Frequently Asked Questions
Life is full of questions. For instance, 'Which Is The Gayest Fruit?' The answer to that is the Mango, but that's not important. What's really important are the frequently asked questions - and you'll find them below.
Hi! We're an independant games developer, based in Nottingham, England. If you want the full rundown, click to our Corporate section
We love you, really we do - every single one of you, as if you were our own flesh and blood. However, we're only a wee small company, and as such we haven't got the time to reply to the many hundreds of emails we get every week. Remember, we're trying to spend our time developing the games that (hopefully) you love. By the way, if you really need help with TimeSplitters or TimeSplitters 2, you should contact the publisher, Eidos Interactive. For Second Sight, please contact Codemasters, and for TimeSplitters Future Perfect, get in touch with Electronic Arts.
No, sorry. Free Radical is wholly owned by its founders and currently has no plans to become a Plc.
Absolutely - providing you fit the requirements for an available position on our recruitment page
Actually the 'monkey' that appeared in previous games was a 3D scanned model of Karl Hilton. This was supposed to be another means to publicise his sexy playboy lifestyle, but it backfired horribly, causing him to hide in one of his red Ferraris for eleven weeks.
Yes, absolutely all of us. Particularly those of us who were still at school when it was released. However, only Dave Doak, Steve Ellis, Karl Hilton and Graeme Norgate publicly admit it.
We're working on keeping it a secret.
Yes. He regularly performs surgery when not eating Snickers bars.
Would you believe, they actually do - it's just that no one's found them yet...
It's mainly because they wouldn't let us do a game of Animal Farm. And no, I don't mean the Orson Welles one. Also, we've had plenty of success doing our own thing so far. That said, there are a few licenses we'd like to have a crack at. One of them, some of us have had some experience of, you might remember it from the N64. The second one, well... We really shouldn't say.
Are you saying we lied? Well, get this: All of the screenshots of HAZE are definitely ingame, running in realtime on Free Radical's own next-gen graphics engine. Absolutely no pants on fire in this building, guaranteed.
Haze is powered by Free Radical's own next-generation engine, developed completely in-house. After all, our engine coders need something to do besides smell of fried chicken and pizza.
There are currently no plans for a Wii version of Haze. Sadly, the cutting-edge technology we're using requires more power than the Wii has available. If we could, we would.
It's because we wanted to tell a different kind of story - something more filmic, more serious. Furthermore, the visual style is supportive of the kind gameplay we're introducing using our awesome next-gen engine. Trust us - it really will be worth it.
Probably not. It's a bit of a double-edged sword, because on the one hand next-gen allows us to make incredibly intricate and organic environments. But the flip side, is that having environments that are so complex means that creating a mapmaker is a hell of a lot harder than it was before - so now it's double hard.
You nosey little wretch.
Fine. Here's the deal, we're not making a standard, predictable war-shooter. We wanted an edge - and the end of the E3 trailer is the glimmering point of the blade, the tip of the iceberg if you will. Just you wait.
In keeping with our new hard-nosed gritty realism, you will be able to jump. In fact, you might want to celebrate this fact by doing a small jump yourself.
Some people with a sense of humour deficiency bizarrely thought that it infringed their copyright. We've got better things to do than argue about that kind of thing, so we took it down instead. Rest assured, though, that Sir Chimpalot will still feature in the next TimeSplitters game.
No. Nothing but the respect and admiration of other people in the welfare queue.
Yes. But we've never released them. We like to keep things as impossible as possible.
Because we forgot.
Sure. When? No idea.