| OUR RATING:
6.8
GOOD
|
TANGIBLES:
|
Why you should buy it: You refuse to "buy into the hype" of other major shooters. You rebel, you.
Why you should rent it: You want to test out the multiplayer. Stopping time and stealing the weapon out of an enemy’s hands–then killing him with it–is an experience worth having. |
UNIQUE RATING:
SUGGESTION:
Rent It |
Written by: Adrian Ables | Tags: TimeShift, Xbox 360, VU Games, Saber Interactive
Moving freely as his enemies stand frozen, he has a momentary advantage in which he dashes toward the nearest soldier and yanks the rifle out of his hands. Then, in one seamless, surgical motion, he spins in a semi-circle, clubbing the robbed soldier across the face along the way, and sprays bullets into the remaining forces. When he’s through, he commands time to resume its normal course. In the blink of an eye, the squad of well-armored, heavily equipped soldiers is completely wiped out. The lone soldier clad in shining silver walks away a hero, victorious and unscathed.
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Unfortunately, the powers and weapons you have at the end of the game are virtually the same as the ones you get at the beginning, so there’s little feeling of progression. The pacing takes an additional couple of hits thanks to bewildering level design and puzzle sequences that range from mildly interesting to downright stupid. Too much time is spent looking for hidden paths or manipulating levers–and the payoff is usually something ridiculous, like getting your character onto a chest-high platform he inexplicably couldn’t jump or climb onto. Compounding the issue, exactly why your character has this crazy suit, how the world came to fall under the oppression of the main antagonist, Krone, or what backstory is being touched on during the cutscenes is barely ever clear. So by the end, a lot of the game feels like a bunch of uninteresting fluff. Still, the core shooting, spiked with the aforementioned time shifting perks, is enough to keep playing the game for, even without much context.
On the bright side, you get to go through all these moments in some good looking and nicely detailed environments. Over the course of the game you'll see a variety of locales, from the ravaged Alpha District, to snowcapped mountains, and finally the enemy munitions stronghold. The lighting is the only sketchy aspect, as it produces razor-sharp shadows that look particularly gangly and unnatural in cluttered areas (like between blades of tall grass). But, with everything else looking altogether impressive, it's a negligible complaint. Quality electronic tracks set appropriate musical backdrops, and while none are particularly memorable, they do a sufficient job of filling the audio void. The most notable aspect of the audio package is the voice work which boasts the rare combination of good writing and credible delivery (enemy reactions to your time shifting antics are priceless), so you’ll never find yourself retching over shallow, over-delivered tripe.
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TimeShift's appeal and lasting value are directly proportional to what you're in it for and what you're willing to put up with. The single-player campaign is justifiably criticized with being overtly derivative, but the time shifting component makes it just fresh enough to be worth a look. If you can overlook the frequent lever-pulling instances that bog some areas down, and can trade a comprehensive storyline for some unique shooting opportunities, then this game can and will deliver. However, if you’re already sold on major franchises like Halo, Gears of War, or Half-Life (each of which has elements ripped onto TimeShift’s code), this game might be too borrow-happy to be enjoyable.
| We travel forward in time, but we can travel forward and backward through space. Theories illustrate that time and space are linked (one in the same, even), so it's conceivable that we could one day travel backward through time too. Eureka! |
| Published by: | VU Games |
| Developed by: | Saber Interactive |
| Genre: | First Person Shooter |
| # of Players: | 1 |
| ESRB Rating: | Mature |
| Release Date: | US: October 30th, 2007 |









