Monday, July 28, 2008

Timeshift


When the game came out back in October, I tried the demo. It was pretty fun, but after I read some pretty unfavorable reviews I decided not to bother with the full game. Something lately compelled me to download it and try it out. Maybe boredom. In any case, here's my impressions.

To start with, it's clearly a console-based FPS. The game is set by default with (I think) an FOV of 80 degrees, which is substandard for PC games. I switched it to 90 as soon as I noticed. It carries the annoying trend of only allowing you to carry a couple weapons at a time, three in this case. Developers and console gamers will say this makes the game "more tactical" or something but really it's just compensating for a controller's lack of buttons. Having fewer options doesn't make a game "more tactical," it makes it "simpler." Furthermore, the design of levels and overall gameplay is definitely based on the assumption that the player cannot turn quickly, another console symptom. The flow of gameplay is such that you'll enter each area/corridor and see the enemies in front of you. They won't pop up behind you or flank you. Everything you need to deal with will be in front of you. That's not to say the design is bad, per-say, as it does offer tactical challenges, it's just that it is simpler and less frantic than it could otherwise be (see Crysis). Finally, of course, the game has regenerative health. Ugh. Given the context of the game, it would have been SIMPLE for them to implement a sort of health pickup system or even health station system like Half-Life, but no, they decided that was too complicated for the console gamers.

With that basic complaint out of the way, I'll talk about the game on its own terms. First, I just have to mention that the story is laughably bad. It tries to be edgy by having those flash to white screen with a sound effect and go into a cutscene/flashback things that many games tend to do nowadays, but the game just fails completely. The cutscenes are rare, convey basically no information, and frankly seem shallow. I found myself skipping most of them. After I watched the beginning of the game I learned that someone stole a time-trsvel suit, and then your character conveniently has another one to hunt down the first one through time (an actually cool premise). After that, you travel to this dystopian future that is, of course, a muddy grey Gears of War look-alike with a tiny bit of steampunk thrown in. I actually like some of the elements of the world the game creates. The oppressive big-brother figure on televisions everywhere, the sparse scenes of resistance fighters, it all reminded me a lot of Equilibrium, especially how the rebels all look up to you as a super-soldier after they learn about you in the beginning. It's a good feeling.



Aside from that, however, the story offers absolutely no reason behind anything you do in the game. I've played it for hours now and still have no idea who stole the other time suit and why I should care. I assume he's the reason I'm in a dystopian future right now instead of someplace awesome like the Cretaceous period, but I still just have no motivation to find him. And speaking of motivation, why the hell am I running around this grey world shooting enemies in slow motion? The game just plunks you down into the world, hands you a gun, and says "shoot those guys for 15 hours." I'm guessing about the length of the game because I did not finish it (you'll see why in a moment). Anyway, the rebels just sort of make you run errands for them even though you have no idea who they are. At one point you hop onto a dirigible and man turrets to shoot down enemy planes. Why? I have absolutely no idea. They don't give me any reason why I should. Now, normally I don't care that much for a story in FPS games, but in this case the fact that they tried to insert a story into the game, and failed so miserably, stands out a lot to me.

So, since the story obviously isn't really there, how's the gameplay? It basically comes down to shootouts, in varying environments against varying enemies. Very occasionally there's time puzzles, which I felt were vastly underutilized. The game is entirely based on the "timeshifting" abilities, of which there are three - in chronological order...or reverse chronological order...actually I have no idea: time slow, time stop, and time reverse. Two of these, the latter two, are pretty much unique to this game, but as any long-time gamer knows slow motion has been used to death pretty much since the Matrix came out in 1999. The most notable bullet-time games have been the Max Payne games, FEAR, Gun, all the Matrix games (duh), and Star Wars: Jedi Outcast (also known as the best multiplayer game in existance). Of all of these, FEAR is the only straight FPS to utilize it, but the fact of the matter is Timeshift is not treading new ground here. Where it does tread new ground, however, is the other two powers.

Time stop freezes everything around you except what you physically touch, apparently. You can freeze time, and then pick up a gun and shoot it at regular speed. The temporal mechanics of that make my head hurt, but I can forgive it. It's darn useful. It's a shame this is the shortest-lasting of the three powers. Because of the regenerative health, using time stop refills your health bar much faster. This is good because your health will drop RAPIDLY when you're being shot at. Also, you can use time stop to run up and grab an enemy's weapon from their hands. When time resumes, they stand there with a stupified look on their face for a moment before running away. It's a fun feature but I wish there was more to it; as it stands, that's about all you can do with time stop aside from the odd puzzles. It works as a more effective, but shorter, version of bullet time.

Time reverse is almost entirely useless except for a single scenario: a grenade sticks to you. This is the single time you will use this power, aside from the odd time-reverse puzzles (some of which are very creative). You can't actually interact with anything during time-reverse, you can only reverse things which have already happened, and then change them when time resumes in the (near) past. This feature seems to have so much wasted potential, it's a shame they didn't do anything more with it.

I want to talk briefly about the time puzzles before moving on. They're a mixed bag but I see a lot of potential here. Here's a list of all the puzzles I can recall from my several hours of playtime:

-reverse time to move through a hallway before it explodes and collapses.
-freeze time to walk over electrocuted water safely.
-freeze or reverse time to walk up a ramp without the other end falling down from your weight.
-freeze time to walk through fire safely.
-freeze time to get through a gate that will close immediately after being opened.
reverse time to ride an elevator that can only be raised by manually turning a crank that is outside the elevator; thus you have to turn the crank to raise the elevator, let it fall back down, then reverse time, get into the elevator, and ride it up. This one was my favorite.
-freeze time so you can climb onto a platform that can only be raised by a button located elsewhere, and ride the platform up as time resumes. This is used to get height to jump over a nearby fence.

That's it. Many of these puzzles are repeated, too. Most of them are simplistic and obvious, while a couple are actually pretty ingenious and took me a few minutes of trial and error before solving. The good puzzles reminded me of the gravity-gun puzzles of Half-Life 2 and that's no small feat. If we could see a better balance between really tricky time puzzles and combat, this could have been a much better game overall.

The shootouts themselves are also a mixed bag. Some of them are pretty well-designed, with open areas and opportunities to show off the sometimes awesome AI. It's hard to tell in Timeshift when the AI does something that's scripted and when it does something on its own, and I think that's a great thing. It's not as fun to fight as FEAR, but it occasionally does surprise. It's too bad most of the game isn't really designed for the AI to stand out. Often you'll be moving through an area and see, at the far end of the area, the enemies come streaming through doors and run for you or for some nearby cover while shooting at you. The enemy knows where you are. It does not feel pity, or remorse, or fear. It will find you. Stealth is completely impossible in the game. If you can see the enemies, they can see you, and this often comes off as just too scripted. When you're moving through the levels with the enemies, though, they do show surprisingly good tactics most of the time. Expect to be grenaded, expect - rarely - to get flanked, and expect turrets to be occupied by a second enemy after you've gunned down the first. Unfortunately, with only the three time powers (one of which is almost useless and the other two delivering almost the same gameplay quirks), and pretty repetitive enemies and environments, the game gets old. It took a while before it did, but it did, and that's always the sign of poor design implementation. A truly good game does not get old. That's why it's still fun to play Super Mario.

Finally, does the protagonist of this game look at all familiar?

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