We're gearing up for some serious TimeShift coverage over the next few weeks here at IGN AU. As you probably know already, the game has undergone a massive metamorphosis, but you may not be aware just how big the changes are. It's potentially the stuff of gaming legend. Picture the scene: the team at Saber Interactive are literally days away from getting the game out the door. Seven bugs in fact. At the eleventh hour, they were given the opportunity to spend a year completely retooling the title. They took it (despite having to "talk a few guys off the roof"), and the result is a game that's radically different from its earlier incarnation.
We're talking about a completely new script, jettisoning the first four levels entirely, incorporating a new setting and visual style, redesigning the main character and enemies, tweaking the time control mechanics and extensively upgrading the engine to support weather effects, shadow maps, HDR lighting, high-res textures, improved materials, soft particles, depth of field, far more detailed models and a new physics engine.
Kyle Peschel:
Extremely hard, but it was the right thing to do. Saber Interactive has increased their team size over the last year to accommodate the increase in asset and programming needs. Ultimately you'd have to sit down and talk with the rendering programmers to get the full perspective on what they've accomplished in such a short time. As for the look, we found that "Steam Punk" simply wasn't resonating with people; endless feedback from users reinforced it. So when we had a crazy opportunity like another year, we seized it and started to generate an alternate reality that truly backs the new storyline.Kyle Peschel:
Kyle Peschel:
The art team has done a great job of still nailing home the scope and size of the outdoor areas, giving you landscapes where you can shoot as far as you can see. Combo that with some depth of field and a few other fancy post processing they came up with and suddenly you become cautious walking around because you know some time bending gameplay lies just beyond the next hill.
12:00 am PDT May 25, 2007