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TimeSplitters: Future Perfect Interview

by the NWR Staff - March 25, 2005, 7:11 am EST

We asked, Free Radical answered.

The release of TimeSplitters: Future Perfect marks the third game in the series and the second appearance on GameCube. We spoke with developer Free Radical about the game to learn more about its development and the features it offers to both fans and newcomers.

Planet GameCube: What will fans of previous TimeSplitters games like the most about Future Perfect?

Free Radical: This is the game that finally answers what the TimeSplitters are, where they came from, and how the war started. The story is the most comprehensive one the series has ever seen, and ties everything up. You don’t have to know the previous games to enjoy Future Perfect, but for those who do it will be the perfect ending.

PGC: How does Future Perfect attempt to draw in new players who aren’t familiar with the series?

FR: The TimeSplitters series has always been about silky smooth, frantic gameplay. It’s easy to pick up and play whether you are a veteran or not, and the humor and unique character design certainly attracts attention.

PGC: How does the GameCube version stack up to the others?

FR: I think it is a very strong version of the game. The graphics, in particular, have a clear quality to them on the GameCube version. We are big fans of Nintendo games here at Free Radical, so we are always keen to make sure that we produce a high quality GameCube version.

PGC: Has working with EA enabled you to do things with Future Perfect that you could not do with TimeSplitters 2?

FR: They asked us some important questions in the early part of development, which made us consider our approach to some of the things we wanted to do with TS:FP. It was really useful to have someone come in from the outside with a fresh approach which encouraged us to focus on specific issues. Every publisher will always have different ideas about what they think would be good in a game and it is always good to get that input.

PGC: Did you learn any lessons about storytelling from Second Sight that are applied in Future Perfect?

FR: I think we have always been confident that we could tell a good story. In previous TS games, that was never a key focus for us. I think Second Sight showed what we can do with developing a story within a good game and it was nice to have another chance with TS:FP to build another interesting story in to that game.

PGC: What features set Future Perfect apart from other GameCube first-person shooters such as GoldenEye: Rogue Agent?

FR: One key area is that the multiplayer is a lot more robust, with more modes and more customization options. Another is the sense of humor, which helps drive the story and adds some genuinely funny moments to some pretty hectic situations.

PGC: What is your favorite time era to play in Future Perfect, and why?

FR: I think they are all great fun. It is great to just make your way through the whole story

because there are always surprises around the corner.

PGC: Are there any new mini-games in Future Perfect?

FR: No, I’m afraid not, but with the amount of Challenges and Leagues, there certainly is enough to play around with.

PGC: Are there any links to your other games in Future Perfect, like John Vattic as a playable character in multiplayer?

FR: I’m afraid not. There are many reasons why we chose against this but it was a thought for a while. We even contemplated a playable part of Second Sight on one of the PC’s in one of the TSFP levels, but decided against it.

PGC: Speaking of the future, do you have any plans to develop for the new handhelds?

FR: We are always keeping a watch on new technology. If we think we have something interesting to do on one of the new platforms, then we will do it. However as an independent developer we have to be careful how we use our resources.

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