudges armed with shoulder-fired automatic weapons instead of handguns as their primary weapon. Said weapons are the AK-12 assault rifle (based on the cancelled prototype model derived from the AK-200) and the HK MP5K submachine gun (for those using semi-transparent bullet-proof shields and those on motorcycles).
- Before this game, Crisis Zone and Razing Storm are the games which have regular enemies armed with shoulder-fired automatic weapons (L85A1 assault rifle and Steyr Mannlicher TMP submachine gun (for those using shields) in Crisis Zone arcade version or HK MP5A3 submachine gun in the PS2 version. HK XM8 assault rifle of compact version in Razing Storm).
- Conversely, this is also the first game in the numbered series which none of the bosses use any shoulder-fired automatic weapons at all (Wild Dog at one point used a Stoner 63 machine gun in Time Crisis).
- Despite Time Crisis 4 being the first to have Japanese voice for all characters, this is the first game in the numbered series to have Japanese voice for the regular drudges as well.
- The beginning cutscene mirrors Time Crisis 3, where Luke and Marc are incognito, just like Alan Dunaway and Wesley Lambert but Luke and Marc kept their disguise only to have their cover blown later, whereas Alan and Wesley blew their cover before the game begins. In addition, it also has enemy soldiers trying to stop the V.S.S.E. agents only to be killed by them.
- The island at the end cutscene is very likely to be the northwest island of the original Time Crisis setting, leading to a possibility of the setting in Time Crisis 5 being in Sercia.
- The motorcycles used by the V.S.S.E. rookie agents and Robert Baxter to pursue Wild Dog is the same motorcycle used by Jin Kazama in the Tekken 6: Bloodline Rebellion arcade opening, one of the cutscenes in Scenario Campaign mode and Hwoarang's ending in Tekken Tag Tournament 2 but in different colors.