![]() |
![]() |
|||
RayCrisis: Series Termination
![]() |
![]() |
![]() |
| Published By: Working Designs | Developed By: Working Designs | Released: November 20th, 2000 |
| Barcode: 7 35366 01217 5 | PSRM: See Variants | ID Tag: See Variants |
| CDs: 1 | Players: 1 | ESRB: E (Animated Violence) |
| Accessories: Memory (1 Block), Analog, Vibration, PocketStation | Size: 402 MB | Digital Press Rarity: 3 out of 10 |
![]() |
![]() |
![]() |
| Description An ambitious and unethical scientist, a secret experiment gone horribly awry, and an artificially intelligent super computer gone mad; all the necessary ingredients for the imminent extinction of mankind. Review RayCrisis is the third and final game in Taito’s “Ray” Series, that began with RayForce (which had to be renamed Layer Section due to a legal reason), then passed the torch to the still cool RayStorm, and now finally comes to an end with this release. Several problems that make this game seem insignificant is that it’s missing so many features that made its ancestor so wonderful. The game is now only one-player rather than two, is completely missing the ‘per-level’ difficulty option, and has only one soundtrack, as opposed to RayStorm’s two. On the positive side, it does bring to it a real-time variable difficulty setting, and uses the PlayStation 2’s video options to a satisfying degree. Since the story line really has no impact on the game, we’ll skip that and move right into the category reviews. Like its predecessors, Taito keeps the graphic onslaught alive on the PS1, with huge robot bosses, transforming robot guards, and of course, tons of small enemy fighters that will do anything to scrap you and your ship. What makes this more interesting is the Encroachment factor. This is an on-screen meter that keeps tabs on how well you’re playing. If you’re doing well, the game will become longer and add more ships to the screen, while doing the opposite if you’re suffering horribly. If you want to see the whole game, you’re going to have to earn it. A very cool feature if I ever did see one. There are a total of seven stages in the game, with the Original mode allowing you to choose which ones you’ll play through and in what order. Those that have a PS2 should take advantage of its “Smooth” option with it’s PS1 driver. It really makes the game look cleaner, adding to the visual enjoyment of the game. The music is a bit on the soft side, in both loudness and style, which is pretty standard for Japanese shooters. Unfortunately, this saps most of the game’s excitement with it, as you keep waiting for that one sensory overload moment to get you pumped to keep playing. It never comes. The control is very good, and as usual the game retains its lock-on weapon, which allows you to lock an enemy’s position in the background and destroy it while taking care of the foreground enemies. Each of the three ships has their own unique style of weapons, which adds a small bit of variety to the game play. Other than that, there’s not much to report on. RayCrisis, while being a great game, is missing too many elements that made the other games in the series really stand out. By no means is it a blemish on the series’ overall shine, but there’s not enough to it to make it feel like a proper good-bye.
|
Trivia
Greatest Hits
Variations / Misprints
|
(C) Game Rave 2004/05. All Rights Reserved. Game Rave is a (C) of Jason Dvorak.