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TimeShift Interview
August 16, 2006   John JCal Callaham > [View My Other Articles]
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Timeshift Interview (con't)

FiringSquad: What can you tell us about the game's multiplayer modes?

Matthew Karch: Stats-wise, we’re supporting up to 16-player matches for both PC and Xbox 360, 14 multiplayer maps of varying sizes, 7 completely customizable game modes, and 8 completely customizable game modifiers (like Low Gravity or Steel Skin). Besides customizing modes and modifiers, players can build their own gametypes from scratch. In the end, the multiplayer mode is limited only by what you can come up with.


FiringSquad: Will there be an updated demo released for the PC or a demo for the Xbox 360 game?

Matthew Karch: This has been discussed. Obviously we all think the previous demo was not a solid representation of where the game is, and certainly not now that we have polished gameplay.

TimeShift Interview [  @ 1920 x 1080 ] > View Full-Size in another window.


TimeShift Interview [  @ 1920 x 1080 ] > View Full-Size in another window.


TimeShift Interview [  @ 1920 x 1080 ] > View Full-Size in another window.



FiringSquad: Are there plans to release any mod tools for the PC version of the game?

Matthew Karch: While we’re not releasing mod tools, we’ve definitely built the game with the community in mind. The time powers are tailor-made for experimentation, with all sorts of potential for creative individuals to work with in coming up with unique challenges, situations, etc. The vast customizability options available in multiplayer offer a similar opportunity for players to stretch their creative side in coming up with new modes of play, rulesets, and strategies. I’m particularly interested in seeing what the Machinima community will have to say about TimeShift, since there are many scenarios possible in the game that can’t be accomplished in other shooters.

TimeShift Interview [  @ 1920 x 1080 ] > View Full-Size in another window.


TimeShift Interview [  @ 1920 x 1080 ] > View Full-Size in another window.


TimeShift Interview [  @ 1280 x 720 ] > View Full-Size in another window.



FiringSquad: After the game's release are there plans to release additional content for the PC and Xbox 360 version?

Matthew Karch: Stay Tuned


FiringSquad: The game will have Dennis Quaid portraying the main character's voice in his game voice acting debut. Why did he agree to do the role and what was it like to work with him?

Matthew Karch: When it came time to select the voiceover talent, we wanted to find actors with star power and talent to match. I have been a fan of Dennis since DreamScape and Enemy Mine (I am sure that dates me slightly ;)). Dennis had never worked on a game before and was adamant about reading the script and familiarizing himself with the game before he committed to it. It was only after he was assured that the game was AAA quality that he decided to take the lead role.

Even though this was the first game that he has agreed to lend his voice, you wouldn’t have realized it otherwise. He instantly made the connection with Swift’s character, a torn man on an impossible mission, and worked his magic in the studio. The guy is just a class act and a real pleasure to be around - he was humble and definitely willing to take direction.

TimeShift Interview [  @ 1280 x 720 ] > View Full-Size in another window.


TimeShift Interview [  @ 1280 x 720 ] > View Full-Size in another window.


TimeShift Interview [  @ 1280 x 720 ] > View Full-Size in another window.



FiringSquad: What is the current status of the game's progress and when will it be released?

Matthew Karch: TimeShift is roughly 95% complete, with only a few bug fixes standing between us and store shelves. We’re looking at a September release for PC and Xbox 360.


FiringSquad: Finally is there anything else you wish to say about Timeshift?

Matthew Karch: From conception to crunch, the one belief that’s been driving this project is that there is a place in the market for a game with fun gameplay, new ideas and innovative concepts, without having to fall back on an expensive IP license or archaic tried-and-true gameplay. We’re betting that folks will check out TimeShift and realize that innovation in FPS’s isn’t a lost cause, that the potential is there – if you can find it.

The best thing about the game is that it is really infinitely replayable on both the single player and multiplayer campaigns. There are so many ways to tackle an objective (thanks to the variety that controlling time engenders) that nobody will play the game the same way, and no one gamer will play it the same way twice. We are very fortunate to have made the switch to Vivendi and are excited about the extra time they have given us to do this the right way.


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