Ok lets start with the first ever creation of Timesplitters only avaible on the Playstation 2 the community for this game started off small. The Playstation did’nt have many first-person shooters to speak of apart from DOOM and Medal of Honour, The word started getting out about this new first-person shooter on the Playstation 2. Soon enough Free Radical Design shocked the community by selling over 2 million copies world wide.
Here is a idea of the game why it became succesful and some of the features it holds, This game review is from IGN.
Timesplitters is a simple idea, really. Just like when they created the masterful Goldeneye, the former Rare team members have created an arcade style first-person shooter that spotlights pure blasting over complexity, and fast-action and high frame rates over too much detail in TimeSplitters. It’s often cheap, popcorn gaming, but it’s just so damn fun.
Free Radical has created a game that highlights multiplayer over the single player experience, but not because of the team’s personal likes, but because it wanted to have a fun, multiplayer game ready for launch. For instance, you won’t see an intro movie. The game just begins with a simple set up. Players get to grips with TimeSplitters in either single player mode or multiplayer mode, Story or Arcade. The single-player Story mode is essentially capture the flag over a period of several decades, all in which you must venture to pick and return secret items before the TimeSplitters themselves (time-traveling demons of sorts) come to take your life. Arcade is a just a free ride into any of the opened levels for a good blast fest.
Playing through the story mode is a really good idea, too. While there is no stealth, or gadgetry to be employed, just your lightning quick reactions required, each time you beat a new single-player level, new weapons, bots, characters, and other stuff opens up in all of the other modes of play. It’s nice to be rewarded so often, and TimeSplitters rewards you all the time. The Story mode also will get you prepared for death-matches later on. But do yourself a favor, don’t start the game on medium difficulty, begin on easy. The Free Radical guys have cranked up medium and hard for seriously hard play, and you’ll have to work your way up to them.
For those who like to team up with pals, the Story mode also enables you to play through it with one other friend in split-screen co-op. It’s rather unusual to have this option, and it provides a whole new cooperative look at the game. The levels are straightforward enough, but it’s fun to have the helping hand, and you learn the levels better, too.
There are dozens more choices, I have really only listed a few. The point behind the point is that with this ongoing laundry list of options, the game can be played again and again, hundreds of times over with alterations and changes that provide a slightly different feel, setting, and circumstance each time. This way TimeSplitters is always renewed, totally alterable for different likings, customizable for whatever your pleasure. You want grenade launchers and rocket launchers? Handguns and shotguns? Sci-fi guns and lasers? Go get some. Oh, and how could we forget the timed, proximity, and remote mines? They are all there.
Last but not least, and what makes TimeSplitters so different than anything else, is the Map Builder. Now, most games with mapmakers or level builders always seem like a good idea, and usually they are, but few people really actually make maps. But using this incredibly powerful tool is so engaging it’s hard not to make maps and play them.
With the maps, players are given a set of hallways, L-shaped turns, rooms, and connectors to create multifaceted levels on a palette next to the open space for building the level. You’re also given stairways, and you can build, if you choose to, an eight-story level in which you can shoot and kill a player from the eighth floor while you’re on the first, or vice versa! And again, just like everything else, players can easily choose the most fun aspects of creating a level, such as weapon and character selection, and weapon and character spawn points.
Players have the enviable choice of tile setting, which means the texture set and design of the level. Each tile set, whether it be Gothic, ’20s, or Sci-fi, has its own room architecture, object layout, color, and design. So, you could theoretically build two identical levels, and choose a Sci-fi tile set and a Gothic set, and the rooms would look entirely different. For example, the big room with the Sci-Fi setting has a space ship in it, while the Gothic room has stained glass windows and pulpits. The core of the levels are created in skeletal form on your Memory Card, and are filled in with the textures once you load them up, so they save sizes are miniscule, enabling you to save hundreds of levels without clogging up the card. Sweet!