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Game Profile
FINAL SCORES
8.0
Visuals
8.0
Audio
7.0
Gameplay
8.0
Features
8.5
Replay
8.5
INFO BOX
PLATFORM:
PlayStation 2
PUBLISHER:
Empire Interactive
DEVELOPER:
Cunning Developments
GENRE: Shooter
PLAYERS:   1-2
RELEASE DATE:
July 06, 2002
ESRB RATING:
Teen
 Written by Matt Swider  on November 25, 2002

Full Review: We couldn't have Adam review this one cause every time the words Endgame would appear, he'd reset the PS2.


Since Namco and Sega were the only two prominent companies dealing with the limited amount of light-gun games for PlayStation 2, it's nice to finally receive a worthy title from a different origin. Many will claim that Empire Interactive hasn't done anything revolutionary with the release of Endgame, yet everyone always forgets to note that the game type itself hasn't been altered all that much since its early days in the sun. We are greeted with is more of what Time Crisis II and Vampire Night brought us last year amid a couple of advancements and setbacks to form its own mix. Having a light-gun in hand, such as the new .50 Desert Eagle or the choice GunCon series classic, ensures an entertaining experience for those looking to literally blow away an afternoon with Endgame.

Endgame is set in the year 2020 where players take the role of futuristic babe, Jade Cornell. It's up one redheaded girl with a Jennifer Lopez sized can (answers the question of where she packs her endless amounts of ammo while on a trek through Europe in tight pants) to stop the EuroDream and its launch of VR programs containing mind control. Thus, it's another light-gun scenario: stop the Сevil doers' and save the world. While Endgame's plot is slightly more intriguing than most in its kind, it only skims the surface with details and remains of bare importance. All of the level segments are brief with a quick cut-scene slipped in between each. While this is an almost seamless setup in having shorts bursts of gunfire gameplay and then revealing a tiny bit more of the plot, the load times hamper the entire effect. Nevertheless, the basis of every other light-gun game means very little in the minds of a Сvirtual killer,' so Endgame just follows in suit.

The game begins when pistol packing EuroDream forces invade the apartment of innocent Jade Cornell. Though nearly twenty-five enemies fire a monotony of bullets, it's almost impossible for you not to prevail. Those who are familiar with the Time Crisis Сrelease and reload' method of gameplay will feel at home as duck and cover action returns. Others will catch on to this crouch or arise technique in no time. What everyone is sure to notice in the first level is that even after an enemy takes a bullet straight to the gut, there's no mark or injury. In a way, his clothes look freshly pressed. This means there's no bloodshed involved in Endgame, making it violently safe in a way.

Bullet wounds might not leave any impression, but enemies feature great reactions to where they are hit. A Shot to the limb causes enemies to pinpoint the location of the bullet and wince in pain. While this takes place, enemies that happen to be position behind this dramatic display can't be picked off so easily. Many other games allow players to simply shoot through a wounded enemy with no problem. Endgame takes the stance that you must either wait until the enemy blocking your line of fire falls down or have great accuracy in shooting your way around his outline. Additionally, shots that land below enemy's underarm won't cut it in this game. The gameplay is very realistic in that fashion and requires a little more precision from those locked and loaded.

Enemy reactions make for a nice touch, but the true grace to be found in every good light-gun title comes with its non-stop action and the overall planning of attacks. Endgame starts out with this key element in containing a variety of enemies like any other shooter. They run in one direction while firing, shoot off a couple rounds then dive behind pillars, or get up close and personal by whacking you with a nightstick. While there is more than enough of this to go around, timing is the most important aspect that determines how much players really enjoy the game. When attacked by two enemies simultaneously, the action feels intense hopefully not seen as frustrating.

A fine example comes into play when the game has you aiming for a small target running in the background. Taking him out is no big chore, but what you don't know is that an enemy dressed in SWAT team gear is about to pummel you without warning. Another instance happens in what appears to be a ski lodge where two bathroom doors are in sight. As one might suspect, the first opens and you have your gun prepared for this attack. All of a sudden, the other door bursts open with an enemy spraying fire. Though you can quickly take him out, that's not the only unexpected attack here. Out of the first door already wide open comes another enemy with a second wave of gunfire. Surprising the player in the first example or switching up the usual attack pattern like the second are just some of the ideas that add a lot of value. I only wish I saw more of it in every light-gun game released.

The timer received very little attention during the past two versions of Time Crisis, however Endgame pushes it into the centerpiece by provoking players to go on a killing spree in a race against the clock. It's almost impossible to make a comeback when the last seconds are winding down. Panic takes over and hasty shots are fired as a result. The only way to counteract such a threat would be to shoot the occasional bonus enemy dressed in orange found wandering in the background. It adds five seconds to the timer, but you must also be careful since accidents involving civilians deducts at least five seconds. If you ever find yourself short on time here, it may prove to be a definite Endgame.

Since the timer may not seem like such a big deal when consistently doing well, Endgame throws skilled players into УHypermodeФ where many new stand-ins take aim. This adds to the normal enemy count and potential kill shots taken, but it can also be beneficial. After wiping out a couple sections of enemies, players can eventually gain an extra life. While it leaves us with an interesting and quite unique element only seen in Endgame, the end result aids players with method that's all too easy in earning additional hit points.

Upon being thrown into the УHypermodeФ state, the game engine takes on motion blur for some nice effect. Another noteworthy detail comes when an enemy throws a grenade that hits a player and explodes on impact. Not only does it take away a hit point, but it also causes the screen to go white until color slowly fades back in. The last visual highlight is the destructible environments in which a variety of background structures can be blown apart and glass can be shattered. There are even a few cases where gas tanks can create a big explosion to easily annihilate a series of enemies.

The overall color scheme is a tad too bland for my taste and lacking in vibrant colors. The dull palette could have been spiced up with some futuristic neon lights from the city or more heartfelt environments. Lets just hope that this dull vision isn't what the future will look like in coming years. Nevertheless, the shallow color usage doesn't deprive us from smooth graphic models. The visuals are extremely polished from the surroundings, enemies, and handful of bosses along with their vehicle driven artillery. With that said, Endgame is easily the best looking light-gun game for the home console.

In addition to enhancing enemy AI and producing new visual touches, УHypermodeФ increases the tempo of its music as well. The rest of the time it serves its purpose with tunes from both the electronic and ensemble end of the spectrum. Endgame also does a fair job with its voice acting especially when considering what Namco and Sega have come up with in years past. Though, it's the sound of each bullet fired that takes precedence during the in-game action. For once, everything is pretty decent in comparison to light-gun games and the above average voice acting talents from Empire Interactive should be commended.

After trekking through Europe and defeating the head of EuroDream, Endgame supplies players with varying difficulties, a chance to replay their favorite stages, three new gun options, and both mirror mode for reversed play and a full game of hypermode for intense shootouts. Additionally, the game also provides its training segment dubbed Might Joe Jupiter. Its only tie in with the Endgame plot is that Jade supposedly sits down to play it before being sucked into the EuroDream conspiracy. Again, the visuals here are much more advanced in comparison to other light-gun titles and their usual training aspects. Unlike realistic settings found within Endgame though, Might Joe Jupiter contains a space based cartoon theme. Though it feels very separated, the challenges are a great diversion when the rest of Endgame becomes stale.

Bottom Line
When sitting down with Endgame and analyzing everything involved, its clear that Empire Interactive wasn't out to bring vast improvements to how we play light-gun games. Upon boiling the gameplay down to its core, it's obvious that the game retains the same entertaining features found in Time Crisis II. Maybe it's not as intense or as fast-paced as some were expecting, but Endgame remains suitable for those looking to purchase a quality game supporting their light-gun that would otherwise go practically unused.


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