TimeShift
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consolitis
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PostPosted: Tue, 10th Mar 2015 00:10    Post subject:
Nice find, I'll download it later.

You can read more about the development of the game and where this old beta fits here: http://www.gamasutra.com/view/feature/132007/postmortem_saber_interactives_.php

Quote:
Few games have gone through a development cycle as strange and convoluted as TimeShift's. After four years of development, three extensions, two publishers, three re-recordings of voice acting, three iterations of the story, two sets of discrete FMVs and multiple iterations of Saber's technology base, the game finally made it to the shelves for Holiday 2007.


Quote:
The original plan after the extension was to give the product another six months to enable Sierra to improve on some of the production elements of the game. Dennis Quaid, Michael Ironside and Nick Chinlund were hired to add their voice talents to the game and extra effort was spent in improving visual quality and gameplay elements. Literally on the eve of GMC, Sierra made the rather unorthodox decision to give TimeShift another year of development.

While extensions are common, they are less so when a game is essentially ready to ship. This was not only a vote of confidence in the title, but also one in Saber's ability to turn the game into a AAA franchise.


Quote:
In the course of a year all FMVs, voiceover acting, story, the beginning third and ending levels of the game, characters, animations, vehicles and weapons were completely thrown away and redone.


Quote:
In the course of a year, the entire rendering engine was redone by Anton Krupkin, Denis Sladkov, and our rendering team, adding a large number of cutting-edge features such as dynamic shadow maps and a sophisticated material system. Our lead animators Alexander Myala and Sergey Boginsky traveled to LA to House of Moves and replaced thousands of hand-animations with mocapped ones.

The story was rewritten by Michael Hall -- a professional writer with Hollywood credentials. Rewriting the story obviously required redoing all the VOs (therefore the lines recorded by Nick Chinlund and Dennis Quaid were gone), FMVs and localization assets. Our HUD and menus were redesigned from scratch.

Our multiplayer team led by Stas Zainchkovskiy completely rewrote our networking system coming up with a state-of-the-art client-server / peer-to-peer engine; Pavel Rusin (a member of Russian Unreal II pro team turned pro programmer) spent the year balancing and tweaking multiplayer gameplay code.

The art and scripting teams led by Dmitry Kholodov and Sergey Larionov completely redid the beginning and ending of the game, meticulously recreating the atmosphere of Krone Era (needless to say, all characters, weapons and vehicles were redone as well).

Finally, Anton Lomakin, our SFX Guru, came up with some amazing rain effects which were highly praised by the gaming press -- imagine stopping time and seeing individual rain droplets frozen in mid-air, complete with distortion and refraction effects. This is something that was never done before.

This effort paid off well. By the time we shipped, TimeShift did not feel like a game with a "facelift" -- it was an entirely new game. The public's reaction to the new TimeShift was extremely positive.


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KillerCrocker




Posts: 20503

PostPosted: Tue, 10th Mar 2015 00:17    Post subject:
yeah, released 2007 was sooo good. Loved everything about it. Shame crysis overshadowed it


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proekaan
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PostPosted: Tue, 10th Mar 2015 07:07    Post subject:
Indeed awesome news..must play for me. I'll download it once I'm back.... Smile


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xExtreme




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PostPosted: Tue, 10th Mar 2015 07:30    Post subject:
Interesting, TS was a nice surprise back then. Very Happy
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mroussev




Posts: 776

PostPosted: Tue, 10th Mar 2015 12:58    Post subject:
consolitis wrote:
Nice find, I'll download it later.


From where?
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consolitis
VIP Member



Posts: 27317

PostPosted: Tue, 10th Mar 2015 13:04    Post subject:
From the place where beta games go to be archived dot com.


TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"

~ WHAT THEY'RE TRYING TO SAY CAN ONLY BE SEEN ~

http://www.youtube.com/watch?v=CHTUOgYNRzY
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jackbomb




Posts: 2535
Location: Tortilla de patatas
PostPosted: Tue, 10th Mar 2015 17:57    Post subject:
I remember playing the official release like mad, great game and better use of time capabilities! Got the beta, anyone knows if it's possible to run it today on W7 x64 without activeMark?


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KillerCrocker




Posts: 20503

PostPosted: Tue, 10th Mar 2015 18:03    Post subject:
jackbomb wrote:
I remember playing the official release like mad, great game and better use of time capabilities! Got the beta, anyone knows if it's possible to run it today on W7 x64 without activeMark?

You need crack and then run it in compatibility 98 mode.


3080 | ps5 pro

Sin317-"im 31 years old and still surprised at how much shit comes out of my ass actually ..."
SteamDRM-"Call of Duty is the symbol of the true perfection in every aspect. Call of Duty games are like Mozart's/Beethoven's symphonies"
deadpoetic-"are you new to the cyberspace?"
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jackbomb




Posts: 2535
Location: Tortilla de patatas
PostPosted: Tue, 10th Mar 2015 18:10    Post subject:
Well, I don't know if it's against the rules to ask for a crack to bypass activation of a product of these qualities (beta, long gone, not possible to buy a key today).
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