Despite releasing just two years prior to TimeSplitters 2, TimeSplitters finds itself noticeably lacking in a number of key areas. It’s not dissimilar to how the gap between 2 and Future Perfect felt, though that was of course three years.
Just as Future Perfect pulled a lot of content from its predecessor, 2 would in turn pull a lot from TimeSplitters. Though, unlike Future Perfect, which felt like a retread lacking creativity in a number of areas, 2 feels like a realisation of the vision that started here with the original.
With a threadbare campaign, running barely an hour, and fewer modes to explore, the amount of content on offer is much smaller. But that’s not to say that it’s lacking.
There is arena mode, though with fewer modes than the sequels. And challenge mode makes its debut, surprisingly with the largest scope in the series. The sequels would have a smaller selection of challenges, but the nixed choices, such as escort missions, are welcome omissions.
Despite releasing before TimeSplitters 2, the auto-aim actually functions better here as well. It’s more generous with assistance, thanks to the poor feel of the manual aiming, but bizarrely it can better handle verticality better than its successor.
Of course, visual fidelity is unsurprisingly the weakest of the series. Launching first, it’s to be expected, though the degree of detail, or lack thereof, is hard to ignore. Textures don’t have much definition and visually it looks like it's stepped out of the PS1 era, rather than something that was exclusive to the PS2.
That said, the charm and creativity of the series is still present. While not a great game in its own right –especially compared to its sequels – it still offers a decent gameplay experience and helped to lay the groundwork that allowed TimeSplitters 2 and Future Perfect to expand upon.
For over a decade, Graham has been writing reviews for Push Square. In that period, he's encountered an innumerable amount of high-quality experiences, and
Read more on pushsquare.com