Software:TimeSplitters (video game)

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TimeSplitters
European cover art
Developer(s)Free Radical Design
Publisher(s)Eidos Interactive
Designer(s)David Doak
Programmer(s)Steve Ellis
Hasit Zala
Joe Moulding
Artist(s)Karl Hilton
Rob Steptoe
Composer(s)Graeme Norgate
SeriesTimeSplitters
Platform(s)PlayStation 2
Release
  • NA: 26 October 2000
  • EU: 24 November 2000
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

TimeSplitters is a first-person shooter video game developed by Free Radical Design and published by Eidos Interactive. It is the first game in the TimeSplitters series. It was released on 26 October 2000 in North America and 24 November 2000 in Europe as a PlayStation 2 launch title. The game revolves around the concept of travelling through time in a story mode spanning 100 years. The game features a story mode, arcade mode, unlockable challenge mode, and map maker.

Gameplay and premise

A screenshot of the Chinese level in TimeSplitters.

As a first-person shooter game, TimeSplitters bears several gameplay and presentational similarities to GoldenEye 007 and Perfect Dark, including a similar aiming system and unlockable options through quick level completions.[1] The game's story mode can be played alone or co-operatively with one additional player. Every level in story mode can be played on three difficulty settings; several aspects, such as the enemies' aggressiveness and the addition of new areas, can vary in function of the chosen difficulty.[2]

Taking place at nine fictional locations between 1935 and 2035, the story follows 18 characters' individual attempts at defeating their own foes and the TimeSplitters with whom they have sided. In each level, the player can choose from one of two characters specific to each mission, and must kill enemies as they move through the level to retrieve an object and then carry that object to the exit portal. After a player picks up the object, the TimeSplitters – evil mutant creatures – spawn endlessly throughout the level and attack the player.[3]

TimeSplitters features a multiplayer mode, known as "Arcade", where up to four players and ten computer-controlled bots can compete individually, or in up to four different teams in certain modes. There are six multiplayer modes and aspects of each mode — such as the weapons and levels available, the winning condition, and managing characters — can be customized to match player preference.[4] Completing the story mode on the easiest difficulty unlocks "Challenge Mode", which provide certain goals on a pre-set map within the time limit.[3][5]

The game contains a level editor that allows the player to create their own level from a selection of various pre-made tiles. Light settings of the tiles can be edited individually and items can be added to the map. The map can be given any one of five themes; these themes change the interior shape of the tiles and their appearance. The player can also play and test their levels in any certain multiplayer modes, as well as saving them to their memory card.[6][7]

Development and release

In February 1999, several members of the GoldenEye 007 and Perfect Dark development team — including David Doak, Steve Ellis, Karl Hilton and Graeme Norgate — left Rare to form their own company based in Nottingham, England called Free Radical Design.[1][8] TimeSplitters was the first project for Free Radical Design team,[1] and the development was carried out by eighteen people.[8] Graeme Norgate composed the music for TimeSplitters.[9] The game was developed in 16 months with a budget of £500,000[10]

David Doak, the designer of TimeSplitters, said that the team focused on "action-based gameplay, but there are many other elements" and stated that the game would be "using both analog controls on the DualShock 2 and all of the controls will be fully customizable."[1] The team additionally included a "sign-on" system, which saves individual player profile and preferences stored on the memory card.[1] Because of the PlayStation 2's hardware limitations, Steve Ellis explained that "[g]etting a four-way split screen working at a good frame rate is a problem on any console, and the PS2 is no exception".[1] The team did not use anti-aliasing for TimeSplitters as it would reduce the frame rate drastically.[1]

TimeSplitters was released in North America on 23 October 2000 and in Europe on 24 November 2000,[11] as a launch game for the PlayStation 2. As part of the Platinum Range, it was re-released on 8 March 2002.[12]

Reception

Reception
Aggregate score
AggregatorScore
Metacritic81/100[13]
Review scores
PublicationScore
AllGameStarStarStarHalf star[14]
Edge8/10[15]
Eurogamer9/10[16]
Game Informer9.5/10[18]
GameFan88%[17]
GameProStarStarStarStarStar[19]
GameRevolutionC[20]
GameSpot8.4/10[3]
GameSpy90%[21]
IGN8.6/10[22]
Next GenerationStarStarStarStar[23]
OPM (US)StarStarStarStarStar[24]

Garrett Kenyon reviewed the PlayStation 2 version of the game for Next Generation, rating it four stars out of five, and stated that "True fans of the FPS genre will enjoy TimeSplitters for its straightforward presentation and simple trigger-pulling appeal."[23] It was a runner-up for GameSpot's annual "Best Shooting Game" award among console games, which went to Perfect Dark.[25]

TimeSplitters received generally favourable reviews according to the review aggregation website Metacritic.[13] Edge praised the game's fluid and action-packed multiplayer mode, comparing it favourably to the Quake series, and credited the artificial intelligence of enemies for being relentless, especially during multiplayer matches.[15]

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Perry, Douglass C. (16 June 2000). "Timesplitters Interview". http://www.ign.com/articles/2000/06/17/timesplitters-interview. Retrieved 8 May 2014. 
  2. TimeSplitters Instruction Manual (PAL Version). Eidos Interactive. 24 November 2000. p. 7. SLES-50078. 
  3. 3.0 3.1 3.2 Gerstmann, Jeff (25 October 2000). "TimeSplitters Review". http://www.gamespot.com/reviews/timesplitters-review/1900-2644984/. Retrieved 8 May 2014. 
  4. TimeSplitters Instruction Manual (PAL Version). Eidos Interactive. 24 November 2000. pp. 9–15. SLES-50078. 
  5. TimeSplitters Instruction Manual (PAL Version). Eidos Interactive. 24 November 2000. pp. 15. SLES-50078. 
  6. TimeSplitters Instruction Manual (PAL Version). Eidos Interactive. 24 November 2000. pp. 23–32. SLES-50078. 
  7. Perry, Douglass C. (24 July 2000). "TimeSplitters Hands-On Preview". http://www.ign.com/articles/2000/07/24/timesplitters-hands-on-preview. Retrieved 8 May 2014. 
  8. 8.0 8.1 "FRD Corporate". Free Radical Design. Archived from the original on 20 January 2009. https://web.archive.org/web/20090120114403/http://frd.co.uk/corporate.php. Retrieved 10 May 2012. 
  9. "TimeSplitters – Credits". AllGame. Rovi Corporation. Archived from the original on 15 November 2014. https://web.archive.org/web/20141115083050/http://www.allgame.com/game.php?id=26012&tab=credits. Retrieved 9 December 2016. 
  10. Flethcer, Richard (November 19, 2000). "Playing for a fortune". p. 75. https://www.newspapers.com/clip/95163363/sunday-telegraph/. Retrieved February 17, 2022. 
  11. "TimeSplitters – IGN". 24 October 2000. https://www.ign.com/articles/2000/10/24/timesplitters. 
  12. "TimeSplitters Release Information for PlayStation 2". http://www.gamefaqs.com/ps2/258285-timesplitters/data. Retrieved 8 May 2014. 
  13. 13.0 13.1 "TimeSplitters Critic Reviews for PlayStation 2". https://www.metacritic.com/game/timesplitters/critic-reviews/?platform=playstation-2. Retrieved 4 March 2013. 
  14. House, Matthew. "TimeSplitters – Review". AllGame. Rovi Corporation. Archived from the original on 15 November 2014. https://web.archive.org/web/20141115083050/http://www.allgame.com/game.php?id=26012&tab=review. Retrieved 9 December 2016. 
  15. 15.0 15.1 "TimeSplitters". Edge (Future Publishing) (91): 96–97. December 2000. 
  16. Bramwell, Tom (29 November 2000). "TimeSplitters". http://www.eurogamer.net/articles/r_timesplitters_ps2. Retrieved 8 May 2014. 
  17. "REVIEW for TimeSplitters". GameFan. 30 October 2000. 
  18. Reiner, Andrew (December 2000). "TimeSplitters". Game Informer (92): 88–89. 
  19. The D-Pad Destroyer (21 October 2000). "TimeSplitters Review for PS2 on GamePro.com". GamePro. Archived from the original on 14 February 2005. https://web.archive.org/web/20050214013143/http://gamepro.com/sony/ps2/games/reviews/7079.shtml. Retrieved 8 May 2014. 
  20. Liu, Johnny (November 2000). "TimeSplitters Review". Game Revolution. http://www.gamerevolution.com/review/timesplitters. Retrieved 8 May 2014. 
  21. Jamie (27 November 2000). "TimeSplitters". PlanetPS2. Archived from the original on 23 January 2001. https://web.archive.org/web/20010123222300/http://planetps2.com/features/reviews/nov00/timesplitters/. Retrieved 8 May 2014. 
  22. Perry, Douglass C. (24 October 2000). "TimeSplitters". http://www.ign.com/articles/2000/10/24/timesplitters. Retrieved 8 May 2014. 
  23. 23.0 23.1 Kenyon, Garrett (January 2001). "Finals". Next Generation (Imagine Media) 4 (1): 91. 
  24. Davison, John (December 2000). "TimeSplitters (PS2)". Official U.S. PlayStation Magazine. Archived from the original on 27 January 2001. https://web.archive.org/web/20010127054500/http://www.zdnet.com/opm/stories/main/0,11891,2646668,00.html. Retrieved 8 May 2014. 
  25. GameSpot Staff (January 5, 2001). "Best and Worst of 2000". GameSpot. Archived from the original on February 13, 2002. https://web.archive.org/web/20020213041653/http://gamespot.com/gamespot/features/video/bestof_2000/. 
  • MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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