Crytek CEO Starts Campaign to Save TimeSplitters 4

Monday, June 18th, 2012

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It seems like it is every week now that a new campaign pops up.  You can even make random guesses about new operations and campaigns and you wouldn’t be too far off the mark.  Knowing that, it isn’t surprising that a new campaign has formed to save TimeSplitters 4.  What is surprising, however, is that the campaign was started initially by a developer dialogue from Crytek CEO Cevat Yerli, and  supported by others who happened to be  employed at Crytek.
Crytek UK, the developer that was formerly named as Free Radical Design, spoke last year as to why TimeSplitters 4 had not been made, despite rumors that the game was in development.  The developer faced financial problems and spoke of trouble pitching the new game to publishers in the wake of tepid sales.

TimeSplitters: Future Perfect met with low sales

That doesn’t stop people from feeling passionate about TimeSplitters, though.  This niche first-person shooter series was developed by previous members of Rare who worked on the immensely popular Goldeneye 007 for the Nintendo 64 (not to be confused with the remake of Goldeneye on the Wii, which was developed by Eurocom).

It is a hot topic lately to discuss these fan campaigns, and whether they actually have any effect (yes, even our beloved Operation Rainfall campaign is heavily scrutinized by pessimistic gamers around the internet).  Something else to be wary of is falling into the pockets of developers whenever they feel like making commotion about an upcoming game.  Either way, if you are interested in supporting a possible Timesplitters 4 release, head over to the Facebook page and let yourself be heard.

100,000 Strong for TimeSplitters 4 Facebook Page 

About Clinton Nix

Former Volunteer- Clinton started following the movement back when it was still being hosted on the IGN message boards and with the Amazon push of Monado. He’s also an audio engineer, studying in Seattle and waiting for his big break into the world of audio (but not to the detriment of video game writing, of course).