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And, as I sit here waiting for inspiration to introduce the TimeSplitters:
Future Perfect review, I think to myself, what if. What if there
was such a game that made you laugh when you played the single player,
made you cry when you lost at a super-hard challenge and made you
rejoice at the sight of multiplayer. What if there was a first person
shooter that could take away Halo 2's shine? This must be it; hell,
if there's a game that fits the bill, it has to be Future Perfect.
So, as nervous as I was, I put in the disc. Prepare to be impressed
or prepare to be disappointed. There were two chances, and with
those two chances comes two writers from two different time zones.
Ladies and gents, say hello to Christopher Martin.
Thanks
Dex, you're right that TimeSplitters certainly has the potential
to steal away some of the Xbox market from Halo 2 and that's why
we're here. Most say Free Radical dropped a bollock when they didn't
include the once promised online play with TimeSplitters 2, so hopefully
the online play here will make up for that (well, for PS2 and Xbox
at least), but we'll get onto that a little later in the review.
The original TimeSplitters titles were unique and hilarious, with
that signature Free Radical cartoon style and animations; I think
fans of the first two will be more than happy with how Future Perfect
has progressed, wouldn't you say?
Absolutely
Chris! I think free radical are renowned for their cartoon style,
as even Second Sight had a touch of caricature that adds a little
extra polish to an already shining title. Future Perfect improves
on the last in many respects. The 150 playable characters look and
sound a lot better, with plenty of animations for each of them,
and that's a lot. The gameplay itself is fantastic fun; it's got
a great arcade feel to it, the type where you stroll up to the machine,
stick in a coin and start blasting your mates with clunky controllers,
laughing at things that are truly over-the-top. Of course, it would
be unfair to compare this to drunken friends and bad controls, because
you can look at this arcade fun-a-minute title in many different
ways. It's a fantastic first person shooter full of customisations,
a great game to have on the multiplayer shelf and one that you can
play alone to become totally immersed in the single player. Is that
fair to say?
Certainly
is! There's a ton of great single player elements in Future Perfect,
however the main attraction is certainly the outstanding story mode.
You once again play Cortez as he travels through time to stop the
TimeSplitters... okay, the story may be a bit silly but I highly
doubt anyone will be playing this for the story itself. Just the
joy of going through the various time periods, using all the different
types of weapons, is good enough for me. Throughout your adventures
you'll come across wormholes where you actually meet up with your
future self and help him out, only to progress through the level
and eventually become that future self who is aided by what is now
your past self! The blazing fast arcade style works great in the
game (though the single player is a bit slowed down compared to
the multiplayer) and the title is as smooth as ever, probably smoother
than Halo 2 even.
Don't
let Geoff hear you say that Chris!
Sometimes
the truth hurts! As expected, the levels and places you visit vary
drastically and despite the progressing time zones being a bit linear,
each story level offers something completely new and fresh from
the last one. Not only that, but they're absolutely loaded with
great cinematics that progress the story, showcase some great action
and will actually have you laughing your ass off on many occasions;
I've never played a first person shooter that was as funny as this
one. At first I hated Cortez, I thought he was corny and trying
too hard, but then I realised that this is intentional and he almost
pays homage to those great one-liner action heroes like Arnold.
The game suddenly became even more funny and likeable. Care to inform
our readers about the other single player modes Future Perfect offers,
Dex?
If
you enjoyed challenges from TimeSplitters 2 then you'll all be glad
to know that Future Perfect gets a double new and improved scoop,
full of frustrating joy. First up we have plenty of wild and absurd
challenges that include ransacking a Chinese restaurant, throwing
bricks at everything breakable in the level and playing basketball;
throwing balls through hoops using the uplink to move objects almost
telepathically, similar to Second Sight, is no easy task because
players cannot jump! There's the usual frustrating ones here too,
where you have to survive ridiculously hard waves of zombie monkeys
or kill waves of enemies with crap weapons, you know, the ones that
will make you want to throw your controller right out the window.
Nothing
ever reaches the Ninja Gaiden height of difficulty though!
I
don't know Chris, that shooting bottle challenge nearly turned me
grey! Aside from the 27 challenging challenges we have Arcade mode,
where you can find fun matches against bots, or offline buddies
and a nice Arcade League, which are like Arcade challenges really!
These Arcade challenges normally want you to come first for a bronze,
come first with so many points for a silver and for gold, well,
shoot like there's no tomorrow. Of course, if you really outperformed
the goal you can expect a shiny platinum award winging its way to
you! I find Arcade challenges really therapeutic; there's nothing
like trying to get a certain amount of kills on a mode you haven't
really played - so you're learning new things, as well as having
fun, in addition to unlocking new and exciting things! Chris, with
so many things to unlock, I don't know where to start - can you
help me out here?
Sure,
and while there isn't as much to unlock as in TimeSplitters 2, a
good number of items are waiting to be enjoyed that will no doubt
keep you occupied. For starters, there are those 150 playable characters,
most of who must be earned in some way. For instance, playing story
mode on normal usually unlocks two characters for each level completed,
as well as a bunch for finishing the entire story. Nearly every
challenge unlocks a character and it doubles if you earn gold on
everything! If a challenge doesn't grant you a character, chances
are it unlocks a new mode or a new weapon, such as bricks, or the
monkey gun (unfortunately it is not what you think it is.) Fans
of Goldeneye 64 will find a lot to cheer about, as paintball mode
can be unlocked, as well as plenty of other odd cheats for multiplayer
like cardboard mode or slow motion deaths. However, before you get
too excited, none of these can actually be played online!
That
monkey gun sounds tasty and fun, but as Chris said, it isn't what
you think it would be. It doesn't fire out little monkeys that bite
off your foes' kneecaps, nor does it fire exploding bananas, or
call down giant apes for assistance, no, the monkey gun is basically
a really powerful Uzi that fires a massive burst of bullets that's
near impossible to escape! Sadly, no monkeys are involved, although
it's still a great weapon. There are plenty of guns available for
you to customise and with each map supporting six weapons, it's
going to take you a while to explore them all. Of course, you'll
instantly find your favourites; the vintage rifle is an old but
super-accurate sniper capable of beheading people and the remote
mines are really funny when you manage to stick a friend and your
friend's life lies in your hand, firmly clutching the remote.
TimeSplitters
wouldn't be TimeSplitters without wacky guns though - and we have
loads of those too. The ghost gun makes your vision blurry, so it
appears as if everyone's a ghost, so you can then zap them with
a Ghostbusters type beam and steal their soul away - and the tranquilliser
gun inflates your enemies a bit every time you pump the darts in
and eventually makes them explode, with gore galore! There are loads
more too, melee weapons such as baseball bats and the right funny
weapon like the throwable house brick, which always equates to some
laughs. Chris, care to dive deeper?
There's
plenty of reasons to keep playing TimeSplitters, as Dex hinted the
weapon count is enormous, bigger than any other online console title.
Arcade leagues and challenges will keep you busy, but not for long.
You can view all the movies from the story mode any time you wish,
which is a real treat! The story mode is fantastic but only lasts
13 levels, so the replay value lies in the multiplayer. Gamecube
owners have got to play with mates in their living room while PS2
and Xbox gamers can take their games into the online world, finally!
With 8 players supported for PS2 and 16 for Xbox, full scoreboards
that keep track of everything right down to how far you've walked,
high scores for every mode including story and even downloadable
replays for the challenge mode, there's a lot to do online in Future
Perfect. And we haven't even mentioned one of the biggest selling
points of the game, one that will no doubt add weeks upon weeks
of replay value for gamers (especially those with online access).
You know what I'm talking about - it's Dex's favourite feature,
the map editor!
Chris
knows me all too well. You see, as soon as I opened this game up,
I went right for the map editor. On TimeSplitters 2 I used to go
on the map editor a lot, even though I had nobody to play them with
- now, for Xbox and PS2 owners, this game gets a whole new world.
I started right on Advanced mode but it's not too hard if you know
what you are doing. Things can get complicated when you start messing
about with "tiles" that you can stack to carve things out of the
map, you'll need logic to make switches do special things and you
can even program a storyline into the custom maps. I was in geek
heaven and I had no intention of coming down for a while. I started
with a shell of what was supposed to be a basic map full of vantage
points - a map Chris and I cleverly titled Lockdown Tower and, if
you have an Xbox, I would urge you to check it out. I started to
take this shell online with Chris, beta testing my map, putting
it through masses of stress tests and asking the important question
- what can be done to make this better?
Dex
certainly loves his maps - he treats each one as if they were his
own children!
It's
true; I give my maps 110 percent! After hours of testing and thinking,
I started to come out with funky little features like The Room of
Doom, a room with lots of incentive inside but that can be locked
from the outside, so if somebody catches you inside, they can lock
you in. Inside the Room of Doom lies a turret that's controlled
by a panel, to put the poor sod that's trapped out of their misery,
but, after spotting a flaw that could annoy people, we decided that
it would be best to add a 20 second press override switch that lets
you out. Nevertheless, silent treatment in the Room of Doom could
make the winner of the game the loser upon escape! There are plenty
of alcoves to shoot from in Lockdown Tower and there are loads of
hidey holes that Chris loves. He also loves something that we added
last minute, at the very top of Lockdown Tower, the Sniper's Den,
a sniper's dream come true, which Chris can tell you about.
Dex
created an excellent sniping room where the sniper can lock himself
safely inside and snipe away; the only way in is to hack a console
across the way, thus opening a door leading to a teleport into the
room. It really gives a good sense of safety to the sniper (until
grenades start flying in) and shows the power of the map editor
when you put your mind to it. Unfortunately, some issues started
to come up, such as players spawning inside the room when they weren't
designated to. This problem can't be fixed and updated, either;
because once your map is uploaded, it is there for good!
That's
right Chris, it's a shame we didn't iron that out during our beta
tests but it's not really a problem if you take it light heartedly.
I think the real problem for PS2 and Xbox owners is the fact that
you have to map-edit online if you ever plan on uploading your map.
If you edit offline, your map that you saved offline becomes corrupt
for online uploading, which can be a real pain, especially for Jonny
Offline who plans to get broadband in the foreseeable future and
has superb map-editor skills, which he has wasted offline. Also,
for the purpose of the review I tried to edit the almost-complete
Lockdown Tower offline, which corrupted my file, so I had to start
from scratch. Chris can vouch; I said some nasty words about EA's
online skills over the microphone after that tearful night.
It's
true, those of you who played Burnout 3 and ran into the dozens
of online problems with the EA servers will feel right at home here,
because not much has changed. Viewing each other's replays online
sounds great; if only the replays recorded correctly... as it is,
the player ends up shooting the wall and then being killed, yet
the replay is for the fastest completion time. Sharing maps adds
a lot of replay value and infinite downloadable content, if you
can find a good map worth downloading, or if your game doesn't lock
up while looking for a friend's map! Creating single player story
maps is a great idea, as you can even add objectives, however thus
far I've only been able to actually play them from the map editor
itself! The online play, once you get going, is an absolute blast
overall, sadly severely hindered by several things and I promise
I'll try not to complain about the fact that my copy has locked
up over twenty times now and I know I'm not the only one…
Chris
is right, every time we got into a meaty battle, his connection
would jam up and if he was hosting the whole game would come crashing
down, which was damn right annoying. Also, when we set up a match,
friends wanting to join the host would get errors coming up, saying
that they couldn't. Chris put his mind to it and discovered that
the only way to bypass this was to join via the optimatch option.
It's all a bit awkward if you ask me and if you have no way of communicating
with your friend who is trying to join you, to talk them through
the whole process, one of you is going to lose your patience fast
and just opt for another online title. And that's not the only problem,
is it Chris?
Unfortunately
not; there are several "what-the-hell-were-they-thinking" issues
online. One, if you enter a game that has started you're assigned
an unchangeable character. Don't like being the giant, big-headed
creature in diapers? Too damn bad. because you won't be able to
change him until you enter a new game in the lobby. Why? Once a
game starts, it can never return to the lobby. AT ALL! This means
you can't customise weapon sets, pick a custom map, or change your
character until the entire server is reset. What about playing custom
maps online? It sure is great, especially since only the host needs
the map for everybody to play; it is however unfortunate that once
you start the game on this map, you're locked on it for good; you
can't change anything until you completely reset the server. Outstanding,
that's just the feature I wanted in a hugely anticipated title like
this!
Come
on Chris, calm down! Think about the good times, focus mate, focus!
Okay...
calming down; once you do get a good game going there is loads of
fun waiting to be had and Future Perfect is packed full of great
game types such as Shrink, Virus, Vampire and Thief, as well as
other standard online FPS modes. If you're a Gamecube owner or without
online capabilities then you're missing out on a lot of multiplayer
fun and tons of replay value with map sharing, which severely hurts
the title in the long run!
Chris
is right, the lack of online play for the Cube is a real kick in
the teeth - but I have to stop right there and talk about some online
moments that really stood out for me. Firstly, the Assault mode
makes for some fantastic team play, the red team attacks and the
blue team defends. Unfortunately, ninety percent of heartless baboons
out there want to attack, so kind folks like Chris and I often fill
up the numbers on the blue defenders. Basically, assault mode sports
a manly voice telling you what you and your team should do on the
map. "Defend the inner core," is what you hear if you're on the
blue defenders and "Attack the inner core" for the reds. You then
have to work as a team to complete that goal. However, defenders
never really win, unless the time runs out and the attackers haven't
completed the list of missions; suffice to say, playing on the attacking
team is the more rewarding of the two. Assault mode is fun offline
too but, when you get an online game going it can be great, can't
it Chris?
Assault
mode is a lot of fun when you get a good game working, just as long
as the players cooperate and select the correct teams and you actually
like one of the few maps it works with!
Again,
Chris brings up a valid point. Assault only works with a handful
of maps but I think all the maps that include assault mode have
been done rather well! The maps as a whole are done well too but,
like the weapons, you'll spot your favourites quickly enough. The
Disco level is fantastic; it's not too big and it's great for a
laugh on all the modes it supports. I also love the Subway level,
where you can hear an announcer on the speaker system calling out
odd phrases, or talking gibberish, which always brings a smile to
my face while pumping lead into a floating snowman or a man dressed
up in a bear outfit. All levels are played well with all modes,
big levels are always great for a good match of Virus and, after
playing the levels a couple of times, you will know them like the
back of your hand, just because of the simple yet beautiful design.
You
couldn't be more right Dex, the maps are easy to learn and flawlessly
designed for the style of gameplay found here. My favourite has
to be Zeppelin, where you're fighting aboard, well, a giant zeppelin!
But you can head to the very bottom where the floors are coming
apart and you fall to an untimely death, or go up and fight atop
the actual zeppelin as the wind whistles past. The graphics are
outstanding overall, capturing Free Radical's now signature cartoon
look with extremely smooth gameplay. Story mode is littered with
unique characters designs all over the place, each one brilliantly
animated - the facial expressions are enough to make you laugh hysterically!
Though I was really let down by the lack of true outdoor maps in
the map creator, there's still plenty of colourful bits and pieces
to choose from that look really good; in fact, new players will
have a hard time telling a well designed custom map apart from a
pre-built map. Finally, the graphics lack the ever popular rag doll
physics, however the developers have gone out of their way to create
some awesome death animations for specific attacks that look outstanding
most of the time! The only problem with the graphics and map designs
is the fact that there's dozens of invisible walls preventing you
from really exploring some areas or finding a nice little hiding
space! With a bit more polish and interaction with objects, Future
Perfect could have been perfect. 150 unique characters, each with
their own voice, is an impressive feat though.
Indeed
it is Chris, but there are plenty of little niggles that get to
me greatly, I just have to get them off my chest. First of all,
there are no sounds for walking along, something that I really miss
when you're walking down a corridor, the music dies down and the
air is filled with silence. No footsteps, no nothing. And you're
not telling me that the main character Cortez is as nimble and as
silent as Sam Fisher. If you can get your head around that, there's
the sad fact that there are no effects for smacking your baseball
bat against the tree or throwing bricks against a wall. Little things
make the big things matter and, although minor, it really does get
to me. There's plenty good to overrule the bad though, as there
are plenty of soundtracks and music bytes from the previous TimeSplitters
games, plus plenty of new ones. In single player, the sound for
the characters during full-motion videos really compliments the
visuals, especially the voiceovers, when Cortez pulls some funny
faces while wailing some over-the-top phrases, which all makes for
a pleasant experience. Of course, all the gun effects sound great,
but you don't need me to tell you that, especially if you played
the other TimeSplitters games; the guns always sound deadly. Somewhat
of a crap bonus for online players though is the permanent voice
mask that seems to be applied and makes people sound like they are
drowning or dying from some sort of illness. It takes some getting
used to but you shouldn't have to get used to it - it shouldn't
be there in the first place. Chris, take this review home…
When
it works, TimeSplitters: Future Perfectis a highly enjoyable and
addictive title. The times when we were able to get good online
games going without any problems were absolutely fantastic, a real
reminder of great blazing fast arcade shooters from years past like
Quake and the classic Unreal. Offline players have an exceptional
story mode to look forward to that, though short, is one of the
best FPS single players I've played in a long time. Challenges and
Arcade Leagues add a lot of replay and speaking of replays, recording
your high scores is a real treat, as well as being able to download
brand new single player levels and multiplayer maps if you have
access. For Gamecube and offline players, the TimeSplitters experience
is a bit short-lived, although if you have some mates around you
can surely get some laughs out of the multiplayer or co-op. Online
players have some great times to look forward to, if you have the
patience to overcome the server problems and the lack of a lobby
once the game begins, amongst other flaws. Regardless of these issues,
this latest instalment in the great TimeSplitters series retains
its heart; that of a blisteringly enjoyable arcade shooter and as
such is well worth your time.
Reviewed by Dexter Pearson & Christopher Martin for AceGamez (All Rights Reserved).
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