And when you thought things couldn't get much worse, they go ahead and shoot themselves in the other foot. Due to its target audience, the developers either thought they could make all the mistakes they wanted and nobody would notice, or they are completely disillusioned as to what game design is.
The linear story of Tsunami 2265 jumps back and forth between two main characters; Neon, the vengeful samurai without a master, who also happens to be a dashing young lad, and Naoki, the cute government worker with a N.O.W. attitude. Of course, all this takes place post-apocalypse, where the world is licking its wounds from a global tidal wave that virtually destroyed civilization. As the story is riddled with clichs, the gameplay is likewise riddled with flaws.
Playing any given level, you will be in one of two modes. The Arcade mode has you piloting a sleek looking mech, and the Adventure mode is just your character in the flesh. These two modes are basically exactly the same, except you have different weapons, which never change. Redundancy reigns supreme.
Missions couldn't have been laid out much worse, as you are supposed to gather most of the valuable information from the preceding cutscene, and then you are plopped down at the beginning with a vague idea of where to go, and an even more vague idea of what to do there.
Add into this mix what is supposed to be an intriguing story line with plot twists, character development, and lots and lots of drama (somehow they missed the mark on all three of these), and you've got the entire game of Tsunami 2265.