TimeSplitters 4 Was Axed Because It Had Too Much Content
Former Free Radical developers, Steve Ellis and Karl Hilton, revealed that TimeSplitters 4 was shot down by different publishersâ marketing departments because they werenât able to sum up its diverse characters and environments in a simple ad campaign.
âA small playable demo was shown to several publishers, but it didnât attract any publishing deals,â Ellis explained. âWe pitched [Timesplitters] to a lot of publishers, and from each of them we got the same two responses. Firstly, they would ask what happened with Haze. We were the company that made a series of high-rated shooters and then we had released Haze, which wasnât as well received. This worried them.â
âSecondly, their marketing person would say something along the lines of, âI donât know how to sell this.â The unanimous opinion among all publishers that we pitched TimeSplitters 4 to is that you canât market a game that is based around a diverse set of characters and environments â you need a clear and easily communicated marketing message, and TimeSplitters doesnât have one.â
âPerhaps they are all right,â s'est-il interrogĂ©. âPerhaps this is why the previous games in the series achieved much more critical success than commercial success. For these reasons, one by one they all declined to sign the project.â