Archive for the ‘Timesplitters’ Category.
17th July 2008, 11:32 am
If you visit Free Radical’s website at www.frd.co.uk you should find the top banner randomly shows different concept art for TimeSplitters 4, both new and shown before. You can visit the website and attempt to find them all or view them below.
Continue reading ‘FRD’s website updated with TimeSplitters 4 concept art’ »
27th June 2008, 08:58 pm
Simon Pegg could be in Timesplitters 4? Well, apparently. Here’s a scan:

25th June 2008, 09:34 pm
http://www.frd.co.uk/letters.php
Yes, thats right. Your, every now and then, dose of humour and answers to questions has arrived. The main things to take out is that there are no definite platforms for TS4 yet. Even the Sega Megadrive has a chance. Also there has been a small demo made to test out differnt styles for TS4. Everything is going nicely, as said. TS4 wont be rushed unlike HAZE, rather, was.
21st May 2008, 11:05 pm
In this interview Derek explains how the demo compares to the actual game and what development was like for HAZE. Two of the most interesting points include that the demo is a slightly older build of HAZE and the actual version will have several bug fixes and HAZE has been a great learning curve for the secret Lucas Arts project and Timepslitters 4. Read here or below.
Q. Some people in the community have been asking if legacy controls will be available in the final game.
Derek: The control options in the demo are as they are in the final game. While it’d certainly be possible to include, I think it’s going to be a case of seeing player reaction.
Q. Are there any options to adjust stick sensitivity?
Derek: There is no stick sensitivity option in there and I’ll tell you why - it’s because a core part of the game is the balance between the troopers and rebels who both have different stick sensitivity. I mean, they move at different speeds, they turn at different speeds… if you let people change the sensitivity you break that balance between the two sides. When it’s taken us a very very long time to get the game balanced, to put something like that in would be suicidal for the balance of the multiplayer online. Continue reading ‘Derek Littlewood interview’ »
16th April 2008, 04:35 pm
Yes. The UK version of the Paystation magazine has shown a concept image of Jo-Beth in nun form. She is shorn with a chainsaw looking torn and splattered with blood. I’m assuming this character isn’t Jo-Beth but a character based on her. This is supposed to be the first confirmed character.
More importantly Dave Doak has saidFRD are considering implementing HAZE’s asymmetric combat system into Timesplitters 4, in which different sides have different techniques to their advantage. Not sure how this will play into things but it could be interesting.
Apparently FRD are still looking into what makes Timesplitters so good but I’d expect more details in upcoming months.
14th April 2008, 04:02 pm
PSM3 UK has given details on Timesplitters 4. It will use the HAZE engine and the characters will be more realistic although keep a similar style. It also seems that Timesplitters 4 will parody other video games. More news is said to come in the next few months.
7th April 2008, 03:38 pm
Derek Littlewood said in a recent HAZE event, “We’ll be looking to deliver some DLC that’ll add extra maps; extra modes - and there’s some fantastic stuff in there. The DLC levels: there are a couple of them that are probably my favourite maps in the whole game. It’s not like we’re saying ‘Yeah! Here comes the DLC! Here are some things we just churned out…’ There’s some fantastic stuff in there so I hope that’ll be received really well as a reward to the fans that buy the game and keep playing it for several months after release.”
He also gave word on Timesplitters , “We’re still exploring our options with it and trying things out. We’re deliberately taking our time to make sure that it’s the game we want to make and what the fans want. There are some awesome ideas, even by Timesplitters standards. The sort of environments and characters in it are the most insane things I’ve ever seen - there’s some fantastic stuff. Yeah, it’s all very exciting, but at the moment we’re just focusing on putting the finishing touches to Haze.”
23rd March 2008, 02:30 pm
A few people at timesplitters4.net have said that the xbox version of Timesplitters : Future Perfect is, mysteriously, back online. The PS2 version of the game isn’t online but hopefully along with the xbox version it will soon.
Source: http://timesplitters4.net/index.php/topic,1153.msg28224/topicseen.html#new
Update: Proof video
12th January 2008, 01:02 pm
The web master for frd.co.uk has had a car accident and had achieved a broken leg because of this. This is why the website hasn’t been updated until now. The thirteenth post on the Furry Radicals blog has been posted.
In this new post the, believe it or not, “monkey” has explained that the HAZE delay is nothing to worry about because it means HAZE will be a lot better and more polished. On this subject Ubisoft has announced HAZE will soon be realised on January or February. Let’s just hope that’s true this time.
The “monkey” also says the Timesplitters 4 storyline is almost figured out. The “monkey” also makes reference to perhaps timesplitters4.net? It is true people on these forums have mentioned that frd.co.uk hasn’t been updated for a while. Maybe Free Radical Design are taking storyline ideas from there? If you want to read the link look below or visit - http://www.frd.co.uk/blogs.php#id_13
“I’m a monkey. You can’t stop it.
Soooo, Haze is delayed. But you already know that, don’t you. Well, the simple fact of the matter is, any delay on a game is a good thing - it’s more time to optimize and polish and tweak and generally improve the whole damn thing to the Nth degree. Now, I know that some of you patient folks out there will be bitterly disappointed. Some of you may even want to come to my house and smash a colostomy bag over my head, and I think most people would understand that sentiment, but believe when I say that the delay is the best possible thing for the game. Hell, the reason why you guys are so pumped about it is because you have high expectations, and we need just a little more time to make sure that we meet them. So in conclusion, rest easy - we’re still slugging away on this badboy.
In other news, this week has seen several drafts and redrafts of the TimeSplitters 4 story outline being pulled around to see what sticks. As of today we might - MIGHT - have settled on something. Time will tell.
For the record, this blog is dedicated to the guys on the forums that noticed that I hadn’t written one for a while. I didn’t think anyone was reading this little thing.“
8th December 2007, 08:35 pm
PSU: What are your thoughts on Haze being a system mover for the PlayStation 3? With a slew of multiplatform FPS titles coming, how will Haze (a PS3 exclusive) entice gamers to buy a PS3 over anything else?
Rob Yescombe: Well, with four-player hot-swap co-op, the Nectar gameplay system, two unique factions with totally different skills and abilities, as well as the 16-player multiplayer story maps, we’ve got a top notch package that’s going to make it an extremely worthy investment. Ultimately, our focus has been on replay value. If we’re hoping that people will buy the game and/or a PS3, we want to make sure they feel like they’re getting value for money.
PSU: Do you think that Blu-ray is a necessity for next gen gaming and will developers require Blu-ray size storage for games in the future if they don’t already?
Derek Littlewood: It’s clearly not a necessity, but it’s an extremely useful asset. As hardware matures you always see an increase in the scale and ambition of games being developed for it, as developers get to grips with their new engines and toolsets, and that increased scale and ambition equates to an increased amount of content. So I think that as the PS3 matures, you’ll see developers relying on Blu-ray to an increasing degree.

Continue reading ‘PSU interviews Free Radical Design.’ »