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TimeSplitters ReviewBy 5thHorsemanI would like to note that I am a huge fan of the Timesplitters series (even though I have not played TS1). I think Eidos Int. and Free Radical have done an amazing job with Timesplitters 2 and Timesplitters Future Perfect. I simply love the games. They are original, have awesome multiplayer, a very high replay value, and have exceptionally good graphics with an astounding (movement) fluidity to it. Future Perfect combined with some aspects of TS2 would make a near perfect game. I have much respect for the Eidos Int. and Free Radical teams for creating the TS series, even though (in general) it seems to be ignored or unappreciated. I think many people have taken it for granted. It is by far, in my opinion, one of the best series out there, and for that I must thank Free Radical and Eidos Int. Here, I have made a compilation of what I think would improve the series without having to take away from it. Some of it might sound harsh, but I really have no intention of bashing the series. I understand that Free Radical (assuming they will make the next game) isn't the largest team of developers, that they can't do everything, and that there is only so much time, resources and disk space to get the projects done. Here are some aspects about the series that I think could be improved along with some advice. I am really looking forward to the next Timesplitters game, and I just want it to be the best it can be.
1. Selection of Dates
2. Jump
3. Split Paths
4. Timesplitters
5. Longer/More levels
6. Detail
7. Easy mode
8. Ending
MINOR DETAILS: these are mainly small, insignificant details I noticed that would, in my opinion, improve the series, but not as important as what is listed above. 1. Explosions - The explosions in TS could use a facelift to appear more like a 3d dome explosion (like in Aliens vs. Predator or the BFG blast from Doom3) rather than looking like just an expanding puff of fire. (also, zombies [or even regular people] could explode into limbs. It's not necessary at all, but just a thought) 2. Two hands, one Pistol - When holding one/a pistol, two hands could be used (like on the revolver in FP [if you can't see the two hands, turn the movable aim on, grab a cloak, and point up, you'll notice two hands holding the gun handle), rather than one. 3. Flamethrower Flame - It should also be improved to look more like a stream of liquid (also like in AvP) than a soft flame. 4. Heatseeker - It should travel must faster and shouldn't be able to circle around the enemy like 5 times or until it hits them, that's just nutty. 5. Minigun Kick - When firing strong weapons, such as the minigun, the screen should shake to show the force of the kick (which should be umm...A LOT! It's a minigun, c'mon). 6. Anya's advice - In FP, whenever a puzzle-like situation came up, Anya would be there to tell us how to solve it, even if it was obvious. The game is rated for 17+. I think we're all capable of solving them ourselves, not to mention it would be more fun. 7. Variation in missions (not the same as dates) - What I mean by this is how the mission objectives are set up and how you have to act. In TS2, Siberia, when it was on hard, required you to be sneaky cause if you went in trying to mow people down, you wouldn't get very far. The same applies to NeoTokyo, on any difficulty setting, because if you were to rush it, then the cameras would sound and you'd never get in the underground research base. Then there were levels where you just simply went in shooting like in Notre Dame or Return to Planet X, and also levels where you needed to use both these skills (being cautious and trigger happy) like in the Wild West and Atom Smasher. In FP, you see less variation of this. With all the levels, you can just run in, kill them all, and get to the next level. There is no need to be sneaky about anything. I'm sure things would be different if there was a harder hard mode (would have to be more careful). The closest Future Perfect level where you had to be stealthy (which was really an option) was the Russian Connection, but even then you could get everyone's attention and then just kill them all. Like in TS2, I was just hoping to have had to play differently depending on the level. This aspect could also be a major issue. 8. Interactivity - Being unable to interact with many things in TS makes the game feel somewhat cheap. In TS2 there were little things like being able to open file cabinets in Siberia, along with the cash register in Chicago and being able to play pool. In some levels, you could also control guns turrets from a computer or control robots on rails. Sadly, there is not much like that in FP. It's pretty much a stiff environment. There are a couple things like driving around vehicles, including the cat on Kallos Express (useless thing), which is cool (not the cat, the actual vehicles) but I don't they did enough with the idea, and being able to open the cabinets on the Mansion of Madness (Which, by the way, supplies you with WAY too much health, even on hard). The uplink is also another way of interacting with objects, but I don't think that it was used enough, and being able to break open boxes is expected (on the Khallos Express level, there is a wooden box behind a metal crate in the room with the turret, and if you break it open, there is armor inside. I thought that was pretty neat). Levers are also expected, duh, but in Scotland the Brave, I thought that being able to reopen the fireplace after Crow leaves was kinda nifty (before I found that out, I thought the small elevator at the end of the level was just there for decoration or something. I didn't know that's the one Crow used). I wasn't really expecting much interactivity seeing how TS2 came out, but I believe that adding some more in the next project (like being able to blow up cracked sections of wall with explosives or something) would be a nice addition. 9. Barrel Rotation - This is just a glitch that I noticed when playing. When you turn the minigun barrel on so it spins without firing, it spins fast enough to synchronize with how fast the bullets come out of the gun once you start firing. When you don't press second, however, and just start firing, look at the barrel and you'll notice that it spins much slower than it should. Another point I would like to add about the minigun is when you're looking at another character holding it. It you've noticed, they hold it like they're holding a regular machine gun, so their hands aren't holding it where they should be. Miniguns should always be held like portrayed in Doom 3, AvP, or almost anywhere you see someone holding one. It should be held with two hands at about waist level. Just look for a picture and you'll see what I mean. This is just another thing I noticed, but nothing to have a heart attack over, though it would look much better. 10. Run 'n' Reload - In multiplayer, when someone is running and reloading at the same time, it appears as if they are sliding along while reloading. Someone should have realized this when testing the game, but unfortunately it's still there. FRD should've made different movement frames for this.
Arcade Levels -
Vietnam 7/10 - The gun emplacements can be helpful; helicopters and bombs add good effects; good cover Hotel 5-6/10 - Excellent detail but doesn't make up for the map's poor design. It's easy to get lost and hard to find other players depending where you appear) Venice 5-6/10 - A decent map; not really any good or bad points Temple 8/10 - Good layout; great for capture the bag; both open and enclosed Disco 6 or 7/10 - A decent map; not really any good or bad points; can play turn table, drums, and guitar [if shot] Subway 8 or 9/10 - Symmetrical and simple; easy to find your way around Zeppelin 4 or 5/10 - Makes the radar practically useless; very hard to find people Mars Prison 10/10 - (excellent map [my personal favorite]; looks good, has good layout, awesome for capture the bag, people are never too far away) Siberia 9/10 - Good for sniping; challenging capture the bag [if set up right]; helpful jeep; fun for practicing long distance accuracy or just nailing people. Bunker 4-5/10 - Excellent detail; semi-decent layout, but definitely not my first choice. VR 6/10 - It looks way too plain. fun for capture the bag. could've have been made better [maybe larger] with more detail. It looks like something a five year-old could've designed Spaceport 4/10 - The worst map for capture the bag [hard to escape/survive because of the long trip back] basically linear, not too fun to play on. I was expecting something better judging by the name [something more like UFOpia from TS2] Chinese 7-8/10 - Good overall map layout. can sometimes take a while to find people; above average detail Mexican Mission 9/10 - Easy to find people; good for trigger-happies; simple symmetrical layout that works [unlike hotel for example]; capture the bag, however, is very unfair Training Ground 8-9/10 - Easily one of the best maps; works very well with capture the bag; would give it a 10 if gun mounts and turrets hadn't been removed; [was my favorite map in TS2] Things I miss about TS2 Weapons (some of the weapons I wished would be in FP)
Luger Pistol (one of the best sounding and looking pistols)
Arcade Maps (some of my favorite maps of TS2)
Training Ground (because it had the guns mounts and turrets)
Story Levels (the story mode levels which I had the most fun playing)
Siberia Summary (some things I won't re-mention because they are all ready to the point) 1. Needs more dates like in TS2 2. Could use a jump button 3. Needs more level variation to allow for the need for backtracking and a more free environment. 4. Should include other Timesplitters such as reapers, scourge, and drone splitters. 5. Story mode levels should be longer, more involved, and include more levels. 6. Needs more detail in the story mode levels to add to realism and remove the feel of cheapness. 7. Difficulty needs to be adjusted to be harder (almost as hard as TS2 with a little more health/armor) 8. Needs and ending that looks better and brings better closure to the end of the game. 9. Avoid giving obvious advice, allow gamers to figure out puzzles themselves. 10. Design levels which require different techniques to complete them to make environments feel unique and not so monotonous. 11. Add objects into levels which players can interact with to create an environment that feels more real. 12. Bring back the best points of TS2 (and TS1 if there were any [I never played it, remember]) Whenever the next Timesplitters game is made, I hope that it will be better than FP was/is whether it's made by Free Radical or not. I really don't get why the series isn't more popular than it is, but hopefully people will take more interest in it as it gets better (if it does). Like I said in the beginning, these are just my solutions to things that I find wrong with the game; things that I believe could make it better. You read all this and then think how can I say I'm a fan of the game, but how would I notice all the details if I wasn't, and don't you notice these things too? I know my suggestions might sound picky, but it takes a lot for something to be great, especially a game like this with all the competition around, such as Halo 2. Timesplitters, I think, is already close to perfect, and has that potential, but just doesn't know how it could be improved. These are simply all the bad points that I believe could be fixed or adjusted. With the next generation systems coming out, the series should be able to do a lot more including better graphics, more challenges and arcade league levels [which there were less of in FP than TS2], a longer story mode, more characters [150 is plenty, though], more weapons, and more detail. Thanks for reading, 5thHorseman
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I did not create nor do I own the rights to TimeSplitters, Free Radical Design, Electronic Arts, Eidos or any other entity or product mentioned on this site unless otherwise stated. All articles hosted on this site are copyright their respective authors and hosted here with permission. All other content, including articles written by Drifting copyright Scourge's Realm 2005-2007.
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