Ah, one of my favorites.
Surprised he hated the challenges so much. There are a couple that have problems with the spawns that suck like he pointed out, but I found in general the variety was welcome for the others. If he wanted something more traditional, there's the arcade league that's specifically that.
Future Perfect has better face animations than most games today.
Most game engines do a good job with wide open spaces because it makes good gameplay, but do shit jobs on facial animations and enclosed spaces. Cuz lol, no one cares about atmospheric, stylistic or story driven games any more.
These days the thre things game developers focus on are 'Progression', 'Retention', and 'Monetisation'. They make a grind to keep you playing for as long as possible, they want you to play for as long as possible to increase the chance you'll pay for microtransactions or lootboxes.
Seriously, GDC talks have progressively become more depressing as no one gives a shit about how to make a game good any more.
On topic: I loved Timesplitters 2 as a kid, but I never saw the original or Future Perfect in stores so I was never able to play them. I played FP a while ago on Dolphin, just like Gggmanlives, and it does hold up really well.
I recently played Timesplitters 2 and i dont think that holds up as well as Future Perfect does.
I would argue it's due to publishers more than it just being developers wanting those features. I think most developers want games like future perfect, but it requires a good bit of funding, which publishers will only provide to developers these days if they see a project that has those three things, because they know they can make a lot of bank off them. There's a bigger gap in freedom between indie games that fund themselves and "Triple A" games today than there was in 2005.
Forgot about the great tits of the time splitters games
Oh the developers hate it. Go watch a GDC talk about player retention, every developer giving those talks looks like they're in pain talking about it. You can tell they'd much rather talk about high concept ideas or in depth mechanics, you'll see far more enthusiasm in a talk about frame timings in a fighting game than in a talk about how to keep players on the grind, but that doesn't stop the grind being a major focus of modern development.
They have a style in mind when they go into it, so even though the movements and expressions aren't too realistic, more expressive/exaggerated, they're stylised, and it's great.
i will riot if TS2 and FP are not ported to PC. i don't even want or need a remaster, just put them on PC and add workshop support for maps and i will be happy for the rest of my days
i need timesplitters back in my life just to feel something again
i can't believe i just noticed the word on Jo-Beth's shirt
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