privateer Δημοσ. 31 Ιανουαρίου 2006 Δημοσ. 31 Ιανουαρίου 2006 http://www.actiontrip.com/files/demos/timeshift.phtml http://www.3dgamers.com/dlselect/games/timeshift/timeshift_demo_setup.exe.html 577mb
stefan123 Δημοσ. 2 Φεβρουαρίου 2006 Δημοσ. 2 Φεβρουαρίου 2006 To katevasa kai to epaiksa..Poli kalo kai deixnei polla iposxomeno...
kostacurtas Δημοσ. 11 Απριλίου 2007 Δημοσ. 11 Απριλίου 2007 TimeShift Update: Changing the Game The time-bending shooter has undergone yet another facelift, this one the most extreme yet. We got a brief look at what's new. If it seems like you've been hearing about the still-unreleased TimeShift for years, it's probably because you have. The game began as an Xbox first-person shooter under Atari's auspices, before jumping ship to both new publisher Vivendi and new platform the Xbox 360. We expected the finished game to finally hit last fall, when we even played several levels from what seemed like a nearly final version of the game. Since that time, though, developer Saber Interactive has practically gutted the game, with a visual overhaul, mechanical redesigns, and more. The result is a game that's frankly not even recognizable to anyone who played the old builds of TimeShift in the last few years. The few particular that remain from the previous game are as follows: You're still a guy with a fancy suit that can bend time in multiple directions, and you're still fighting alongside a ragtag rebellion against a nefarious, imperialist chrome dome named Krone. Just about everything else is different, though. You're not playing as square-jawed Col. Swift anymore; the newly redesigned main character is encased in a full-body suit that makes him look like a high-tech cybernetic ninja. In fact, the entire story (aside from the aforementioned points) has been scrapped, so you likely won't hear the voiceovers provided by Dennis Quaid and Michael Ironside in the final version of the game, either. As mentioned, TimeShift started out on the original Xbox, and to be honest, it showed. That's not the case anymore though, as Saber has apparently invested a lot of effort in shoring up the artistic and technical execution of the game's visuals. The game finally looks like it was created for next-gen hardware, with extensive new surface and lighting effects that are up to par with competing games. (You can contrast the latest batch of screenshots with previous ones for yourself.) TimeShift will also be one of the first games to ship with the 4.5 version of the Havok physics engine, which will allow the designers to use more fluid surfaces and more rigid bodies in given environments, as well as add better ragdoll to the characters. The vaunted time-control mechanics in TimeShift--which brought to mind the similar abilities in the cutesy Xbox platformer Blinx--have been thoroughly condensed. Previously, you could stop, slow down, or rewind time at your leisure, but this proved too complex for many of the game's situations. Now, your suit will do all the decision-making for you. At any given moment, it will be tracking all the specifics of your situation, and you'll merely have to hit a single context-sensitive time button to engage the most appropriate power. The developers are referring to the suit as Sam right now, since it's sentient and sort of a character in its own right, somewhat like Halo's Cortana. In essence, the designers have taken the puzzle-solving element out of the game and made it a faster-paced experience more along the lines of Call of Duty. Less thinking, more shooting, in other words. That was evident when we got to see a brief sample level from a current build of the game. Saber has tossed out just about all of the game's bathwater at this point, including the art design and a number of the early levels. The new version has you fighting against a darker and more sinister imperial force amidst a more dystopian, bombed-out urban landscape. It's a little reminiscent of FEAR, which is appropriate considering the new art director previously worked on that game. The old version of TimeShift featured a lot of open, unprotected expanses that forced you to use your time powers to survive, but the new game is a lot more about intense firefights, ducking for cover, and going up against imposing forces like a couple of massive bipedal robots that demolished an entire building looking for us. Some games languish notoriously in development year after year before their release, but few of them have done so publicly as TimeShift has. This is now essentially the third incarnation of the game, but it's encouraging that Vivendi has taken the extra time and made the effort to improve the experience when it was previously below par. The result, from what we saw during our demo, is a striking contrast against the game that was previously slated for release last year. TimeShift is now scheduled for the fourth quarter of this year, so hopefully we'll find out by then if the extra development has paid off.
Galis Δημοσ. 17 Απριλίου 2007 Δημοσ. 17 Απριλίου 2007 πειτε μας λιγα περισσοτερα αυτοι που το επαιξαν!
kostacurtas Δημοσ. 25 Απριλίου 2007 Δημοσ. 25 Απριλίου 2007 TimeShift Preview If you were in Sierra's position and had to release a first person shooter knowing that there were 14 other competing titles in the genre being released at roughly the same time, what would you do? Presumably, the main thing would be to try and do something a little different from all the others. You would make damned sure that when it was released that it was as good as it could possibly be. You'd get the press excited, concoct a decent marketing campaign and make sure retail were convinced, too. Then you'd pray that the public bought it. But a year ago, the Steampunk-styled FPS Timeshift was a product almost destined to not live up to its potential, having already switched publisher from Atari to Sierra at the end of three years of protracted development. Another year of crunching Sure, it had some interesting time, er, shifting gameplay ideas, but few who saw it back then thought that it was going to be amazing. And, it seems many at Sierra recognised that too, because just seven bugs away from putting the game out, the project director Kyle Peschel was asked by the management "if you had another year on this game, what would you do?" After contemplating another year of 100-hour weeks, needless to say, Peschel's wish list was a long one. He suggested they rip out the physics, re-do the FMV, make brand new bad guys, new special effects, update the renderer, ditch the lead character, kill the HUD, the menus, scrap the first four levels entirely. Despite this incredible list, Sierra told Peschal "do it". ["If you want to see someone suicidal, tell them you're changing the style guide after three years in development," he joked.] Another eight months on since that fateful meeting, a pneumatic Peschel is the epitome of confidence, stood in front of a room full of the press, dishing out the most energetic game demonstration we've seen in a long time. With undisguised glee he shows how the team has "taken a title that wasnʼt so great [and turned it] into an awesome shooter," and goes to great lengths to show just how far the game has come since people last saw it. "A lot of you played it and talked about it, Iʼd like to let you know we were listening," he says. Reader meet author Not just listening, but writing, by the sound of it. A new 300 page script for the game was penned "based on re-imagined gameplay", where a character called Krone takes the Alpha suit from the original version of Timeshift and jumps through time with it ["I have no problem poking fun at our older version" he quips]. You jump in after him with your beta suit and make haste, naturally. This new "sleek and militaristic' suit has two new features - an 'auto recall' that sends you back through time to stop it falling into the wrong hands, while the other is an AI programme called S.A.M., which stands for Strategic System for Adaptable Metacognition. Essentially an excuse for a co-character, he malfunctions, tries to self-repair and ends up giving you the slow, stop and reverse time-shifting powers that give the game its name. Unlike the original unreleased version, the AI takes more control over which is the most appropriate power to use at any given time, so the hope is the game will feel a lot more intuitive and fun than it was before when everyone merely used the stop power all the time. With no hands-on opportunity offered this time around, we can only take Kyle's word for it that this is an improvement. We won't have long to wait for an opportunity, mind you, so check back soon when Sierra/Vivendi give us the nod. In terms of the visuals, the whole thing has been dramatically overhauled, with the Steampunk look binned in favour or a grittier, more realistic and some might say a more Gears of War-style look to it : "Now itʼs more about the totalitarian, replaced with a moodier darker toned and more immersive look and feel", he says. Filth and fury As the screen shots convey, the game now has a convincing next gen feel to it, with the best looking rain you've ever seen in a game, destructible buildings with an oppressive, grimy feel to them, and huge improvements to the character models ["We've gone from models with 2,500 polygons to using source models with five to ten million - Maya can't handle them"]. In motion, it's just as impressive, with every next gen box ticked from complex diffuse lighting to spherical harmonics that give the game the sort of effortless slickness that simply wasn't there before. But while new effects and fancy techniques are, indeed, lovely to behold, some might argue that the game's move away from the Steampunk look has made it somewhat less unique looking. Clearly you can't please everyone. In terms of multiplayer, not much has changed, apparently ["it was really dialled-in already"], so expect the usual suspects to line-up, including deathmatch, team deathmatch, capture the flag and so on. What's interesting is that developer Saber has allowed users to effectively build their own multiplayer modes, and tweak the parameters to the nth degree to take care of anooying spawn campers by increasing health levels, changing weapon availability, gravity levels and so on. "That, to me, is a next generation feature more than just better graphics," he notes. Timelag Don't expect to be able to use your Timeshift abilities in multiplayer like you can in single player mode, though: "Iʼd love to give you Timeshift," he says "but itʼd be no fun for the 15 other guys, where it'd be like youʼre lagging out. I wanted to make it fun," Peschel asserts. You can affect time in other ways, such as by throwing time slow/stop grenades, which explode in a "temporal sphere of time". These allow players to catch up with an opponent 50 feet away, pull out their shotgun and take them out just as they're about to plant the flag, for example. "You can use it offensively, defensively and co-operatively. We did it because it was fun," he adds. Anything else? Well, (deep breath) there will be 24 levels that encompass 15-18 hours of gameplay, up to 1080i support, there won't be co-op play, Live Anywhere won't be supported between the 360 and PC version, a demo for the 360 version is planned, decals and damage are persistent, the AI is aware of your time powers and will actively try to flank you. Also, there's a rejuvenating health system, there are checkpoint saves and save anywhere facilities, and, yes, the gameplay is linear by design, but the solutions to the tasks at hand aren't. So. That's the all new, improved Timeshift in a nutshell. It's come a long way, baby. Interested yet? Timeshift is coming to the Xbox 360 and PC in Q3 2007. Check back soon for our in-depth hands-on with the game.
xrest Δημοσ. 8 Μαΐου 2007 Δημοσ. 8 Μαΐου 2007 TimeShift Video Get in on the physics-defying action in this new trailer! http://media.pc.ign.com/media/723/723559/vids_1.html
FarCry Δημοσ. 10 Ιουνίου 2007 Δημοσ. 10 Ιουνίου 2007 Timeshift Preview frm GamerTV TimeShift arms test pilot Colonel Michael Swift with a time-control device called the “Quantum Suit” and a time machine called the “Chronomicon,” Swift sets out to test the most significant inventions of the century. He is briefly sent back in time to 1911 to plant an experimental probe. Upon his return to the present, a shift has occurred. The world he left has changed beyond all recognition. And his knowledge of this timeshift has made him an enemy of the state. Swift is now both on the run and on a mission to set time straight once again. Luckily he has the ability to slow down, stop and rewind the world around him, allowing him to move freely while opponents and game objects are frozen in time. As a result the action game features complex time control puzzles as an integral part of gameplay, TimeShift takes first-person shooter games in an entirely new direction through context-sensitive time shifting. http://www.gametrailers.com/umwatcher.php?id=69888 Timeshift comes to PC, Xbox 360 & PS3 on September 18th
privateer Δημοσ. 11 Ιουλίου 2007 Μέλος Δημοσ. 11 Ιουλίου 2007 TimeShift E3 2007 Trailer [gt]21345[/gt]
stefan123 Δημοσ. 11 Ιουλίου 2007 Δημοσ. 11 Ιουλίου 2007 Καλα μιλαμε εχει υποστει τρομερο facelift,απο την τελευταια φορα που το επαιξα...Τωρα το αν θα χρειαστουμε αναβαθμιση αυτο ειναι αλλο θεμα!!!
FarCry Δημοσ. 13 Ιουλίου 2007 Δημοσ. 13 Ιουλίου 2007 US, July 12, 2007 - To glean a few more details out of what's going on with Sierra's TimeShift, we talked with the team specifically about the multiplayer mode of the game. A unique side-section of gameplay away from the single player game, TimeShift's multiplayer mode will play with many of the gameplay concepts of the single player game in an online gaming battle. So, how does time work in the world of online gameplay? After all, lag kills the online fun, and that's technical time shifting -- we want it at the touch of our fingers, and we want it to be fun. TimeShift approaches the problem with special grenades that you can "export" your time powers into and toss into the world. Instead of exploding with shrapnel, these grenades blow up the fabric of time, making for little time bubbles that can trap players in the world, or better yet can assist players in gaining an advantage on opponents. You can trap an enemy inside a time bubble and dance around them as they slowly try to draw a bead on your fast-moving body. Or you can step into a time bubble with them and battle at their speed of time while the rest of the world battles in a distorted hyper-speed all around you. You can even use time grenades on yourself for advantage -- the best example of this we've heard of is where there is a coveted weapon high atop a cliff that is easy to scale but impossible to get down off of without falling. Toss a time grenade below you and you can "slow your descent" by messing with time to give you a soft landing. Single-player stages also allow you to slow time and walk on water (since you are moving far faster than any human, you never displace enough water to sink), and we expect this to be a factor in multiplayer gameplay as well 16 players will battle online at a time on all three systems (no cross-system play, even on Xbox Live and Windows Live), and developer Saber Interactive promises tons of rewards / achievements on online mode to entice as many players as possible. One cool aspect of the multiplayer is that there are a slew of sliders to add to the game, so you can switch on Spawn Protection or redo the game's definition of gravity to customize gameplay to you and your friends' liking.
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