TimeSplitters 4

Das bricht mir echt das Herz. Für die geniale IP und auch die Entwickler tut es mir mega leid. Ich würde echt sehr viel für ein Remaster oder einen neuen Ableger geben.
 

Letztes Update ist zwar schon wieder etwas her aber TimeSplitters Rewind dürfte davon nicht betroffen sein da man auch bereits vor der Übernahme von Free Radical zugesichert bekommen hat das die Designs der Chars und Maps benutzt werden können. Glaub Crytek hatte damals schon das OK dafür gegeben.

Ist natürlich trotzdem schade das wir auch weiterhin kein TS4 bekommen werden, die einzig gute Shooter Serie auf Konsole und dann lässt man all das Potential über Jahrzehnte lang liegen.
 
Ich bin auf LinkedIn auf einen interesannten Beitrag eines ehemaligen Mitarbeiters gestoßen, welcher Free Radical im Sommer verlassen hatte und etwas über die internen Abläufe bei Free Radical geschrieben hat.

Er spricht von einem Versagen der Studioführung bei Free Radical Design. So steckte die Führung in der Vergangenheit fest, anstelle das Studio modern zu führen. Man könnte meinen, man wäre in den frühen 2000er Jahren zurückversetzt wurden. Hybrid oder Remote Arbeiten wurden untersagt.

Die Führung soll auch wenig Vertrauen in einzelne Mitarbeiter gehabt haben und Lead Entwickler mussten oft darum kämpfen gehört zu werden. Viele Mitarbeiter waren unterbezahlt. Ideen der Mitarbeiter um das Projekt zu verbessern wurden abgelehnt, da es nicht die Art und Weise war, wie die Dinge früher gemacht wurden.
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Das ist nur der Beitrag eines einzelnen Entwicklers, daher immer mit etwas vorschicht genießen.
 

Anonymous interview with Free Radical employee discussing cancelled TimeSplitters game (was going to be a Fortnite BR clone)​


How far was the game into development?

Still a ways out. 2 years probably. The direction of the project changed earlier this year [2023] around March. We did a massive 180 into a TS2 Remake(ish). Remake with a few new/slightly changed levels and an alternate timeline story. Originally it was a Fortnite clone. Nobody wanted that really, not even us, but we didn't have much of a choice for a long time.

Does that mean it was a free-to-play game?

Yes. It was a F2P BR [Battle Royale] with some additional modes like DM [Deathmatch], TDM [Team Deathmatch], CTB [Capture the Bag] etc. Characters and skins were microtransactions. At least that was the plan. There was debate over what would be offered as standard and what was purchasable. But for the sake of the publisher we showed everything as purchasable.
Why wasn't there any marketing done for the game, such as a teaser trailer?

Mostly because there wasn't a whole lot to show for a lot of it. We had used default store assets to lay out sections and work on game mechanics first. We didn't have a big influx of artists until 2022/23 so everything we had to show wasn't very visual. Everything that's coming out now has been done over roughly the last 12 months. The first 2 or 3 areas we started the art for were pretty much scrapped or needed redoing.

You mentioned the game was similar to a TS2 Remake but content from other games has surfaced such as U-Genix and Machine Wars. Was it meant to be something similar to TimeSplitters Rewind where all three games are combined to one?

Kind of. The new direction was mostly TS2 with I think it was 2 TS3 levels, 1 OG TS level and a couple brand new sections. Or something along those lines. That was the pitch we made to the publishers. It still might've changed down the line.

Was there a story planned to connect these levels?

There wasn't a whole lot of story while it was a BR, but we had things like the Ancient Astronauts and the 'Space Bar' which was a hub area similar to The Cycle's lobby area where you could buy things and prep for games etc. Once we switched to the remake, it was going to be a 'What If...' where Corporal Hart went through instead of Cortez so we could make things slightly different.

How did the directors [Steve Ellis and David Doak] react to the Battle Royale concept?

I think Steve pitched the BR to them [Koch Media/Deep Silver] in order to get it greenlit. I'm not convinced it was ever his end goal. Dave wasn't as involved as people might think. He was more of an ideas guy and it was amusing to team up with him, but as the project went on, he spent less and less time designing things and more time spent solely with the Narrative Writer.

What made the team move way from the Battle Royale concept?

I personally think that Steve never intended to release a BR, he always intended to get the funding and the interest first and deviate once the investment was there. I could be wrong though. He's a hard man to read.

Was he the one to recommend moving away from the Battle Royale concept?

Yes, he basically had everyone stop and spend a couple of weeks throwing together the Dam and a 'Campaign' mode with some semblance of a questline to follow in order to demonstrate the power of a linear game and how quickly we could put levels together.

How would you describe your time working at the company?

I enjoyed it for the most part, got on well with most people. However, as time went on it became clear that most of the leads didn't really have a plan, nor did Steve. Some also had a bit of a power trip, favourites were played and some people got royally shafted, leading to a number of people choosing to leave before the end. I know that goes for a lot of jobs and workplaces, but it did become a bit of recurring theme over the past 12 months. In the beginning though, it was a lot more relaxed, less people and ideas were shared freely. We knew it wouldn't be like that forever, but there were some very poor decisions being made and a fair bit of bias in some areas by the end.

Did this preferential treatment you mention apply to old developers who returned?

There were a few people who said to me on multiple occasions that there seemed to be a distinct mentality that 'if you're under 30, you know literally nothing.', which was hard to disagree with, that attitude did float around a bit. A shame really, most of the younger devs on the team, while fresh out of Uni most of them, were full of pretty interesting ideas.


Das ganze Interview findet ihr hier:


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Bis zum März diesen Jahres sollte das neue TimeSplitters ein Free to play Fortnite Klon werden , ehe man im März das Projekt über den Haufen geworfen hat, um eine Art TimeSplitters 2 Remake zu entwickeln.

Es wirft natürlich auch nicht ein allzu gutes Licht auf Free Radical.
 
Zuletzt bearbeitet:
Als über Battle Royale gesprochen wurde, da war mir sofort klar, dass man damit wohl einfach den Publisher ködern wollte. Jetzt im Nachhinein ist klar, ein komplett neuer TimeSplitters Ableger war von Anfang an unrealistisch. Man hätte vermutlich einfach mit einem Remake oder zumindest Remaster der ersten drei Ableger beginnen sollen. Jetzt ist es leider zu spät und im Nachhinein ist man leider immer schlauer. Total schade um die tolle IP.
 
Knapp 6 Minuten Gameplay vom eingestellten Timesplitters Spiel. Das Material stammt von Juli 2023.


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Das hat ja überhaupt nichts mehr mit Timesplitters zu tun. Warum macht man das?
 
das hätte ein fortnite klon werden sollen ?
das gezeigte sah sogar recht weit fortgeschritten aus.... aber zum glück wurde es dann doch eingestampft.

wie kann man eine so geniale ip derart verkacken.....werden wohl auf lange sicht nichts neues bekommen :neutral:
 
Modern Gaming moment halt.

Spielt für immer nur Liveservice MMO/BR, OW, RPGs generell und Movie "Games". Dann noch diese "Erlebnis"/Sim Indies sowie Metroidvanias.

Wer was anderes(/besseres) will, muss 15+ Jahre alte Spiele zocken, für immer :nix:
 
Das sieht übel aus und klang zuvor aus den Mündern der Entwickler gar nicht mal nach so einem Fortnite Verschnitt. Das hier wirkt so aufgezwungen seitens Embracer, wenn Timesplitters dann macht das daraus.
 
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