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July 25, 2000

TimeSplitters Hands-On preview
Posted by @ 3:42 PM, EDT
IGN smacked up some impressions of Free Radical Desing’s PS2 FPS.
A bit:

In the early level I played, level six, enemies threw grenades and dynamite at me, and pummeled me with gunfire from the rafters above. On several occasions I was overwhelmed by huge waves of baddies. In another level, the enemies showed surprisingly good AI. They ducked and hid, ran up stairs after me, and didn’t stand around waiting to be shot; they took cover and appeared to have planned their attacks. Several times, enemies I didn’t see or hear crept up from behind me and took me out in a second with a headshot. Humiliating as it was, that’s just the kind of smart AI I love to play against.

Just to demonstrate the engine's power, David Doak (Remember Dr. Doak in the second level of Goldneye? That’s him.) created a map using the editor in about five minutes and then we all got to play. He used the editor to create spawning points for characters, weapon spawning points, chose five different kinds of weapons from a total of 24, and picked a texture theme, which instantly textured the whole level, and then in seconds it was done, and were cursing at each other like madmen. What a frickin' riot! It was like playing Quake III in four-player split-screen – total rapid-fire mayhem! They had to cordially tell us to stop playing so that they could get back to work.
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