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"It's time to split!"
Sgt. Cortez

In which universe can a player waltz about through time, sometimes masquerading as everything from an astronaut to a mobster to an explorer, wield P90s, laser beams, and blunderbusses, shooting up monkeys, gingerbread men, snowmen, gangsters, robots, lions, cowboys, Russian soldiers and Elvis impersonators?

TimeSplitters, that's which one.

TimeSplitters is a series of First-Person Shooter games developed by the British development studio Free Radical Design.

If these games cause you to draw comparisons to the heralded Nintendo 64 first-person shooters GoldenEye and Perfect Dark, then that's expected. When Rare released the latter in mid-2000, much of the core team for both games left the studio: notably directors David Doak and Steven Ellis, artist Karl Hilton, and composer Graeme Norgate. Within a few months of Free Radical Design's founding, TimeSplitters was released for the then-brand new PlayStation 2, its release coinciding with the console's launch in Europe. This game would be followed up by two sequels: The second, releasing with critical and commercial acclaim in 2002, and Future Perfect in 2005, a game many consider to be the most polished out of the series in terms of mechanics, story, and customization options.

While the second and third installments introduced more complex levels and overarching objectives, the main premise of each level in a TimeSplitters game mostly remains the same: travel to a specific time period (ranging from 1930s Chicago to 1800s Old West to 2019 Neo-Tokyo and 2280 Planet X), apprehend the time-specific foes that dare cross your path, equip the then-latest in armaments, complete the objectives the game instructs you to do, and advance to the next stage. While the first game involved you simply stealing an item and returning to your spawn point (making the experience, for lack of a better word, glorified Capture The Flag with bots), 2 and Future Perfect introduced an overarching story, involving Vin Die—er, ''Sergeant Cortez'' collecting Time Crystals sought after by the series' titular TimeSplitters, a race bent on the erasing of human history as we know it.

While the story varies greatly among the three games, persistent features of the series include MapMaker, a simple grid-based level editor (predating Halo 3's Forge Mode by seven years); Multiplayer modes including the traditional Deathmatch and Capture the Flag-type games, as well as other more original options, and Challenge mode, consisting of sets of single player challenges. The challenges range from collecting bananas as a monkey to shooting cardboard cutouts, and monkeys. A considerable amount of monkeys.

As aforementioned, the games in the series include:

  • TimeSplitters: Exclusive and launch title for the PlayStation 2 in Europe (was intended to be a Nintendo GameCube title as well, but Free Radical could not obtain a translated developers kit). Short missions and lack of story (unless you read the manual). Loved for its fast-paced action and in-depth multiplayer, but was criticized for long loading times and lack of a plot.
  • TimeSplitters 2: The sequel basically did everything the first game did, only better. A better story involving time crystals, a war, and many characters. More varied missions with actual objectives. The multiplayer added even more characters and levels. The game itself was closer to GoldenEye, to the point of being considered the Spiritual Successor. Regarded as the best game in the series by fans. Originally released on PS2, Xbox and GameCube in 2002, made playable on Xbox One and Xbox Series X/S via the backwards compatibility program in 2021.
  • TimeSplitters Future Perfect: The series' biggest mainstream hit. WAY deeper story, more characters, more upgrades, more comedy. However it was now more like a standard FPS, ditching the Goldeneye 64-style controls for more typical console FPS controlsnote , and wasn't as fast-paced as the second game, although much more varied. Had the same awesome multiplayer and online capabilities, now with even bigger maps. Originally released on PS2, Xbox and GameCube in 2005, made playable on Xbox One and Xbox Series X/S via the backwards compatibility program in 2021.
  • TimeSplitters Rewind: A fanmade "greatest hits" remake. This game aims to capture all the best moments of the trilogy with the benefit of modern technology. The game is planned to initially ship with multiplayer only, although the team hopes to eventually be able to add both the singleplayer and co-op campaigns from the first 2 games.

Development of an official fourth game is quite possibly one of gaming's most tragic tales of Development Hell. After Free Radical Design went belly-up as a result of both an economic recession in the UK and their incredibly adequate PS3-exclusive title Haze failing to live up to its hype, they were subsequently bought out by Crytek and rebranded as Crytek UK, with development of TimeSplitters 4 being put on hold. In 2012, it was revealed that there were no plans to resume development of "TimeSplitters 4", and after Crytek UK's closure in 2014, the franchise was all but confirmed to be left in dormancy. However, the announcement in August 2018 that THQ Nordic bought the IP ignited some hope for the series getting revived, and in May 2021, Deep Silver announced that they were resurrecting Free Radical Design and brought back two of Free Radical Design's founders, David Doak and Steve Ellis to make a new TimeSplitters game. Unfortunately, in December 2023, due to restructuring within Embracer Group following a failed $2 billion deal, the newly reformed Free Radical was shut down, once again leaving the status of the series up in the air.

It's Time To Trope!:

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    All games 
  • 100% Completion: Besides the campaign you had both Arcade leagues and challenge modes to complete.
  • Action Girl: Several. Corporal Hart springs to mind, and Amy Chen.
  • Affably Evil: Khallos, definitely in Future Perfect. His TimeSplitters 2 biography tells us that he has a lot of trouble with people making fun of him, claiming that he wears the eyepatch just to look cool, and that his real name is Archibald. Most of his villainy is implied to be petty vengeance toward such detractors.
  • A.K.A.-47: This became more widespread as the series wore on. While the first game allowed use of the Uzi, M16 and Mauser Pistol, Future Perfect ended with the Machine Gun, Soviet Rifle and Kruger 9mm.
  • Antagonist Title: The TimeSplitters are an evil alien race that are trying to destroy humanity by using Time Crystals to alter Earth's history.
  • BFG: The series has lots of them. A flamethrower (where people set on fire run around), rocket launcher, homing rocket launcher, minigun... Well you name it!
  • Bloodless Carnage: TimeSplitters 1 and 2 have no blood at all, making them a bit more family-friendly than FP.
  • Body Armor as Hit Points: The series uses the same health/armor system as Goldeneye 1997 and Perfect Dark. Future Perfect is the only game in which health can be restored mid-level by finding a health pack.
  • Bond Villain Stupidity: Khallos revels in it.
  • Comeback Mechanic: The "Monkey Assistant" mode in multiplayer provides the player with the lowest score with an army of monkeys to help them out. There's also "Shrink mode" where the lower your score, the smaller you are and thus the harder you are to hit.
  • Destroy the Security Camera: In the second game, on the first level, Siberia, you need to shoot the security cameras to disable them so you don't get detected and sound the alarm. Same with Breaking and Entering in the third game.
  • Escort Mission: Fairly common, and in Future Perfect, often involves yourself!
  • Everything's Deader with Zombies: Zombies feature in every game, though the exact circumstances behind their existence are different each time:
    • In TimeSplitters, the level Mansion is populated by zombies risen by a curse on the building, due to a serial killer's unburied remains (which the player must capture and escape with).
    • In TimeSplitters 2, the second half of Siberia has the player fighting Russian soldiers zombified by exposure to one of the time crystals and the frozen remains of a TimeSplitter. The level Notre Dame, meanwhile, features zombies and other undead creatures animated by the magic of an Evil Sorcerer and his cult.
    • In TimeSplitters Future Perfect, the levels Mansion of Madness and What Lies Below feature zombies created by an Immortality Seeker's science experiments Gone Horribly Wrong.
  • Fair Cop: Lt. Christine Malone, who ends up looking more like a cop-themed stripper in Future Perfect.
  • Fanservice: Mary Beth Casey, Cyberfairy, and pretty much every female having very, er, high-caliber guns.
  • Foreshadowing: There's actually subtle hints as to the true nature of the TimeSplitters (finally revealed in the third game) dating all the way back to the plotless first entry. The biggest hint being that they look like mutated humans in the first game.
  • Fur Bikini: The Jungle Queen wears one.
  • Game-Breaking Bug: All three games suffer from occasional freezing, usually in the above mentioned mapmaker. The frequency of freezing seems to vary from disc to disc. It also tends to be more common in the GCN and Xbox ports, likely due to porting issues.
  • Guns Akimbo: Most pistols, SMGs and assault rifles can be dual-wielded. Oddly enough, you have to pick up a specific weapon to dual-wield it; picking up two of the same exact weapon won't do.
  • Hitler's Time Travel Exemption Act: Cortez travels all over the relatively recent past, but never gets involved with Those Wacky Nazis - the closest you get are Prussian goons from World War 1. It's probably for the best.
  • Incredible Shrinking Man: The Shrink powerup, as well as the Shrink gametype, can transform players into tiny, near-impossible-to-hit targets. Doubly effective if playing as a monkey.
  • Kicking Ass in All Her Finery: Lady Jane doesn't mind wearing fur coats when going in guns blazing.
  • Leitmotif: All over the place, but one that fits very well with this trope is the Astro Lander melody's opening notes, which appear in the NeoTokyo level (where the Astro Lander cartridge is found) and the MapMaker Industrial tileset (which borrows its aesthetic from part of NeoTokyo).
  • Level Editor: A rare example in a console series. They even allowed you to create story missions with their own objectives and AI programming for enemies.
  • Magic Skirt: Everyone except Jo-Beth Casey uses the "lots of shadow" type.
  • Maniac Monkeys: The monkeys, of course.
  • Mooks: Yeah this game is made out of them. Different mooks for all the different time-periods, too!
  • Mood Whiplash: The gothic horror of Notre Dame in 2 is followed by a bright futuristic alien landscape in Return to Planet X. The humorous spy parodies of the Harry Tipper levels in Future Perfect are then followed by Jo-Beth Casey's nightmare fuel horror levels.
  • More Dakka:
    • The SPB-90 (much like GoldenEye (1997)'s RCP-90) from the second game has the highest firepower of any weapon in the game, is among the most powerful guns, has extremely high accuracy and a scope. Did I mention you can have two? Incidentally, it's based on the real-life P90.
    • The longer you hold the trigger with the Plasma Autorifle, the quicker the rate of fire becomes, until it finally overheats.
  • Multi-Platform: The first game was a PS2 exclusive, but the next two were on all three 6th gen home systems.
  • Pretty in Mink: Lady Jane wears different fur-trimmed jackets in the games, but all show her wealth.
  • Put on a Bus: The majority of the hero characters from the first TimeSplitters never made it to the second game, and only eight characters were in all three: Captain Ash, Harry Tipper, Chastity Detroit, The Badass Cyborg, Robofish, The Chinese Chef, The Gingerbread Man, and Duckman Drake.
  • Rank Inflation: The challenges and arcade league matches have unlisted platinum medal targets to attain, in addition to the gold, silver, and bronze targets.
  • Robot War: Differs from the usual norm in there were humans and robots on both sides.
  • Shout-Out: Look here.
  • Silent Protagonist: Subverted. Cortez won't say a word while in gameplay, but talks plenty in cutscenes. Interestingly, some levels in FP have him interacting with past/future versions of himself, so you can encounter the future you, who will talk, then later be the future you and not talk.
  • Stable Time Loop: Played straight in various vignettes throughout the third game, but averted for the overall plot arc.
  • Stock British Phrases: With a Victorian/Edwardian twist. Intended as parody, since the developers are in fact British.
  • This Banana is Armed: The Brick may sound stupid at first, but has a tendency to do a massive amount of damage.
  • Throw Down the Bomblet: The Grenadiers use this as their main attack.
  • Timey-Wimey Ball: Comes with the territory.
  • Token Minority:
    • A member of the Jones family makes an appearance in every game.
    • Chastity Detroit, one of a handful of characters to appear in all three games.
  • Tron Lines: Some of the future levels, and the virtual-reality tilesets in Mapmaker.
  • Troperiffic: The games, particularly Future Perfect, are basically built around every trope, fad and cliché you can find. Each time period is packed with as many staples of its fictional genre as possible.
  • Updated Re-release: TimeSplitters Rewind is a free PC remake of all three game's multiplayer modes. Due to technical limitations, split-screen play will not be included.
  • Writers Cannot Do Math: The developers have admitted to being sloppy with dates assigned to the levels, which is why they tend to be both inaccurate to real-world history and previous games.

    TimeSplitters 
  • Early-Installment Weirdness:
    • This game's story mode simply places you in a time period with no cutscenes and barely any story, and all levels simply require you to find an item and bring it to a specific point.
    • As a side-effect of the above, all campaign maps are available in arcade mode, although a few have some areas locked off. The other games have separate map selections for campaign and arcade modes due to the objective-based level design being incompatible with the fast-paced multiplayer action.
    • Challenge mode is the only extra single-player content, and it has to be unlocked by finishing all campaign levels. Later games would split things between Arcade League for regular matches with preset rules and Challenge for more unusual tasks, both available from the start.
    • There are no character stats, so all characters had the same health, speed, and accuracy, only differing in size.
    • Cortez didn't exist yet, despite being the closest thing the series has to a main protagonist.
    • There are no monkeys in the game whatsoever. The next games in the series are firm believers that monkeys make every thing better.
    • The Splitters themselves were also more skeletal/zombie-like in appearance in this game, compared to their more alien-like designs in the later two sequels. They also attacked the player by throwing energy balls, unlike in the sequels, where they fired lightning at the player, and they did not have the ability to turn themselves invisible like they did later on in the franchise.
    • Stealth is also virtually non-existent in this game, a massive contrast to its sequels, where it is treated as an absolute must in most levels.
    • The levels in this game are also much shorter and more simplistic than the levels in the later two games and only have one objective, where you have to collect an item, and then return back to the spot you started into, while getting around the Splitters who show up and try to attack you after collecting said item.
    • The Sci-Fi handgun in this game also behaves more like an uzi and fires normal bullets instead of plasma bullets.
  • Excuse Plot: The game has barely any plot at all, and the little it has is barely related to the gameplay. The only story you get is a short blurb on the back of the game's box explaining that the TimeSplitters were trapped in another dimension and escaped, and the story mode is a story mode in name only as the gameplay is nothing more than "find an item hidden somewhere in the stage and take it to a certain point", with the TimeSplitters appearing for no good reason once you pick up the item, and the different stages being completely unrelated to each other.
  • Foreshadowing: A very subtle example that most people don't notice. If you look closely at the models of the Splitters in this game, you will notice that they have more human designs (albeit, mutated zombified-looking humans). This is a foreshadowing of the twist in Future Perfect that the Splitters are in fact former humans.
  • Guns Akimbo: You can dual-wield miniguns.
  • I Want My Jet Pack: All of the future levels in the first game have dates unrealistically close to the what was the "present" at the time. Of note is Cyberden, which is filled with evil cyborgs and takes place in 2005, just 5 years after the game's release.
  • More Dakka: There is a simple exploit you can do with the Pistol that makes it absolutely devastating. It delivers decent damage when used normally, however due to the fact that it fires as quickly as you press fire (R1) or secondary fire (R2), it is possible to fire extremely fast by alternating between the R1 and R2 buttons with a certain rapid rhythm, spending the entire clip in a couple of seconds. It also reloads very quickly, they are nearly pinpoint accurate and it is possible to dual wield them. With practice you'll be able to defeat any unfortunate foe who crosses anywhere near the center of your screen.
  • No Ending: When you beat the game, it just simply ends with credits.
  • The Unfought:
    • Female SWAT does not appear in "Chemical Plant", and Female Soldier does not appear in "Docks".
    • Skull Zombie does not appear in any of the three levels featuring undead enemies.
    • Float Alien is unlocked by completing "Planet X", but he doesn't actually appear in that level.
  • Villain Protagonist: The "Chemical Plant" and "Docks" levels, where you play a pair of crooks who are fighting the police as well as a rival gang to recover stolen jewels in the former, and fighting the army to steal a Briefcase Full of Money in the latter.
  • Where the Hell Is Springfield?: Aside from the titular "Planet X"-level, it is not said where any of the story missions take place. In two of the levels, "Tomb" and "Cyberden", the locations can be extrapolated from environmental context as being set in the Valley of Kings in Egypt (The hieroglyphs and mummies are clearly Egyptian, and the architecture is based on the tomb of Ramesses II), and San Francisco (player character Chastity Detroit has "SFPD" written on her uniform), respectively. Going by the description in the sequel that Harry Tipper used to be a New York cop, the "Chinese" level is possibly set in New York. The others levels' locations are unknown.

    TimeSplitters 2 
  • Ambiguous Situation: In story mode, it's unclear where the line between the character you're controlling and Cortez's consciousness is drawn:
    • When Cortez first enters the time portal to Siberia, he seems aware that he's morphed into Ilsa Nadir; her line of dialogue, ”It's all down to me now,” is also something Cortez himself might say in this situation (stranded in time with his partner back at the space station). That said, the very next level has Jake Fenton monologuing about his backstory, which Cortez should have no reason to care about. No levels past the first show any "possession", many having little-to-no dialogue; did Cortez come in "before" or "after" the cutscene in these cases?
    • Does Cortez even remember Body Surfing? He doesn't comment on how Anya's time machine lacks this "feature", and fails to recognize Harry and Khallos in the next game.
    • How aware is the possess-ee that Cortez is controlling them? Harry Tipper and Captain Ash seem to know what the Time Crystals are, with Harry seemingly putting them at a higher priority than stopping Khallos, but they clearly don't know who Cortez is when meeting him in ''Future Perfect".
  • Anti-Frustration Features: If killed by a sniper, a window will appear showing where the shot came from.
  • Artistic License – History: The boss of "Wild West", The Colonel, is supposed to be a former Confederate soldier. In 1853. An American flag seen in the level also has the wrong number of stars (Only 20, despite there being roughly 30 states around this time).
  • Awesome, but Impractical: The Electrotool. It's a weapon that fired a beam of electricity at your opponent. It sounds cool, but it doesn't do that much damage. The only use for it is during story mode where it's required for a story objective, and it can stun Chassisbots.
  • Bait-and-Switch Comment: The biography of Stumpy, a midget clown:
    "Stumpy is the adopted son of Sergio the Magnificent. The strongman despairs of Stumpy's errant nature and malicious pranks, but hopes in his heart that one day Stumpy will grow up to be a little taller."
  • Big Damn Heroes: In the Notre Dame level, the Hunchback of Notre Dame shows up with a shotgun to help you defend the last Maiden from a wave of zombies.
  • Checkpoint Starvation: Each story mode level only has one checkpoint. In some missions, like the Atom Smasher, said checkpoint is near the start of the stage, forcing you to replay most of the level if you die near the end.
  • The Computer Is a Cheating Bastard: AI players aren't affected by the Plasma Rifle's overheating mechanic, and often fire at full speed at all times.
  • Creepy Cathedral: Notre Dame itself, having been taken over by a cult under the Splitters influence. The Hospital multiplayer level is also half this trope (The other half being the obvious).
  • Darker and Edgier: The first game had no story, so anything involving the TimeSplitters and the near-extinction of humanity is this to the prior game. Plus places like Notre Dame and the Robot Factory are just flat out creepier and more bleak than the first game's locales. That being said, the inclusion of even more wackier characters in the multiplayer and the introduction of the Monkey softens it up on the multiplayer side of things.
  • Down in the Dumps: The Scrapyard, a futuristic robot dump that houses a massive complex underneath (only accessible in Assault).
  • Elite Mooks: Timesplitters are tougher than regular mooks, and tend to teleport into the level infinitely after you retrieve the time crystal.
  • First-Person Ghost: Not only do you not have a character model for your body, but none of the guns are even rendered being held by hands. Justified in that making several dozen different sets of hands for the vastly different multiplayer character models (which include things like monkeys, aliens, and cyborgs), or even the dozen or so different player characters in story mode, would have taken a lot of development time.
  • Gameplay and Story Segregation: Reaper Splitter move around by teleporting in Story Mode gameplay, but never do so in cutscenes. Given they spend the entire game trying to get through a door, they apparently weren't meant to "canonically" have that ability and it was a way to get around making pathfinding AI.
  • Guns Akimbo: Taken to a simply silly degree, as you can dual wield shotguns. It's best not to ask how you reload them.
  • King Mook:
    • Most of the boss enemies (i.e. Big Tony, Jacques de la Morte, the Colonel, and Khallos) use the normal enemy A.I. moveset and just have a lot more health, requiring several dozen bullets to bring down (thankfully they all still get hitstunned). Though there are a few unique boss enemies such as the helicopter gunship, the portal daemon, and the Dark Machinist's combat machine.
    • Sadako in the Neotokyo level is tougher than a regular enemy, but not as tough as a normal boss, and even lacks a boss health bar.
  • Missing Secret: The Gas Mask Mooks fought near the end of the Siberia level can never be unlocked. The same applies to one of the three civilians in Chicago (The Consultant), and all ten of the civilians in Neotokyo.
  • Nostalgia Level:
    • "Return to Planet X" is a remix of the first game's "Planet X".
    • The "TimeSplitters 'Story' Classic" set of challenges are a throwback to the first game's "find an item and return to the starting location" style of missions.
  • Optional Stealth: Some missions have an optional stealth objective. The Neo Tokyo level is the only one with a compulsory stealth objective (trailing a hacker) for every difficulty level.
  • Powder Trail: The player character is required to do this to get an NPC out of a wild west jail. One must create a powder trail from underneath a lantern inside the jail to a wagon loaded with powder barrels pushed against the wall outside, then shoot the lantern off the ceiling.
  • Set Right What Once Went Wrong: Inferred. Simply getting the crystal is not enough; The portal back to the future only appears after you've completed all mission objectives.
  • Stalking Mission: The first half of Neo-Tokyo.
  • The Unfought: There are plenty of characters who seem like they should have appeared in a certain level, but don't. Examples:
    • Capt. Pain, Trooper White, and Trooper Grey are absent from Siberia. Trooper White's role is instead filled by an unplayable Palette Swap of him.
    • You never fight any Gargoyles in Notre Dame.
    • Ample Sally and Lean Molly are referred to as members of The Colonel's gang, but don't appear in Wild West.
    • There are no Dinosaurs in Aztec.
  • Updated Re Release: An updated version of TimeSplitters 2 with support for up to 4k resolution was included as an Embedded Precursor Easter Egg inside Dambusters/Crytek's Homefront: The Revolution. Normally, only the first 2 levels are playable, but data miners have known for a while that the data for the entire game was actually present. One of the developers revealed in 2021 that said hidden content (including the full story campaign and arcade mode) could be unlocked with cheat codes, but the game is not fully stable and crashes whenever Reaper Splitters spawn in. A fan patch exists for the PC version that fixes most of the crashes (other than the Neo Tokyo level) and enables all the unlocks without the need to enter the cheat codes. In late 2021/early 2022, a more extensive mod called TimeSplitters 2: Redux was released, which fixes all major bugs and makes the game's story mode fully playable from beginning to end, and even allows the game to be launched directly from desktop instead of having to find the Easter Egg inside Homefront each time. However the mod still has some graphical glitches and multiplayer and the level editor are not yet functional.

    TimeSplitters Future Perfect 
  • The '60s: The levels involving Harry Tipper fits this trope.
  • Abandoned Catchphrase: The Hero Cortez had a catchphrase, 'Time to Split' which he always loudly exclaims before shifting to another time. Viciously played upon in the third game, where this is met with blank stares and disbelief by his partners in time, sometimes causing Cortez to falter and just give up. It could be an example of Characterization Marches On, since the characters in TimeSplitters 2 were pretty one-dimensional, until Future Perfect, in which the characters actually have personalities and dialogue.
  • A.I. Breaker: Experimenting in Mapmaker shows that Story mode AI has quite a few glaring limits:
    • Zombies and robots will only act as such when they spot you and go into "attack mode". Prior to this they move like human enemies. Robots in Mapmaker will flinch like humans even after that.
    • Zombies armed with guns can only fire a single shot and thus are incapable of using automatic weapons.
    • Only zombies can use the Baseball Bat correctly. Humans use it exactly like fists, and when a far distance away motion as if firing a gun. Robots always try to fire it like a gun.
    • Human and Robot AI use the Harpoon and Injector like automatics. Only the Deep Diver can use the Harpoon properly, in fact, it's the only weapon he can use properly at all, as he tries to fire every other weapon the same way.
    • While the Ghost Gun drains HP in multiplayer, it can only harm ghosts in Story. Obviously, the AI doesn't know this.
    • Even if you never use Mapmaker, you can encounter this odd behavior in the "Sammy Hammy Namby Pamby" challenge mission. At one point you enter a tunnel with two enemies behind cover; one with grenades and the other with a shotgun. Both of them behave as if they were using an SMG, which makes this spot particularly deadly as the former enemy will likely flood the tunnel with explosions.
  • Anachronistic Clue: In Scotland the Brave, set in 1924, you pick up a strange-looking SMG and Anya notes the gun isn't on file for the time period. She posits it may have been custom-built. Yeah, by time travelers with technical knowledge from the 1960s.
  • Anti-Frustration Features: The Virus missions are much easier than the ones in TimeSplitters 2, since the non-infected AI players actually try to avoid the one that's "it", plus the weapons are better, the first one has One Hit Kills, and there's only two missions as opposed to three. There's also the Geiger counter that indicates how far away the nearest infectee is, and the radar is always active in both missions.
  • Attack of the 50-Foot Whatever: The mid-boss of "Something to Crow About" is a 50-60 foot tall Goliath battle robot. Fortunately, it's not quite a Damage-Sponge Boss and can be taken out with a reasonable amount of gunfire, about 140 plasma autorifle rounds, although this is partially because you're equipped with very powerful plasma weapons. There's also Princess, the giant meat monster fought at the end of each of the two haunted mansion levels, who's so big you only ever fight its upper torso.
  • Bag of Spilling: While the use of this trope in 2 was Justified, as Cortez was Body Surfing through time, it's far less understandable here when his arsenal resets between each level, including levels which directly follow on from the previous one.
  • Bathos: In the form of an Uncomfortable Elevator Moment. In the scene, Cortez and Amy Chen had just fought their way through the U-Genix security forces and are preparing to attack the secret laboratory when the following exchange happens:
    Amy Chen: This should take us to Crow's secret lab!
    Cortez: Gragh! I'm ready! (presses elevator button a few times)
    Amy Chen: I pressed it already!
    Cortez: Yeah, right...gragh... (watches slow-moving elevator light) So...been with the agency long?
    Amy Chen: Um, yeah. Uh, three...three years in May.
    Cortez: Huh. (beat) You get dental?
    Amy Chen: Yeah...yeah...
    Cortez: Huh, that's good...(they both shift around uncomfortably)
  • Big Bad: Jacob Crow, a Mad Scientist obsessed with achieving immortality through the use of the time crystals. Every mission is spent fighting mooks or monsters that are related to him in some way, and his experiments are revealed to be the origin of the TimeSplitters themselves.
  • Bloodier and Gorier: The previous two games had next to no gore besides zombie decapitations and any blood or decayed flesh being part of the character models. Future Perfect adds blood to every injury and pools of it beneath bodies, has notable gore in the two mansion story levels, and a weapon that outright causes foes to expand before popping violently.
  • Body of Bodies: "The Creature" or "Princess" from the mansion levels.
  • Bodyguard Babes: The 1960's levels have you and Harry Tipper battle a James Bond villain whose elite guard are made up entirely of women, bluntly titled "The Booty Guard".
  • Book Ends: The last act of the game involves returning to the island of Urnsay in the 1920s, almost at the exact time you left it at the end of Scotland the Brave, and fighting off Crow's time assassins in 2401, against the backdrop of the game's first mission.
  • Boom, Headshot!: The best way of dealing with zombies and robots, due to their increased health, especially in the case of the zombies. Subverted with the handful of zombified butchered cow carcasses at the end of the haunted mansion level; they have no head for you to pop, so you have to just shoot them until they die.
  • Boss-Only Level: The final level of the game, Future Perfect, is practically this - you only fight a handful of Time Assassins, walk down a short and mostly empty cave to collect the Time Crystals, and then fight 'Splitter Crow.
  • Broad Strokes: Future Perfect tends to ignore or alter many things from TimeSplitters 2. A few examples would be:
    • Dr. Peabody was implied to be a Reluctant Mad Scientist in TimeSplitters 2, but in Future Perfect is fully on Khallos' side. He's also vastly different in appearance, being an actual medical doctor as opposed to a nuclear physicist.
    • The TS2 and TSFP versions of Jo-Beth Casey are massively different in appearance and personality, and exist several decades apart.
    • Venus Starr was a Damsel in Distress in TS2, but is treated as a villain in TSFP, with an Arcade League mission having her forming an Outlaw Couple with Jared Slim, who was part of the same gang that took her hostage.
    • Cortez himself looks rather differentnote , and the ship he arrives in at the beginning of the game looks nothing like the ship he escaped in at the end of TimeSplitters 2.
    • The TimeSplitter race is revealed to be an artificial race created by Crow in his bid for immortality, whereas the previous game implied they were alien invaders.
  • Brick Joke: The final level has some Enemy Chatter that mirrors a conversation in the first level of TimeSplitters 2.
    Shivers: We shouldn't be in the research center without security clearance!
    Nikolai: I'm telling you. I heard gunshots!

    John Smith: I'm telling you, I heard gunfire!
    Fergal Stack: Don't be stupid, we're at the bottom of the ocean. No one can get down here!
  • By Wall That Is Holey: Early into "Scotland the Brave", the side of an old brick house topples over onto Captain Ash. Thankfully, he just so happened to be lined up with its window.
  • Card-Carrying Villain: Khallos and Crow.
  • Catchphrase: "Time to split!" "Dammit!"
    • The former usually getting a confused or creeped out reaction, the latter once being shouted so loudly that, despite being shouted in 2052 could be heard in 1969.
  • Chained to a Railway: Kitten Celeste, in Khallos Express. The mission itself takes place on the train set to run her over.
  • Chekhov's Gun:
    • A minor example is the dart gun in You Genius, U-Genix... it turns out to be the weapon that one-shots the mutants in said level.
    • A major example is the entire island in Scotland the Brave. It really was the answer Cortez was looking for, but the crystals were under the island, deep below sea level.
  • Chivalrous Pervert:
    (The characters are looking down an incredibly deep and dark ladder, with the sounds of something sloshing around and gurgling)
    Jo-Beth: You go first.
    (camera pans down to Jo-Beth's incredibly short skirt)
    Cortez: ...Okay.
    Jo-Beth: (Stops, thinks, shrugs)
  • Cloud Cuckoolander: R-110 becomes one after getting severely short-circuited.
    R-110: An Electro-Tewl!! Yull need dat!!
    R-110: I'm pretending all these robots are humans! Robots are FAR superior to humans, you know! Humans go "Squish" at the slightest touch!
    R-110: I'll catch up! Don't kill anything without me!
    R-110: EAT MY LASER! EAT IT! (which is quickly changed to "EAT MY PRIMITIVE PROJECTILE" as the time period shifts to the past).
  • Comet of Doom: At the end of the game, the source of the Time Crystals that allowed Crow to cause all the time-travel related madness is suggested to be a meteor that crashed into the Earth in the distant past.
  • Continuity Snarl: In the first game, Tipper was a cop in 1970. In the second, an "Ex-cop turned secret agent" in 1972. Yet in this game, Harry is not only a secret agent in 1969, he's been fighting Khallos for "Over twenty years" according to some Enemy Chatter. Furthermore, Christine Malone is reintroduced and is explicitly referred to as Tipper's former police partner, so this level is clearly supposed to come LAST in the timeline.
  • Creator Provincialism: Almost every vehicle in the game is right-hand drive, which makes a bit of sense as Free Radical is based in the UK. The one exception to this? The truck in Scotland the Brave, i.e. the one place in the game where the vehicle should be right-hand drive.
  • Deadpan Snarker: Anya, most of the time.
  • Deflector Shields: The burlier battle robots in Something to Crow About have energy shields that you need to take down with the electrotool before you can damage them with normal weapons.
  • Demoted to Extra:
    • The TimeSplitters themselves, oddly enough, barely feature in this installment at all - the only TimeSplitter variety that appears are Berserker Splitters, and while the plot concerns their creator, Jacob Crow, the TimeSplitters are never battled outside of Cortez' native time period of the 2400s. This does have a reasonable in-story reason though Cortez stole the crystals from their time machine at the end of T2. That is one of the reasons they are attacking the base in the first place. Funnily enough, your profile stats keeps track of how many Timesplitters you've killed, even though they're only in the two 2401 levels (in a single playthrough you'll only kill a few dozen of them).
    • The third incarnation of Gretel, despite being a playable character in the previous two campaigns, is only a multiplayer cameo in Future Perfect, while the third incarnation of her partner R-100 is Cortez' teammate for several missions in the endgame.
    • Chastity Detroit is also demoted to multiplayer-exclusive having previously been bumped down to second-player. Unlike Gretel she doesn't even get a redesign and just uses her TimeSplitters 2 model.
  • Denser and Wackier: The plot of Future Perfect is overall silly compared to the more serious plot of the second game.
  • Do Not Drop Your Weapon: While typical, this trope can spoil one surprise. In The Mansion of madness where you finish the first battle in the attic, there are downed zombies with shotguns that you can't pick up, and an alert player will know that zombie will rise up and attack. The zombie is invulnerable until rising, but the player can force it to do so with the flamethrower.
  • Drought Level of Doom: The Zombie Apocalypse level, "The Mansion of Madness", doesn't have as many ammo drops as the other levels. Subverted in that the existing ammo drops still hand out plenty of ammo.
  • Elaborate Underground Base: Crow's time crystal mine/fortress of Kronia, beneath the waves of Urnsay island in the 1900s. Anya muses that the facilities must have taken years to build, but "that's the beauty of time-travel; you start construction, and then come back when it's finished!"
  • Enemy Chatter: Used hilariously, such as the drunk guards.
    Drunk Russian: I am best... Bestest guard!
  • Fanservice:
    • Arial da Vinci moans orgasmically when you select her, and is dangerously close to naked.
    • Jo-Beth Casey has a skirt that is basically a sleeve's worth of fabric held on by a belt. That's not even counting her enormous breasts in a shirt two sizes two small and the word SLUT printed on top.
  • Fast-Roping: The security guards in the "Breaking and Entering" mission do this, busting through windows from the outside.
  • Faux Affably Evil: Jacob Crow. His goal is achieving eternal life. All of his villainy is just a side-effect of his careless methods of going about his research. He's mostly just an ignorant moron. Though, after he finally achieves immortality, Crow eventually goes off the deep end and is quite cheerful about his "children" the Timesplitters wiping out the human race.
  • Forgotten Fallen Friend: Corporal Hart, who by the game's timeline died less than an hour or so ago, is never mentioned at all during any of the story dialogue; this is lampshaded by ambient dialogue in the first mission in which a Redshirt asks "Hey, what happened to Corporal Hart?" and none of the other Redshirts have any idea who he's talking about.
  • Friendly Fire Proof: Averted, enemies can damage each other by accident via gunfire or explosives, and the A.I. doesn't seem to be able to recognize when a friendly is blocking its line of fire. The same applies to you and your current NPC ally; in fact in certain fights, such as the Deer Haunter boss fight in which the enemy is in your face the majority of the time, your ally can be as much a threat to you as the enemy as many of their shots will inevitably hit you.
  • Game-Breaking Bug:
  • Gameplay and Story Segregation: After Cortez's first trip through a wormhole in "Scotland The Brave", backtrack into the previous room and you'll likely see the bulletholes and blood spatters from your fight with the three Elite Mooks, even though you technically just went back in time to before it happened. Later levels hide this better with a Point of No Return after every wormhole cutscene.
  • Genre Shift: Mansion of Madness and What Lies Below limit you to slow-firing, low capacity, long reload weapons (a revolver and a double barrel shotgun) and have you fighting through a creepy mansion of zombies.
  • Genre Throwback : Just about every level is a pastiche of another first-person shooter.
    • Time to Split: Doom (particularly Doom³), Halo and other sci-fi space marine shooters
    • Scotland the Brave: historical shooters, particularly around World War I, though it does include elements of the then-marketable craze of World War II shooters.
    • The Russian Connection: James Bond and the GoldenEye (1997) video game adaptation.
    • Mansion of Madness/What Lies Below: zombie games, especially the first Resident Evil.
    • Breaking and Entering: stealthy, near-future shooters, particularly Deus Ex and Perfect Dark (fittingly, given the developer).
    • You Genius, U-Genix: Half-Life with splashes of Doom³.
    • Machine Wars/Something to Crow About: The Terminator franchise and its various licensed games, with a bit of Halo as well.
  • Groin Attack:
    • Jo-Beth Casey gives Cortez a swift kick to the 'nads when they first meet. "You're no zombie!"
    • Hit recognition deaths recognize the groin as a separate hitbox, resulting in many a mook or player reacting to a groin shot kill accordingly. Even the announcer makes note of such kills.
    Announcer: Hole in one!
  • Hacked by a Pirate: In What Lies Below, when Cortez checks the files on Crow's computer and the self-destruction sequence starts, an animation appears with Crow wagging his finger and the caption "You didn't say the magic word".
  • Heavily Armored Mook: In "You Take the High Road", you'll fight several mooks wearing heavy 1920's diving suits. They're noticeably more durable than regular mooks, having about twice as much health and requiring a little over two dozen K-SMG rounds to bring down, and are armed with hard-hitting harpoon guns, but are limited to a very slow walk.
  • Heel–Face Brainwashing: Cortez gets the jump on R-110 and overrides his "kill all humans" programming, rewiring him into your new companion.
  • Hotter and Sexier: Just about all the female characters would make innuendo or moan suggestively when selected. Even the robots.
    Gretel MK.3: (Machine Monotone) With a bit of lubrication, I'm ready for anything.
  • Idiot Ball: Cortez grabs this at the end of You Genius U-Genix, when he explains to the main villain his entire evil scheme, at a time before the main villain had even learned of the time travelling antics his alternate selves were up to. This means that when a younger Crow arrives, they're able to skip the Info Dump and immediately escape into the timestream together.
  • Immediate Sequel: The game kicks off right where TimeSplitters 2 had left off - Cortez in a shuttle, travelling back to Earth with the time crystals he had collected from that game's story missions.
  • Immortality Immorality: It's revealed the entire time war was the result of one man's obsession with discovering the secret of immortality.
  • Instant Soprano: Cortez squeaks out a high-pitched "Yeah" shortly after being kicked in the groin before his voice goes back to normal.
  • It Can Think: Implied with the zombies in Story Mode, who, unlike before, are perfectly capable of using guns.
  • Lampshade Hanging: Done in some of character descriptions, and probably elsewhere as well.
    • Corporal Hart's presence as a multiplayer character. She dies near the end of TimeSplitters 2, but her Future Perfect description lampshades her presence anyway, even stating that it should no longer a factor as you have completed Future Perfect's storyline, as it is required to unlock her, since the whole TimeSplitter war would have never happened to begin with... Then it asks why there is a TimeSplitter character... Foreshadowing? Joke?
  • Lighter and Softer: In this installment, the cutscenes flesh out the characters more, and with much more humor.
  • Locomotive Level: Khallos Express takes place on a train armed with nuclear missiles.
  • Ludicrous Gibs: The mutants in "You Genius, U-Genix". The Injector is also guilty of this as well.
  • Mecha-Mooks: Quite a few; you have the sentry bots in "You Genius, U-Genix", the majority of the enemies in the Machine Wars levels, and the steampunk Victorian robots in "You Take the High Road". They typically have 2-3 times the durability of standard humans, though the humanoid ones in the Machine Wars can be destroyed quickly by targeting their head.
  • Mind Screw: Being a game about time-travel, this is to be expected.
  • Mook Carryover: It turns out that the steampunk mooks from 1920, and the time assassins that attack Cortez in 2401, are all Khallos' Russian henchmen from the 1960s, recruited by the Brotherhood of Ultra-Science and temporally displaced to help Crow mine the time crystals from below Urnsay island.
  • More Dakka: The Monkey Gun fires off 64 rounds (its entire clip) in a around 2 seconds. Using it properly has less to do with aiming at your opponent, and more to do with lining up two targets in a line.
  • invokedNarm: Cortez's Catchphrase is regarded as this in-universe, frequently being met with blank stares and embarrassed silence.
  • Nightmarish Nursery: The child's room, located in the attic of the Mansion of Madness, is a creepy playroom containing numerous offputting details, such as a rocking horse that moves on its own, blood on the walls, letter blocks that spell out the word "HAG", and a chalkboard with messages such as "HELP US" and "REDRUM".
  • Ninja Pirate Zombie Robot: With monkeys! The game has a Ninja Monkey, a Robot Monkey and a Zombie Monkey. They're all separate monkeys, but they're all playable characters that you can use side by side in arcade mode.
  • Normal Fish in a Tiny Pond: The steam-powered Victorian robots in 1924 are much cruder than the futuristic robots from the Machine Wars, but since you're armed with 1924 weaponry and not plasma blasters, they're actually much tougher to take down and are some of the hardiest enemies in single player, requiring a little over a full mag of K-SMG fire to bring down. They also lack a Cranial Processing Unit you can target as a weak point.
  • Reaction Shot: Parodied. At the climax of "You Genius, U-Genix", Cortez's frustrated Skyward Scream cuts to a confused janitor in the hallways... and then cuts to Harry Tipper mid-coitus in 1969, somehow able to hear Cortez from across time and space.
  • Revolvers Are Just Better: The Revolver is a slow-firing weapon with a very loud and distinctive sound, and lacks a Hollywood Silencer. It bizarrely shares its programming with the game's assortment of Short-Range Shotguns, meaning its damage output scales depending on how close the target is. This makes the Revolver useless for long-distance firefights, while in close quarters it becomes more akin to a Hand Cannon.
  • Robot Buddy: Parodied with R-110, a lethally efficient and technologically useful battle droid who gets infected with a personality. A goofy, giddily bloodthirsty personality.
  • Rule of Fun: Dozens of the playable characters in multiplayer are completely nonsensical. Examples include a giant sock, a six-foot severed hand with giant matchsticks for arms and legs, a man-sized floating whale in a bowler hat surrounded by a school of fish, and four types of monkeys.
  • Running Gag: Almost every level (except "Time To Split", "Something to Crow About" and "Future Perfect") has a rambling drunk guy hidden in it somewhere. Some are hidden; some are on your path.
  • Schizo Tech: The late-game levels You Take The High Road and Future Perfect take place in the same 1924 period as Scotland The Brave, except the action moves to the underwater Steampunk city of Kronia, which produces advanced automatic weapons, colossal drilling machines, submarines, and fully autonomous combat robots which shoot out steam when you destroy them - not to mention the primitive time machine covered in old-timey pressure gauges and operated with levers. This is, of course, justified as the work of Dr. Crow, who used his time travel to bring knowledge of future technology back to the past.
    R-110: Look! A prehistoric robot! (...) These robots are not the pinnacle of technology. Still beats being human, though.
  • Skyward Scream: When his summary of the elderly (and still oblivious) Dr. Crow's temporal scheming enables him to skip the exposition and flee into the timestream immediately when his younger self comes calling, a frustrated Cortez lets out a roar of "DAMMIT!!!" so loud that even Harry Tipper in 1969 can hear it.
  • Sherlock Can Read: At the end of the Scotland level, Cortez finds a photograph that ends up leading to the next level. Anya rattles off a list of variables she can use to deduce the area...and he simply reads what's written on the back.
  • Shoo Out the Clowns: This is the only game in which the goofy, Zeerust-fueled time period of 2280AD is completely absent, and of its native characters only Koozer Mox (a mere Mook) makes an appearance in multiplayer.
  • Sniping Mission: Common, especially the occasional annoying Escort Mission variety.
  • Stable Time Loop: There's a couple examples of the "ontological paradox" variety throughout the story:
    • The key Cortez uses to open a door in "Scotland the Brave" has no real origin. Cortez only receives it because another version of himself suddenly gives it to him. After later passing through a time portal, Cortez passes the key along to his own past self, who of course uses the key then passes it along to his past self, ad infinitum.
    • Similarly, in "U Genius, U-Genix", there's an extended sequence where Cortez works alongside several duplicates of himself in order to solve a set of puzzles. Both computers in the room are locked behind passwords, helpfully provided by versions of Cortez emerging from a nearby time portal, and it quickly becomes apparent that the passwords have no source other than temporal shinanigans.
    • Jacob Crow's time device. The youngest Crow we meet is given the time device by an older version of himself, yet that same young Crow later travels forward to give a second time device to that same elderly Crow, who somehow has no knowledge of time travel despite his own life's history being changed by the earlier encounter, and who seemingly just goes back in time to immediately give the extra time device to his younger self in the first place. Its implied that the young Crow reverse-engineered the time device to create the duplicate he hands to his older self, but that still means the time device's very design is a free-floating chicken-or-egg paradox, since Crow created a copy of a copy he himself had created earlier, which will then go on to be the "original" time device he receives and copies in the first place.
  • Subverted Catchphrase: Just before leaving Jo-Beth Casey for U-Genix:
    Cortez: It's time to s- [Beat] I gotta go.
  • Taxidermy Terror: The Deerhaunter, a taxidermied moose head on a monstrous undead body that sports blades for hands. In Mansion of Madness it appears as a miniboss, and you can unlock a smaller version of it as a multiplayer character.
  • Toilet Humor: A few levels have, instead of a drunken guard, a guard caught on the john. With all the crass humor that entails.
    Female Guard: "Oh God, it's like giving birth!"
  • Uncomfortable Elevator Moment: See Bathos above.
  • The Unfought: Like the previous games, there characters that are not in the story mode and only appear in the multiplayer:
    • Doctor Peabody and Nurse Gulag are only seen on propaganda posters during The Russian Connection. Their filenames both being "trainscientist" suggests they were intended to appear in the following level.
    • No Elite Henchmen appear in "Khallos Express", though this is justified as it's implied they all went with Crow through the portal at the end of the previous level.
    • Nurses Tourniquet and Sputum's absences in the mansion levels are Handwaved by a computer log claiming zombies "Ate all the nurses".
    • Neophytes Constance and Lucian can only seen on advertising screens in the distance in the first section Breaking and Entering. Strangely enough, Constance's model is used for the Spoiled Brat in The Russian Connection.
    • Envirosuit and Tin-Legs Tommy aren't in U-genius, U-Genix. You'll also only ever fight Female Inceptors.
    • The black colored Insetick model is neither fought in Machine Wars nor in Something To Crow About.
    • John Smith is fought plenty of times in the last few levels, but his brother Jim Smith is nowhere to be seen.
    • Warrant Officer Keely is seen stirring the mob of Time Assassins against the past Cortez at the end of "You take the high road", but is never fought afterwards.
  • Unwinnable: Toward the end of Something To Crow About, you must use the Electrotool to power segments of a Hard Light energy bridge. If you run out of Electrotool ammo halfway across, you'll be stranded on a divider between the segments with no way to go but down, down, down.
  • Voice with an Internet Connection: Anya, through the Temporal Uplink.
  • Wall of Weapons: "Wow, this is such a guys' room!"
  • What the Hell, Player?: A few times. Using the research equipment on the mutants in U-Genius U-Genix and exposing the scientist to tests in What Lies Below are probably the two biggest examples. You can also shoot a monkey Khallos has locked in a jail cell. Anya will flip if you take a pause from stopping a nuclear missile launching and igniting a war between the US and USSR (and by extension, stopping the TimeSplitters)... to play a slot machine.
  • Writing Around Trademarks: Evidently the people behind The Matrix didn't take kindly to the "Cascade" cheat, which replaces all the textures with binary code. The textures are grayscaled in the GameCube version presumably for this reason, but it seems that wasn't satisfactory, because the cheat was removed outright in the Xbox port.
  • You Already Changed the Past:
    • This is done at least once a time period with a minimum of a future Cortez and a past Cortez (and sometimes a few more Cortezes as well). The interesting part is you'll find your future self which will save you from some disaster while you simultaneously fulfill a certain situation, then you'll go back in time and commit the act the future self did to save you while a past version of yourself does the mindless task you did already at that point in time. Regardless, it seems Cortez has already traveled back into the past by the time his past self arrives.
      • One of the earliest examples. You come to a door with no way in, effectively barring you from continuing. Before Cortez can get frustrated, he is greeted by himself. Future Cortez hands him the key to open the door through a floor grate, and you continue. Later, you come across a portal and step inside. Now you're on the top floor and greet your past self, giving your past self the key, and moving on. As you can imagine, after these sequences are done there is a lot of moments similar to this where it occurs to you that this key was never found by you, it was given to you, so where did it come from?.
    • This trope also applies to the villains: It turns out that the mysterious human enemies from the first level of the game were time-travelling assassins dispatched by Crow from his fortress in the 1900s, during the last act of the game. Needless to say, it doesn't work out.
    • This is also subverted at the end. During the game Future Cortez and Past Cortez meet constantly, but then suddenly when you fight Crow, Anya has you fight alongside yourself. This wouldn't be weird if A) you are future Cortez and you never play as Past Cortez in this fight. B) after finishing the fight you go back to the future and the TimeSplitters are destroyed. C) The world suddenly becomes lush and green. This effectively means that time travel does not have to be a case of "You Already Changed the Past" and more or less a choice of whether you already have or if you're going to screw the rules.

    TimeSplitters Rewind 
  • Voodoo Shark: Rewind attempts to Hand Wave the "Cyberden" level taking place in 2005 by claiming that the cyborgs were time travelers sent by the Splitters to destroy humanity. This fails to explain how two cops from the future also got there. And it certainly can't explain "Planet X" and "Spaceways" allegedly being in 2020 and 2035, respectively. A better solution would have been to retcon the dates (like TS2 already did regarding Chastity Detroit) or ditch them entirely.


 

Alternative Title(s): Time Splitters Future Perfect, Time Splitters 2, Time Splitters Rewind

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By Your Command

With some quick reprogramming, Cortez turns a death machine into a friend machine.

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Main / HeelFaceBrainwashing

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