Timesplitters was a release title for the Playstation 2 and it's safe to say that
it was one of the top selling titles at the time. The title was produced by Free
Radical, a new developer set up by previous employees of Rare, who were responsible
for the acclaimed Goldeneye - a game which revolutionised the design of FPS games
on consoles. Offering a strong and enjoyable multiplayer experience, Timesplitters
failed to live up to its predecessor as far as the single player mode was concerned.
With very little plot and a weak storyline, missions were short blast-a-thon affairs
with little need for stealth or a tactical approach.
This year Free Radical and Eidos have targeted each of the current next-gen gaming
systems with this sequel which reiterates the bare bones-story of the original
game. The ghastly race of Timesplitters is hell bent upon the destruction of the
human race. In their wisdom they have decided the best means of reaching this
goal is to step into humanity's past under various guises to bend the history
of man to their advantage. As one of two space marines charged with preventing
their plans, you arrive at their space station complex only to watch the last
of the Timesplitters vanish through the time portal with the eight pieces of crystal
you need to turn their plan against them. Without a second thought you dive into
the portal only to arrive in 1990 Cold War Siberia, in the body of someone who
seemingly has a part to play in that era. Fans of the television series Quantum
Leap, thinking Sam Beckett right now will be on the right lines. Oh boy
So begins a series of missions, which take place across different time periods
and put you in control of one of two heroes with the task of finding a time crystal
before escaping back through the portal.
Starting your quest in Siberia, players will immediately be struck by the influence
of Goldeneye not only in the levels' style and design, but also in the on screen
interface. The life bar on the left and shield bar on the right are instantly
recognisable as is the in-game menu screen which, short of Q-gadget watch border
is exactly the same as its older forerunner. Missions are likewise split up
into primary and secondary objectives with new objectives being updated at various
points in the levels. And even though the Siberia level is the only level with
the James Bond 'feel' to it, the GUI and Mission structure is retained throughout.
Try to attack the game in the same vein as the original and it will immediately
become apparent that this time around a bit of strategy is required to complete
your objectives. Although not essential, the quiet, slow-paced stealth approach
will often yield not only more enjoyment, but also make your life easier.
This isn't always the case however as each level has its own feel which affects
the way in which it is played. As mentioned, Siberia is very reminiscent of
the Dam level from Goldeneye; camera's, snipers and alert guards stand between
you and success, meaning stealth and slow steady progress is the key. Running
in guns blazing however, will get you further in the enclosed confines of the
Notre Dame cathedral where mindless zombies wait for you to trigger their attentions
before attacking. And the ability to fire quickly and accurately will pay dividends
in the Wild West. Here your opponents are already alert to your presence and
from the various store windows and their lofty positions on roofs, will attempt
to gun you down as soon as you draw within firing range. Whereas the cover from
buildings was used as a place to hide and snipe in Siberia, in the Wild West
it is simply a place to duck into whilst you reload your guns and plan who to
shoot first when the guns start blazing again. And in Neo Tokyo, using the various
buildings and archways to hide from detection is important when you are forced
to start out unarmed.
Fortunately the enemy are no longer as dumb as their counterparts in the first
game. Free Radical has taken it upon themselves to improve the enemy AI, and
though not brilliant, it is sufficient enough to keep you from diving headfirst
into most missions. Now enemies will 'hear' players who move within earshot
without care, they will detect when a comrade falls nearby and move towards
any loud gunfire. Some of your smarter opponents will also duck, roll along
the floor and use their environment to provide cover. But don't expect them
to call for backup or run away when outgunned, once you figure out their routines,
taking care of them will become substantially easier.
In keeping with its new found stealth approach the Temporal scanner is a superb
addition to your arsenal. Detailing the layout of buildings, enemies' positions
and the sweeps of nearby security cameras it is an essential tool with which
to make silent kills and your life easier. In addition to the scanner TS2 boasts
a huge range of weaponry, over 30 guns with which to dispose of your opponents
and most with secondary functions.
Multiplayer makes up the majority of content in Timesplitters 2 with the Co-op,
Arcade and Challenge modes and it is here that the game really shines. The co-operation
mode is self explanatory, allowing two players to follow the games storyline
working in unison to achieve the same objectives.
Arcade mode is broken up into two parts Arcade League and Arcade Custom. League
play consists of sections of short games which are played against various bots
under different game conditions. Each game requires that you meet certain criteria,
such as kill 10 bots in 30 seconds, to complete the task. Do this well and you
will receive a platinum, gold, silver or bronze medal with gold and silver medals
unlocking new levels, game modes and characters to use and play against. Platinum
medals allowing you to gloat at beating the current record and Bronze meaning
you're not quite playing hard enough.
The Arcade custom mode allows you to put together a multiplayer game against
both computer bots and human players. Deathmatch, Team Deathmatch, Capture the
Bag and Bag Tag are available from the outset, with many other modes to be unlocked
later, such as Assault, where one team has to achieve a set of three objectives
before the time limit is up whilst the other team has to halt their progress.
A similar mode can be found in Unreal Tournament on the PC. To its own advantage
not only is this mode very easy to quickly setup so that you can immediately
leap straight into the action, it is also vastly customizable and time spent
exploring the options available will reap its own rewards.
Multiplayer in Timesplitters 2 is fast paced and furious, especially during
mixed human - bot games where fire fights become huge sprawling affairs resulting
in high body counts for all involved. Simple deathmatches inevitably become
a race to reach the best weapon, but the fun is in trying to wrestle these from
your opponents and powerful guns such as the minigun all have weaknesses to
be exploited, whether it's overheating, slow reload or little ammo to play with.
Each character also has their own statistics that affect their performance which
you can turn on or off, providing the age old "well your character was
better than mine" excuse.
Last up is the challenge mode, again medals are awarded for completion of tasks
meeting set criteria. Here levels aren't deathmatch orientated and bar a few
games, tend to be time based challenges. The medal system serves to bring you
back time and again to shave valuable seconds off your run through the task.
Should you become bored with all of the available challenges, Timesplitters
2 provides a function no other console FPS to date has. Usually the mainstay
of PC FPS games, the Mapmaker allows you to create maps of your own using various
tile sets, enemy characters and objects. Putting together a basic map is very
straightforward and simple. Maps are made up of tiles, objects and logic switches.
Each tile represents a room or corridor and these are placed on a large 2D grid
and linked together. Objects such as enemies, guns, ammo and starting points
can then be placed to form the basis for a simple multiplayer or blast-a-thon
map. Use of logic switches - make enemy appear here, if player stands here -
can be used for those who want to produce a Story mode map and the option is
there to type in your own mission briefing. The Mapmaker has beginner and expert
modes, but even the expert mode can be picked up with relative ease. Time and
patience spent can produce some interesting and enjoyable results which can
be saved to the memory card for future use.
Graphics are excellent, though simplistic with a cartoon style, there are plenty
of detailed touches; snow flakes which fall against the camera and gradually
fade, reflective puddles, rain drops drizzling against the screen. The characters
themselves are very well animated, there's a sadistic fun to be had in intentionally
shooting your enemies in the foot to watch them jump around a bit or seeing
your opponents body slump into a seated position after a silent shot in the
head. Equally impressive to watch are the rolls and ducks characters make to
avoid your gunfire. Cut scenes use the ingame engine and stick to being short
and sweet; they work well in conveying the traits of each controllable character
through comic movements and facial animations. One visible flaw is the slow
running animations of player controlled character which can look strange in
the co-op and mp modes. Slowdown also appears during split-screen games with
all bots enabled, on the levels set outdoors. Fortunately it's not substantial
enough to impact upon the game, but it is noticeable. Slowdown aside, Free Radical
has also managed to shorten loading times which is always a bonus when you're
keen to get a game started.
The music during the single player mode is also very good, with each track
fitting into the scenario that the player finds themselves in. There aren't
any stand-out tracks that will stick in your head to hum throughout the day,
but the music does set the scene and mood for each level. However, as with most
FPS games you'll find that most of the music is ignored during multiplayer sessions
due to the frantic gameplay. The music is good enough that you won't need to
switch it off, but you probably wont notice it too much whilst on, which is
no bad thing. Each character and weapon has their own sound effects and the
usual sounds of ricochets, bullets whizzing and explosions are all there and
crystal clear in quality.
An FPS game lives and dies by its control methods and TS2 doesn't disappoint,
even though controls are awkward at first they become second nature as the game
progresses. All functions can be remapped as the player pleases and there is
even a button spare to start with. Most player gripes will be due to the aiming
via the control stick being overly sensitive which is bad for sniping. The strangely
positioned Z button may feel useless as the alternate fire button to some and
there may also be complaints about the soft feel to the shoulder buttons. But,
as with all FPS games most players will find there is something they will want
to change straight away, even if only to change the invert for looking up and
down.
The single player mode in TS2 makes up less than a third of the games content
and as such this title is geared more towards the multiplayer aspect. Demonstrated
by the wealth of extra modes, characters and levels made available throughout
the game. This isn't however, to say that the single player mode isn't any good;
it is at least as competent as its console predecessors Goldeneye and Perfect
Dark.
TS2 takes itself less seriously than the majority of FPS games available and
this is borne out by the characters available, in their actions and the short
stories for some of the challenges and arcade games. TS2's beauty is in its
comic style characters and well realised multiplayer modes.
Imagine if you will a deathmatch mode for Halo where a player starts off on
fire and has to run around tagging other players who then run around screaming
whilst on fire. It would seem a bit tasteless wouldn't it? However imagine the
same thing with the less realistic but more comic characters of Timesplitters
2, now throw flaming monkeys into the mix (don't ask) and this game mode is
pulled off with aplomb. In fact, it is genuinely one of the funniest things
you will see in a game. And no, I'm not making this up; Flaming Tag is a deathmatch
mode for TS2.
If there was one fault that could be picked out above all others, it would
be the lack of a system link up option for the GC. Bearing in mind that the
Broadband Adaptor was intended for the Gamecube it's hard to see why its release
wasn't accounted for. That said, there aren't too many gamers who will be willing
to get together more than a couple of Gamecube's and television's for which
the vanilla split-screen mode would suffice on a decent sized television.
This is one of the best console FPS titles available, it stands up to our friend
Halo, but on its own terms, taking the best of Goldeneye's stealthy single player
action and Quake 3's fast and furious style multiplayer gaming. And thanks to
the arcade and challenge modes there is a huge replay value that will keep you
returning to this title time and again.
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