Author Topic: TimeSplitters Future Perfect Ships  (Read 3030 times)

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Offline Jonnyboy117

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TimeSplitters Future Perfect Ships
« on: March 22, 2005, 04:24:21 AM »
It's about time!  Get it?  Hahaha, I crack myself up.

TIMESPLITTERS FUTURE PERFECT BLASTS ONTO RETAIL SHELVES FROM EA


 REDWOOD CITY, Calif., – March 22, 2005 – Electronic Arts (NASDAQ: ERTS) today announced that TimeSplitters Future Perfect™ has shipped to North American stores under the EA GAMES™ brand.  Produced by EA Partners and developed by Free Radical Design Ltd., TimeSplitters Future Perfect marks the return of the critically-acclaimed console first-person shooter franchise.  


Featuring innovative “meet and assist yourself” gameplay, TimeSplitters Future Perfect challenges players to team up with past, present and future versions of themselves as they battle their way through an action-packed story spanning more than 500 years and loaded with the series’ trademark humor.  


 The game features:

  • A deep story mode taking players from a 1914 Scottish castle to the frontlines of a robot war in 2243  
  • Online multiplayer action* for up to 16 gamers on Xbox Live™ and 8-player action for the PlayStation®2 computer entertainment system, in 11 unique online game modes, including Deathmatch, Shrink, Thief, Capture the Bag, Virus, Vampire and more  
  • Co-op mode allowing gamers to play through the entire single-player game with a friend  
  • Deep Arcade and Challenge modes offering dozens of mini-games and offline multiplayer action  
  • More than 150 playable characters, from robotic super soldiers and Cold War commandos to zombie nurses and pistol-packing monkeys  
  • Easy-to-use Mapmaker tools allowing players to create their own single and multiplayer levels and share them online for endless replay value  
  • More than 40 era-specific weapons and vehicles – from time disruption grenades and giant mechs to flare guns and machine-gun mounted trucks
 


TimeSplitters Future Perfect is available for the PlayStation®2 computer entertainment system, Xbox® video game system from Microsoft and Nintendo GameCube™.  The game is rated M for Mature and carries an MSRP of $49.95.  For more information about the game please visit http://info.ea.com or the game’s official Web site www.timesplitters.ea.com.

THE LAMB IS WATCHING!

Offline Bartman3010

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RE: TimeSplitters Future Perfect Ships
« Reply #1 on: March 22, 2005, 06:44:34 AM »
Why is there no LAN play for the GCN version?

Whyyyyyyyy?!?!?
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Offline KDR_11k

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RE: TimeSplitters Future Perfect Ships
« Reply #2 on: March 22, 2005, 09:13:26 AM »
Because someone was too lazy to code that up.

Offline SgtShiversBen

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RE: TimeSplitters Future Perfect Ships
« Reply #3 on: March 22, 2005, 09:25:18 AM »
And also because it's on GameCube, no one gives a crap about us.  Which is strange considering Nintendo is what basically made Free Radical the FPS powerhouse what it is.  Just like Square and everyone else.  

So sad, now I know how Winny the Pooh feels
"The next step is already being prepared for Revolution. [It's] not just a portable, not just a console -- it's exactly what we wanted in that it's the birth of a completely new platform." - Youichi Wada [Square Enix]

Offline Ian Sane

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RE: TimeSplitters Future Perfect Ships
« Reply #4 on: March 22, 2005, 09:32:00 AM »
Don't blame Free Radical or even EA for no LAN play.  Blame Nintendo.  They're the ones that due to their anti-online stance ensured that the broadband adapter would be a niche product.  Yeah it kind of sucks but it makes no sense to add LAN play to a game where hardly any one even has the required hardware.  If it did have LAN play I'll bet not even 100 people would use it.  The Xbox has Live and the PS2 has shipped with a broadband adapter included for over a year now.  Compared to that sort of mass distribution the Cube might as well not even be capable of LAN play.

Offline SgtShiversBen

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RE:TimeSplitters Future Perfect Ships
« Reply #5 on: March 22, 2005, 12:15:24 PM »
Well we blame them because even though it IS a niche product, it still could have been implimented.  The people at Namco didn't have to put in Link, but it was done and that's a niche group right there.  It sold alot more.  If FR did do it, I'm pretty sure it was have done alot more MAYBE, don't account me to that.
"The next step is already being prepared for Revolution. [It's] not just a portable, not just a console -- it's exactly what we wanted in that it's the birth of a completely new platform." - Youichi Wada [Square Enix]

Offline KDR_11k

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RE: TimeSplitters Future Perfect Ships
« Reply #6 on: March 22, 2005, 10:20:35 PM »
Yep, the hard part is thinking up the netcode and debugging, once you've got the netcode run over the internet it should be trivial to port it to another system.