peaked a little early with the siberia level. it is a very fun and arcadey shooter that knows its thing and does it decently well. little archaic sometimes with its objectives which got annoying by the end. but it was short and sweet and id recommend blasting through it in an afternoon if you have the time.
Definitely think this game is more well-remembered for its multiplayer deathmatches. I played the co-op version of the campaign with a friend, and levels ranged from uninteresting to frustrating. Perhaps in single-player, where ammo and health isn't halved, that there could be a better campaign experience, but of what I experienced, it wasn't too great. Definitely think the game would shine more in a competitive setting, though as there's a lot of characters, maps, and gamemodes that really would make this a competitor to goldeneye in terms of fun party FPS games.
[single player only, emulated on Steam Deck]
A big leap over the first game, but still fairly frustrating. Obviously not playing it in its moment, with pals doing local multiplayer, hurts a bit. It looks and feels great but the checkpointing is frustrating and despite attempts to put a few gimmicks into some levels; the core gameplay feels fairly basic.
A big leap over the first game, but still fairly frustrating. Obviously not playing it in its moment, with pals doing local multiplayer, hurts a bit. It looks and feels great but the checkpointing is frustrating and despite attempts to put a few gimmicks into some levels; the core gameplay feels fairly basic.
First Halo, Now This?
The Goldeneye-esque control might be a turn off for some in 2020, but adjusting is fairly easy and the game's auto-aim is forgiving enough to make the control negligable.
What does make TimeSplitters 2 more difficult to enjoy in a 2020 replay is the lackluster mission design after the third or so level - The game goes from dense and complex in the opening stages to uninteresting, unintuitive, and uninvolved throughout the rest of the bunch.
TimeSplitters 2 does get points for having a dense amount of content by any standard with different challenge modes and bot-enabled multiplayer - TimeSplitters 2 definitely scores some for having custom bind-able controls in 2002; Something modern shooters seem afraid, or just don't care to offer.
The Goldeneye-esque control might be a turn off for some in 2020, but adjusting is fairly easy and the game's auto-aim is forgiving enough to make the control negligable.
What does make TimeSplitters 2 more difficult to enjoy in a 2020 replay is the lackluster mission design after the third or so level - The game goes from dense and complex in the opening stages to uninteresting, unintuitive, and uninvolved throughout the rest of the bunch.
TimeSplitters 2 does get points for having a dense amount of content by any standard with different challenge modes and bot-enabled multiplayer - TimeSplitters 2 definitely scores some for having custom bind-able controls in 2002; Something modern shooters seem afraid, or just don't care to offer.
This game reminds me a lot of animations made in source filmmaker, in a good way. Every character and their movements are filled with expression, the game itself has a very unique style that makes it stand out among its competition. I'm sure that to play this game with other people most be way more entertaining than alone (Not that it wasn't). TimeSplitters 2 is filled with content and it can keep you hooked a long time. It's a good game, but I can see why it isn't more popular. The controls can be confusing or hard to use, the hard mode itself is very very difficult (It makes sense, but it can be enfuriating), the last level and planet x level can be very confusing considering the fact that since the game offers no direction whatsoever you can spend all the time in the counter (In the last mission) running around aimlessly. Overall it was pretty good, eventually I'll play Future Perfect, the one I have fond memories of my childhood with, let's see if it stands up to the nostalgia.