I discovered that all TimeSplitters games are available on PS4/5 via emulation. I've heard many times that these are supposedly some of the best console shooters from the PS2/Xbox era so I've always been curious about these. I promptly downloaded and beat the first one.
It's utter shit.
The moment I launched the first level I got covered in cold sweat and whispered "oh no". What I hadn't realized was that the game had been developed by some of the creators of GoldenEye and Perfect Dark (though they left a while before Perfect Dark was released) and it follows the exact same UX and design principles as those two. I can barely put into words how much I loathe these games.
The funny thing is that TimeSplitters came out in 2000, the same year as Perfect Dark. So that year two spiritual successors to GoldenEye came out but from different studios and on different platforms. The bizarre thing is that even though TimeSplitters is a PS2 game, it is much less ambitious than Perfect Dark (and perhaps even than GoldenEye, which I haven't played much). I can only presume that it was a very rushed project and to me the result feels like "we have Perfect Dark at home".
The game has a mode named "story" but don't let that fool you: There's no briefings, no cutscenes, no nothing. You are thrown into a series of random levels and the principle is the same one every single time: find an item and bring it to a red circle which is usually located near the level entrance. There's a ton of pre-placed human enemies (and on one level zombies) and once you have the item, infinite numbers of the titular "timesplitters" begin to spawn.
That "story" mode takes less than two hours to beat and it is bad shooter design incarnate. Seriously: think of any mediocre PC shooter from the late 90s or early 2000s and what pissed you off about that one and you can be sure that TimeSplitters actively does every single one of those things.
It's one of those shooters where all challenge is created by what I call asshole design. Enemies have very fast reaction time and good aim and they are intentionally placed in such a way that you can't be prepared or develop any sort of situational awareness. A common scenario is that enemies are intentionally spawned in multiple directions, so no matter which way you're looking when you enter a room, you will (at best) get one enemy in your sights but another one is going to shoot you in the back and/or from the side. The developers also loved spawning enemies at distant elevated positions where they are just several pixels in size or blend in with the background and due to bad audio and a lack of hit indicators, you may keep losing health without any indication of the direction where the attack is coming from.
I'm pretty sure the whole idea behind the game was (perhaps to make up for the ridiculously small amount of content) that it's really designed around replaying the levels , memorizing enemy positions so you know in advance where they going to be, and basically speed running them. So maybe the developers didn't consider all this bullshit a problem but 1. that's not a "story" mode and 2. that does not excuse all of the bullshit in this game.
One thing that really pissed me off is that even in single player you have a full hitbox where headshots deal a lot more damage and that some enemies (who look the same as all others) are armed with shotguns. So it's basically completely random how much damage they are going to deal. Sometimes you will pass a corner and a shotgunner is going to take you down at full health in a split second because multiple pellets randomly hit you in the head - at other times he will barely make a scratch. You can easily verify this unfair randomness with the rewind feature available in the PS4/5 release. And on top of that there's a lot of other crap like terrible GoldenEye style aiming, wonky hit boxes (which is a huge problem on the zombie levels where you must hit enemies in the head!), slow weapon switching and terribly placed health/armor items. Not to mention that even though there's what feels like dozens of guns, in practice they barely differ. Any gun is going to take down any enemy in almost any situation in a split second so what's the point in having like two dozens of them?
Anyway, so after about 90 minutes of this calamity the credits roll and "challenge" mode is unlocked. Funnily (and thankfully) that one actually largely provides much better content and gameplay even though that one appears to be cheaply slapped together from the "story" and multiplayer levels with various objectives and modifiers applied to them. It even provides more playtime than the story mode (though it still took me less than five hours to 100% the whole game).
They are very hit or miss but admittedly I did have a lot of fun during some challenge levels, in particular those that are the kind of bot match that you'd play in Unreal Tournament. Score-based matches with infinite respawns basically make most of the game's issues irrelevant. The unfair and random mechanics don't hurt when they just alter the score a little bit and affect enemies as much as they affect you. Though I have to question the sanity of whoever thought that it would be a good idea spawn players without ANY weapon during multiplayer matches by default. And sadly even in this mode the developers insisted on adding their trademark unfair randomness. So in some challenge levels it seems impossible to reliably achieve the goal (e.g. keep an NPC alive or rack up a certain score) because it's extremely dependent on how the bots are going to spawn and behave. Not gonna lie, I did abuse the emulator's rewind feature to manage this a bit but there's also a limit to how much that one can do.
Long story short: it's honestly a shit game with a few moments of fun. I mean, Jesus, it does seem that it was a rush job where a random assortment of assets was put together into a GoldenEye clone and then they slapped the word "time" on the box to justify that it's all one random mess.
Anyway, I am genuinely looking forward to playing the sequels. I'm sure that they retain a lot of the stuff that I dislike (like the terrible aiming system) but I know that they have cutscenes and whatnot so I assume that they are far more refined titles. Plus, the same studio delivered Second Sight a few years later, which I enjoyed greatly back in the day, so I can only presume that also the TimeSplitters games got better over time.
Post edited October 09, 2025 by F4LL0UT