Categories: Reviews

Crimson Tears – PS2 – Review

Capcom is
traditionally known for making some of the best fighting style games in the
industry and they’re also recognized for creating generally high quality titles
ever since they introduced games like Legendary Wings and Mega Man to the NES
well over 15 years ago.  But times, they are a changing and today’s gamers
demand more and more complexity out of their games.  Enter Crimson Tears,
essentially a straightforward beat-em-up but with a modern day RPG twist.  It’s
easy to simply write off Crimson Tears as another button mashing
punching-and-kicking ordeal, as that’s pretty much what it is at first, but the
character building dynamics and challenging nature of progression will keep you
button mashing all the way to the bank.

Advancing your
character, earning experience and watching them grow more and more powerful is a
gameplay dynamic that just never gets old, regardless of how many times it’s
used.  That facet of the experience, coupled with the mildly satisfying melee
and ranged combat is enough to keep a lot of gamers hopelessly hooked, but
Crimson Tears’ excellent weapon system ups the ante even further.  As your
character excels in terms of statistics so too will their weapons.  Not only
that but the various weapons in the game, while initially only numbering around
half a dozen, quickly grow in assortment and dramatically change up the
character’s style of fighting. 

The game’s three
playable characters – Amber, Kadie, and Tokio – begin the experience as
undeniably weak fighters that sustain serious damage from attacks from even the
game’s weaker enemies.  But as you defeat opponents and earn experience they’ll
receive healthy hit point boosts, stronger and longer combo attacks and a better
chance at surviving through floor after randomly generated floor of unrelenting
monsters, soldiers, and robots. 

Fighting mechanics
are simple and straight forward, but they’re also upgradeable and intuitively
designed.  You can bang out different melee combos using the square and X
buttons in different orders.  You can block.  Use ranged attacks (assuming you
have a ranged weapon equipped) with the circle button.  Execute powerful special
moves with the triangle button that slows down time and basically obliterates
any enemies in front of you with a single devastating attack.

These special
moves do not work like you may think.  They don’t rely on magic points or any
type of traditional RPG points – instead they increase your overheating meter,
as does all attacks in the game, though special moves heat you up considerably
quicker.  Once your overheating meter is full you’ll go into something of a
trance state where offense is doubled but defense is nearly non-existent, plus
your health will gradually deplete until you cool down via specially designed
coolant items or simply sit tight long enough to cool down.

The three
characters in the game range drastically in terms of personality and aesthetic
style, but that’s pretty much where their differences end.  They all control
identically, differing mostly in the frames of animation used for their moves.
The only real difference between Amber, Kadie, and Tokio are the weapons they
can handle and some slight deviations in their attributes.  But having three
characters at your disposal does have its benefits.  For example, if you enter a
level with Kadie and die before completing it you can opt to rescue her with
another character.  You’ll guide the second character through the maze-like
corridors that make up the majority of the games levels, following the
directions you are given to track her down, and you’ll only have a couple
minutes to do so.  If you are successful then you’ll retain all the items and
such that Kadie collected before she died, if your rescue attempt is a failure
then you can kiss all that swag goodbye.  It’s an interesting dynamic that gives
players additional chances to salvage the fruits of their efforts.

It is drilled into
the player’s mind early on that you should always have a ‘returner’ in your
inventory.  A returner allows you to warp back to your garage base while
retaining all the goodies you’ve collected on the level.  Returners are
especially useful when you know your character is just not strong enough to
complete the level, or if your character is in bad shape you can utilize a
returner to avert rescue efforts.  Of course, returners are not the only items
you’ll want to keep handy; it’s a good idea to have a pile of health boosts and
cooling gels at the ready as these are essential items to surviving extended
outings. 

Visually, Crimson
Tears is a good looking game but not really impressive or standout in any
particular way.  The randomly generated environments are essentially just pieces
of multi-pathed pipe; some segments are straight others are elbows.  The problem
with this is that you’ll quickly grow tired of staring at the same pipe piece
segments over and over again and you’ll feel as if you are moving through a
simple maze area instead of a genuine fighting game environment.  Character
models are nicely detailed though, especially the three playable characters and
the various end level bosses.  Some of the lesser enemy thugs in the game are
recycled a bit much but it doesn’t detract too much from the overall enjoyment
of the game.  The sound presentation is probably the game’s weakest technical
aspect.  Sound effects are incredibly redundant and generic, weapon sounds
aren’t drastically different from each other, the various yelps and grunts on
the part of the playable characters get old quickly, and the music is your
run-of-the-mill beat-em-up fare that goes in one ear and out the other.

Aside from Crimson
Tear’s inherent repetitiveness it can actually offer quite a few hours enjoyment
under the right circumstances, assuming you can overlook its glaring downfalls.
The character advancement system is satisfying as is the combat dynamics and the
weapons system adds an additional layer of depth to the intrinsically deep RPG
dynamics.  Overall, Crimson Tears is certainly worth a rental and possibly even
a purchase.


Gameplay: 7.6

Simple and
straightforward yet surprisingly scalable and intuitive.


Graphics: 7.1

Something of a mixed bag.  Characters look great but environments are far too
generic and repetitive.  The bosses look excellent.


Sound: 6.2


Standard issue sound effects and forgettable
soundtrack.  Voice acting is merely passable.


Difficulty: Medium

Be prepared to
venture into the game’s levels multiple times before sufficiently powering up
your characters to confront the boss.


Concept: 8.4

Combining
straightforward beat-em-up dynamics with inherently satisfying RPG mechanics is
a great idea.  Hopefully we’ll see more of this type of integration in the
future.


Overall: 7.6

As repetitive and
basic as the game can be I enjoyed leveling up my characters and upgrading my
weapons quite a lot.  Definitely worth checking out.

jkdmedia

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