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* The way that the time machine in the first two games operates seems to be somewhere in-between [[PuppeteerParasite]] and [[GrandTheftMe.]] It is not explained to what extent either trope applies, but the scenario very much exists of you waking up covered in blood surrounded by the corpses of fifty people with absolutely no memory of how you got there. Or worse, knowing full well what is happening but not being able to stop yourself as the ''Player'' forces you to commit murder in the name of recovering a shiny crystal.

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* The way that the time machine in the first two games operates seems to be somewhere in-between [[PuppeteerParasite]] PuppeteerParasite and [[GrandTheftMe.]] GrandTheftMe. It is not explained to what extent either trope applies, but the scenario very much exists of you waking up covered in blood surrounded by the corpses of fifty people with absolutely no memory of how you got there. Or worse, knowing full well what is happening but not being able to stop yourself as the ''Player'' forces you to commit murder in the name of recovering a shiny crystal.
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Added DiffLines:

* The way that the time machine in the first two games operates seems to be somewhere in-between [[PuppeteerParasite]] and [[GrandTheftMe.]] It is not explained to what extent either trope applies, but the scenario very much exists of you waking up covered in blood surrounded by the corpses of fifty people with absolutely no memory of how you got there. Or worse, knowing full well what is happening but not being able to stop yourself as the ''Player'' forces you to commit murder in the name of recovering a shiny crystal.
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* Some of the characters will let out blood-chilling screams if they are killed by [[KillItWithFire weapons like the Flamethrower or Flare Gun]].
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* Toward the beginning of ''[=TS3=]'''s first mansion level, two scientists are found hanging onto a tree in a courtyard with ''Franchise/{{Tremors}}''-esque worm creatures burrowing underground. One scientist attempts to make a mad dash for the mansion, but is quickly eaten by a worm. Complete with his bone-chilling screams of pain and fear, and his friend's devastated cry. Strangely, when the other scientist is rescued, he doesn't seem particularly upset and doesn't mention his colleague at all, leading to speculation that the other scientist can actually be saved.

to:

* Toward the beginning of ''[=TS3=]'''s first mansion level, two scientists are found hanging onto a tree in a courtyard with ''Franchise/{{Tremors}}''-esque ''Film/{{Tremors}}''-esque worm creatures burrowing underground. One scientist attempts to make a mad dash for the mansion, but is quickly eaten by a worm. Complete with his bone-chilling screams of pain and fear, and his friend's devastated cry. Strangely, when the other scientist is rescued, he doesn't seem particularly upset and doesn't mention his colleague at all, leading to speculation that the other scientist can actually be saved.
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** In the series as a whole, zombies still remain uncannily frightening, even to those all too familiar with zombie games. The subtle, yet significant difference is that the Timesplitters games don't have any footstep sounds, and enemies don't make sounds outside of scripted dialogue, getting hurt, and getting killed. So with zombies being the [[PersonalSpaceInvader Personal Space Invaders]] they are, it's all too easy for a zombie to sneak up on you and be all up on your face.

to:

** In the series as a whole, zombies still remain uncannily frightening, even to those all too familiar with zombie games. The subtle, yet significant difference is that the Timesplitters games don't have any footstep sounds, and enemies don't make sounds outside of scripted dialogue, getting hurt, and getting killed. So with zombies being the [[PersonalSpaceInvader Personal Space Invaders]] they are, it's all too easy for a zombie to sneak up on you and be all up on your face. Fast zombies being a thing in the third game makes this all the more likely. [[ArsonMurderAndJaywalking And while those carrying firearms won't scare you from a distance, they pose a more objective threat]].

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** Reaper Splitters may seem similar to Berserker Splitters, but there is a key difference that makes the former far more terrifying. Berserker Splitters merely cloak, and said cloaks aren't completely effective; you can see their silhouettes and shoot them as they cloak. Reaper Splitters ''teleport'' and ''never'' move conventionally. Expect to see Reaper Splitters pop in front of you from out of nowhere.
** After being an alien race that appeared from nowhere throughout the franchise, ''Future Perfect'' finally explains the rot at the top that started them all. An immortality-obsessed scientist named Jacob Crow who lived in the modern era. And it doesn't take long for him to forsake his own species just to extend his lifespan by that much, even mutilating himself in the process. HumansAreTheRealMonsters indeed.



* The zombie levels in the series are making a good job in being scary... The third installment certainly tops this by having not one, but two "regular" zombie levels which are already by far the most chilling the series ever had, but also by adding a "mutant outbreak" in a later stage.
** In the series as a whole, zombies still remain uncannily frightening, even to those all too familiar with zombie games. The subtle, yet significant difference is that the Timesplitters games don't have any footstep sounds, and enemies don't make sounds outside of scripted dialogue, getting hurt, and getting killed. So with zombies being the [[PersonalSpaceInvader Personal Space Invaders]] they are, it's all too easy for a zombie to sneak up on you and be all up on your face.



* In Arcade Mode, 'Virus' mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
* The Game Over Music in ''[=TimeSplitters=] 2''. Just click restart or go back unless you want to hear a DroneOfDread followed by [[HellisThatNoise inhuman groaning]]
* The zombie levels in the series are making a good job in being scary... The third installment certainly tops this by having not one, but two "regular" zombie levels which are already by far the most chilling the series ever had, but also by adding a "mutant outbreak" in a later stage. Oh, and the zombies have the annoying tendency of being silent when they creep at you in every installment.

to:

* In Arcade Mode, 'Virus' mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
maps. It's at its worst in Timesplitters 2, where the movement is far more faster-paced, the enemies are far more likely to get caught in the virus, and there's no Geiger-counter to help you along.
* The Game Over Music in ''[=TimeSplitters=] 2''. Just click restart or go back unless you want to hear a DroneOfDread followed by [[HellisThatNoise inhuman groaning]]
* The zombie levels in the series are making a good job in being scary... The third installment certainly tops this by having not one, but two "regular" zombie levels which are already by far the most chilling the series ever had, but also by adding a "mutant outbreak" in a later stage. Oh, and the zombies have the annoying tendency of being silent when they creep at you in every installment.
groaning]].



* The Carrion Carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads[[note]]Although they have a head ''hitbox'' in their neck stub[[/note]], and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.

to:

* The Carrion Carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads[[note]]Although they have a head ''hitbox'' in their neck stub[[/note]], and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.them, and it's ''not'' as simple as beheading the undead.

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* The Timesplitters themselves are terrifying as all hell, especially the Reaper Splitters with them having MoreTeethThanTheOsmondFamily, their tendency to turn invisible and shoot lightning bolts, and that [[HellIsThatNoise terrifying-as-all-get-out roar]] they sound when they've spotted you in Story Mapmaker and the first and third games.

to:

* The Timesplitters [=TimeSplitters=] themselves are terrifying as all hell, especially the Reaper Splitters with them having MoreTeethThanTheOsmondFamily, their tendency to turn invisible and shoot lightning bolts, and that [[HellIsThatNoise terrifying-as-all-get-out roar]] they sound when they've spotted you in Story Mapmaker and the first and third games.games.
* The latter part of the opening stage of ''[=TimeSplitters=] 2'', Siberia, adds an unexpected twist to the usual ''VideoGame/GoldenEye'' genre -- zombies. Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic [=TimeSplitter=]: if you're not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. When you pick up the memory disk for the power to reset, the room turns red, the exit door seals shut, and the bodies start reanimating.
* The 'prologue' cut-scene sequence in Siberia shows a likable duo of soldiers (Nikolai and, probably, Sgt. Shivers) investigating an ominous cave before being killed by a zombie. When you later enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly towards you]].
* The entirety of the Robot Factory in ''[=TS2=]''. It's already the most difficult story mission in the game, but there are robots that pop out of pods that act as suicide bombers. They just creep towards you ominously until you destroy them or they destroy you. The dark, hostile environment doesn't help.
* In Arcade Mode, 'Virus' mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
* The Game Over Music in ''[=TimeSplitters=] 2''. Just click restart or go back unless you want to hear a DroneOfDread followed by [[HellisThatNoise inhuman groaning]]



* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre: zombies. Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if you're not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. When you pick up the memory disk for the power to reset, the room turns red, the exit door seals shut, and the bodies start reanimating.



* From ''[=TimeSplitters=] 3'', the child's room. Interestingly enough, this section is after a good 20 minutes of the level being genuinely terrifying to a degree. The section mentioned there? It's part of a very, very small section deliberately designed to invoke, what else, NothingIsScarier. You go into it expecting zombies to surprise you, cautiously search through a few rooms (finding a LOT of horror references), get confident that you're not in a dangerous area, so you go around opening cupboards and closest looking for health and ammo. At the end of that hallway, a zombie randomly bursts out of a cabinet for no apparent reason. Why was there a zombie hiding in that cabinet? Because there was.

to:

* From ''[=TimeSplitters=] 3'', the child's room. Interestingly enough, this section is after a good 20 minutes of the level being genuinely terrifying to a degree. The section mentioned there? It's part of a very, very small section deliberately designed to invoke, what else, NothingIsScarier. You go into it expecting zombies to surprise you, cautiously search through a few rooms (finding a LOT of horror references), get confident that you're not in a dangerous area, so you go around opening cupboards and closest closets looking for health and ammo. At the end of that hallway, a zombie randomly bursts out of a cabinet for no apparent reason. Why was there a zombie hiding in that cabinet? Because there was.



* Toward the beginning of the first mansion level, two scientists are found hanging onto a tree in a courtyard with Tremors-esque worm creatures burrowing underground. One scientist attempts to make a mad dash for the mansion, but is quickly eaten by a worm. Complete with his bone-chilling screams of pain and fear, and his friend's devastated cry. Strangely, when the other scientist is rescued, he doesn't seem particularly upset and doesn't mention his colleague at all, leading to speculation that the other scientist can actually be saved.
* The entirety of the Robot Factory in Timesplitters 2. It's already the most difficult story mission in the game, but there are robots that pop out of pods that act as suicide bombers. They just creep towards you ominously until you destroy them or they destroy you. The dark, hostile environment doesn't help.
* Virus mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
* The Game Over Music in ''[=Timesplitters=] 2''. Just click restart or go back unless you want to hear a DroneOfDread followed by [[HellisThatNoise inhuman groaning]]
* The opening cut-scene sequence in Siberia shows a likable duo of soldiers (Nikolai and, probably, Sgt. Shivers) investigating an ominous cave before being killed by a zombie. When you enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly towards you]].

to:

* Toward the beginning of the ''[=TS3=]'''s first mansion level, two scientists are found hanging onto a tree in a courtyard with Tremors-esque ''Franchise/{{Tremors}}''-esque worm creatures burrowing underground. One scientist attempts to make a mad dash for the mansion, but is quickly eaten by a worm. Complete with his bone-chilling screams of pain and fear, and his friend's devastated cry. Strangely, when the other scientist is rescued, he doesn't seem particularly upset and doesn't mention his colleague at all, leading to speculation that the other scientist can actually be saved.
* The entirety of the Robot Factory in Timesplitters 2. It's already the most difficult story mission in the game, but there are robots that pop out of pods that act as suicide bombers. They just creep towards you ominously until you destroy them or they destroy you. The dark, hostile environment doesn't help.
* Virus mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
* The Game Over Music in ''[=Timesplitters=] 2''. Just click restart or go back unless you want to hear a DroneOfDread followed by [[HellisThatNoise inhuman groaning]]
* The opening cut-scene sequence in Siberia shows a likable duo of soldiers (Nikolai and, probably, Sgt. Shivers) investigating an ominous cave before being killed by a zombie. When you enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly towards you]].
saved.
Is there an issue? Send a MessageReason:
None


* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, : Zombies. Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if you're not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. When you pick up the memory disk for the power to reset, the room turns red, the room is seals shut, and the bodies start reanimating.
* While there are a couple sections in the Notre Dame Cathedral stage of the second game where flaming zombies rush you while your climbing a spiral staircase, the true terrors of that level are the changelings. You are rescuing beautiful young maidens when all of a sudden one attacks you, revealing a hideous face similar to that of a [[VideoGame/Left4Dead2 Spitter]].

to:

* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, : Zombies.genre: zombies. Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if you're not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. When you pick up the memory disk for the power to reset, the room turns red, the room is exit door seals shut, and the bodies start reanimating.
* While there are a couple sections in the Notre Dame Cathedral stage of the second game where flaming zombies rush you while your you're climbing a spiral staircase, the true terrors of that level are the changelings. You are rescuing beautiful young maidens when all of a sudden one attacks you, revealing a hideous face similar to that of a [[VideoGame/Left4Dead2 Spitter]].



* The carrion carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads[[note]]Although they have a head ''hitbox'' in their neck stub[[/note]], and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.

to:

* The carrion carcass Carrion Carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads[[note]]Although they have a head ''hitbox'' in their neck stub[[/note]], and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.



* The opening sequence in Sibera shows a likable duo of militants investigating a ominous cave before being killed by a zombie. When you enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly at you]].

to:

* The opening cut-scene sequence in Sibera Siberia shows a likable duo of militants soldiers (Nikolai and, probably, Sgt. Shivers) investigating a an ominous cave before being killed by a zombie. When you enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly at towards you]].

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Removed: 392

Is there an issue? Send a MessageReason:
None


* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, [[spoiler: Zombies.]] Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if your not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. [[spoiler: When you pick up the memory disk for the power to reset, the room turns red, the room is seals shut, and the [[OhCrap bodies start reanimating.]]]]

to:

* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, [[spoiler: Zombies.]] : Zombies. Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if your you're not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. [[spoiler: When you pick up the memory disk for the power to reset, the room turns red, the room is seals shut, and the [[OhCrap bodies start reanimating.]]]]



** Something similar pops up in the third game, when Jo-Beth gets separated from you. The next time you see her, [[BaitAndSwitch it turns out to be a changeling.]] [[FridgeHorror And it's not the only one down there.]]

to:

** Something similar pops up in * In the third game, when game Jo-Beth gets separated from you. The next time you see her, [[BaitAndSwitch it turns out to be a changeling.]] [[FridgeHorror And it's not the only one down there.]]



* The carrion carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads, and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.
** The Carrion Carcass ''does'' in fact have a 'head'. See that tiny little stub of vertebrae where a neck used to be? ''That's its head hitbox''. Veteran players like to set up hordes of Carrion Carcasses to chase them to see how low a shot/kill ratio they can get. Given the deeply unsettling nature of ''a walking headless butchered cow'', taking on a horde must require nerves of steel...

to:

* The carrion carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads, heads[[note]]Although they have a head ''hitbox'' in their neck stub[[/note]], and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.
** The Carrion Carcass ''does'' in fact have a 'head'. See that tiny little stub of vertebrae where a neck used to be? ''That's its head hitbox''. Veteran players like to set up hordes of Carrion Carcasses to chase them to see how low a shot/kill ratio they can get. Given the deeply unsettling nature of ''a walking headless butchered cow'', taking on a horde must require nerves of steel...
them.



* The Game Over Music in [=Timesplitters=] 2. just click restart or go back unless you want to hear a [[DroneOfDread Drone Of Dread]] followed by [[HellisThatNoise inhuman groaning]]

to:

* The Game Over Music in [=Timesplitters=] 2. just ''[=Timesplitters=] 2''. Just click restart or go back unless you want to hear a [[DroneOfDread Drone Of Dread]] DroneOfDread followed by [[HellisThatNoise inhuman groaning]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The opening sequence in Sibera shows a likable duo of militants investigating a ominous cave before being killed by a zombie. When you enter the same cavern they died in, you can find the [[CallBack same duo shambling mindlessly at you]].
Is there an issue? Send a MessageReason:
uncapitalized inhuman groaning


* The Game Over Music in [=Timesplitters=] 2. just click restart or go back unless you want to hear a [[DroneOfDread Drone Of Dread]] followed by [[HellisThatNoise Inhuman Groaning]]

to:

* The Game Over Music in [=Timesplitters=] 2. just click restart or go back unless you want to hear a [[DroneOfDread Drone Of Dread]] followed by [[HellisThatNoise Inhuman Groaning]]inhuman groaning]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Game Over Music in [=Timesplitters=] 2. just click restart or go back unless you want to hear a [[DroneOfDread Drone Of Dread]] followed by [[HellisThatNoise Inhuman Groaning]]
Is there an issue? Send a MessageReason:
None


* The Timesplitters themselves are terrifying as all hell, especially the Reaper Splitters with them having MoreTeethThanTheOsmondFamily, their tendency to turn invisible and shoot lightning bolts, and that [[HellIsThatNosie terrifying-as-all-get-out roar]] they sound when they've spotted you in Story Mapmaker and the first and third games.

to:

* The Timesplitters themselves are terrifying as all hell, especially the Reaper Splitters with them having MoreTeethThanTheOsmondFamily, their tendency to turn invisible and shoot lightning bolts, and that [[HellIsThatNosie [[HellIsThatNoise terrifying-as-all-get-out roar]] they sound when they've spotted you in Story Mapmaker and the first and third games.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Timesplitters themselves are terrifying as all hell, especially the Reaper Splitters with them having MoreTeethThanTheOsmondFamily, their tendency to turn invisible and shoot lightning bolts, and that [[HellIsThatNosie terrifying-as-all-get-out roar]] they sound when they've spotted you in Story Mapmaker and the first and third games.
Is there an issue? Send a MessageReason:
fixed siberia article


* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, [[spoiler: Zombies.]] Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if your not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. [[spoiler: When you pick up the memory disk for the power to reset, the room turns red, the the room is sealed shut, and the [[OhCrap bodies start reanimating.]]]]

to:

* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, [[spoiler: Zombies.]] Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if your not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. [[spoiler: When you pick up the memory disk for the power to reset, the room turns red, the the room is sealed seals shut, and the [[OhCrap bodies start reanimating.]]]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The latter part of the Siberia stage of the second game adds an unexpected twist to the usual Goldeneye genre, [[spoiler: Zombies.]] Especially in normal mode where you enter a peculiar room decorated with X-rays of the iconic Timesplitter, if your not distracted by the militants fighting you off, you'd notice that dead bodies are suspiciously present around the area. [[spoiler: When you pick up the memory disk for the power to reset, the room turns red, the the room is sealed shut, and the [[OhCrap bodies start reanimating.]]]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The entirety of the Robot Factory in Timesplitters 2. It's already the most difficult story mission in the game, but there are robots that pop out of pods that act as suicide bombers. They just creep towards you ominously until you destroy them or they destroy you. The dark, hostile environment doesn't help.
* Virus mode. ParanoiaFuel at its finest, and god help you if you don't have a radar. The virus spreads and spreads and if you get tagged, you've lost the match. Alarming if you're in the open, absolutely frightening when in enclosed maps.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Something similar pops up in the third game, when Jo-Beth gets separated from you. The next time you see her, [[BaitAndSwitch it turns out to be a changeling.]] [[FridgeHorror And it's not the only one down there.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Toward the beginning of the first mansion level, two scientists are found hanging onto a tree in a courtyard with Tremors-esque worm creatures burrowing underground. One scientist attempts to make a mad dash for the mansion, but is quickly eaten by a worm. Complete with his bone-chilling screams of pain and fear, and his friend's devastated cry. Strangely, when the other scientist is rescued, he doesn't seem particularly upset and doesn't mention his colleague at all, leading to speculation that the other scientist can actually be saved.
Is there an issue? Send a MessageReason:
None


* From TimeSplitters 3, the child's room. Interestingly enough, this section is after a good 20 minutes of the level being genuinely terrifying to a degree. The section mentioned there? It's part of a very, very small section deliberately designed to invoke, what else, NothingIsScarier. You go into it expecting zombies to surprise you, cautiously search through a few rooms (finding a LOT of horror references), get confident that you're not in a dangerous area, so you go around opening cupboards and closest looking for health and ammo. At the end of that hallway, a zombie randomly bursts out of a cabinet for no apparent reason. Why was there a zombie hiding in that cabinet? Because there was.

to:

* From TimeSplitters 3, ''[=TimeSplitters=] 3'', the child's room. Interestingly enough, this section is after a good 20 minutes of the level being genuinely terrifying to a degree. The section mentioned there? It's part of a very, very small section deliberately designed to invoke, what else, NothingIsScarier. You go into it expecting zombies to surprise you, cautiously search through a few rooms (finding a LOT of horror references), get confident that you're not in a dangerous area, so you go around opening cupboards and closest looking for health and ammo. At the end of that hallway, a zombie randomly bursts out of a cabinet for no apparent reason. Why was there a zombie hiding in that cabinet? Because there was.
Is there an issue? Send a MessageReason:
None


** The Carrion Carcasse ''does'' in fact have a 'head'. See that tiny little stub of vertebrae where a neck used to be? ''That's its head hitbox''. Veteran players like to set up hordes of Carrion Carcasses to chase them to see how low a shot/kill ratio they can get. Given the deeply unsettling nature of ''a walking headless butchered cow'', taking on a horde must require nerves of steel...

to:

** The Carrion Carcasse Carcass ''does'' in fact have a 'head'. See that tiny little stub of vertebrae where a neck used to be? ''That's its head hitbox''. Veteran players like to set up hordes of Carrion Carcasses to chase them to see how low a shot/kill ratio they can get. Given the deeply unsettling nature of ''a walking headless butchered cow'', taking on a horde must require nerves of steel...
Is there an issue? Send a MessageReason:
None




Added DiffLines:

** The Carrion Carcasse ''does'' in fact have a 'head'. See that tiny little stub of vertebrae where a neck used to be? ''That's its head hitbox''. Veteran players like to set up hordes of Carrion Carcasses to chase them to see how low a shot/kill ratio they can get. Given the deeply unsettling nature of ''a walking headless butchered cow'', taking on a horde must require nerves of steel...
lu127 MOD

Added: 1905

Is there an issue? Send a MessageReason:
None

Added DiffLines:


* The zombie levels in the series are making a good job in being scary... The third installment certainly tops this by having not one, but two "regular" zombie levels which are already by far the most chilling the series ever had, but also by adding a "mutant outbreak" in a later stage. Oh, and the zombies have the annoying tendency of being silent when they creep at you in every installment.
* While there are a couple sections in the Notre Dame Cathedral stage of the second game where flaming zombies rush you while your climbing a spiral staircase, the true terrors of that level are the changelings. You are rescuing beautiful young maidens when all of a sudden one attacks you, revealing a hideous face similar to that of a [[VideoGame/Left4Dead2 Spitter]].
* From TimeSplitters 3, the child's room. Interestingly enough, this section is after a good 20 minutes of the level being genuinely terrifying to a degree. The section mentioned there? It's part of a very, very small section deliberately designed to invoke, what else, NothingIsScarier. You go into it expecting zombies to surprise you, cautiously search through a few rooms (finding a LOT of horror references), get confident that you're not in a dangerous area, so you go around opening cupboards and closest looking for health and ammo. At the end of that hallway, a zombie randomly bursts out of a cabinet for no apparent reason. Why was there a zombie hiding in that cabinet? Because there was.
* The carrion carcass enemies. Mutilated cow zombies that look like they jumped off the hooks in a meat factory. In other words, they have no heads, and are sliced open vertically all the way down, with their innards removed. Made even worse in that one challenge has you facing an endless horde of them.
* The Deerhaunter, a mounted deer head that breaks out of the wall on a skinless body with hooks for hands and starts attacking you.
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