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TSP Exclusive: Crytek Interview (Part 1) - Karl Hilton
Drifting:
The wait is over! Tom Ebsworth (Cry_Tom) of Crytek has graciously forwarded our questions to the people at Crytek UK who worked on the TimeSplitters games. Replies have been slow to come, but Karl Hilton, the Managing Editor at Crytek UK, has managed to find a few minutes to answer some of our queries.
The original questions are in bold; Hilton's answers are in regular font.
1. Were any of the characters in the games related to any of the people you know in real life, through traits or mannerisms etc?
Yes, more than one and that’s all I can say about that.
2. Why do you think TSFP Didn't do as well as you expected it to?
It’s still a mystery really. In every aspect I think it was a better game and the online functionality, for its time, was excellent.
3. @Team - Which TimeSplitters was your favorite to work on, and why?
The original, because it was pure, simple and fast.
4. Comparing TS1's and TS:FP's storylines, why were the TimeSplitters origins completely different?
We were developing the ‘universe’ so that we could be more creative with the storytelling that was becoming an essential part of the games. The original game was designed firstly as a multiplayer experience, so we didn’t spend much time on the premise.
5. Why where hats removed in TS FP (e.g. Bear)?
I don’t remember exactly, but usually it would be down to time.
6. Was there ever any specific reason why there was never a jump feature included in the games?
When we started we didn’t like jump as we felt it often ruined multiplayer deathmatch when everyone was ‘bouncing’ around.
7. Concerning Robofish, is the fish controlling the robot, or is the robot running life support for the fish?
They are like the Borg, they achieve perception by coming together.
8. How do you decide which characters and levels return in sequels, and which don't? Which qualities do either need to make the cut? (As a blanket question to cover all character/level questions)
Whatever made us laugh the most usually. Or any characters or levels which we felt still had potential to develop a story around
Thanks again to Tom Ebsworth and Karl Hilton for taking the time to do this! More interviews will be forthcoming as Tom receives the replies from other Crytek UK staff!
FuturePerfection:
In regards to the answer to question 7, I now have a very interesting idea of how the goldfish mind of robofish works. I always though it was a robot that just conveniently had a goldfish on top
InfectedSausage:
I thought that it was gonna be something about TS4, but this is pretty interesting :D
JTDrumman07:
Not the most thought out answers, but thanks for answering some questions Karl. :thumbsup:
Force Ten:
Yeah, I'm surprised they got even some of these questions answered considering how much they don't seem to want to discuss TS at all anymore. Glad to have these answers, though.
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