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“The map maker was one of the most innovative things about TimeSplitters,” adds David, “and it was a real fight to get Eidos particularly to realise the value of that. That was the start of it, and the name came along afterwards.”ĭavid admits that it was a “conservative” game in the end, pointing to the limited story, rudimentary AI and basic mission structure, but the team stuck to what it wanted to make: a slick, quick FPS that wasn’t so restricted in realism and existing characters and story like GoldenEye had been. It’s got like a corpse draped around some bone structure of an alien. “One of the original models was called a splitter zombie or something. “They came out of one of the horror models,” recalls David. It’s at this point you’re probably starting to connect the dots, but originally “there were no TimeSplitters”, the time-travelling enemies of the game having been bolted on in a way to add some context to the gun-shootery.
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“The variety was that we decided to do lots of different movie genres,” explains David, “so the three main threads were crime, sci-fi and horror and we’ll do different time periods because that allows us to move things about a bit.” This is why there are so many different weapons to use, enemies to slay and environments to play around in. We were gonna make a single-player story game, and ended up deciding to make something that was just like the multiplayer from GoldenEye.” “The change of direction that we proposed was just to make what we called MPG – ‘multiplayer game’. The new approach for the game was a much simpler concept, with the idea for psychic powers and a rich narrative being ditched in favour of something fun, quick and easy to make in time for the PS2’s new launch date. “And that’s how we got a change we were a bit brash,” laughs David.
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Not liking the response, David and Steve – the two team members primarily handling this side of Free Radical’s business – reached out to Sony, detailing what it was that they wanted to do and explaining that Eidos was not allowing it.
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“Some internal discussion we had with ourselves was just like ‘Well, it looks like the PS2 launch date is going to slip, maybe we should be trying to make just a fast, action, first-person shooter for launch rather than spending three years to make the game – as was the initial plan for Redemption.’” TimeSplitters

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But it soon became apparent that the launch date of the PS2 was going to shift by quite some margin, giving David and the rest of the team some food for thought about how to proceed with the new machine. The plan had always been to release the game on Sony’s second PlayStation and take some time developing a standout title for the console. “We had to go through an approval process with Sony to get a dev kit,” adds David, “and those were like rocking-horse shit – they weren’t handing them out at all.” From leaving Rare in 1998, signing the contract with Eidos in February 1999 and moving into offices by April, Free Radical was up and running quickly. In the end, an agreement was made with Eidos for this small team to work for roughly three years on a novel FPS, and initial progress was fast. The working title was called Redemption, and it was going to be a first person narrative-driven shooter with psychic abilities.” “We had left Rare to set up Free Radical, and the project that we pitched to publishers when we were trying to get funding was actually the game that became Second Sight. “At the beginning, there was really only five of us,” says David Doak, one of the initial founders of the developer behind TimeSplitters as well as the game’s designer and programmer. That’s not to say that TimeSplitters isn’t deserving of the cult reputation that surrounds it, but when you can say that your game single-handedly shifted the way shooters were played… well, it’s a high tightrope with a very long fall back down to earth. When you’re responsible for a game like GoldenEye, a game that lives on in the minds of gamers around the globe as one of the most important releases of any generation, you have to expect a certain degree of dread when it comes to stepping out of the shadow of Rare and the Stamper brothers.
