For quite a long time after getting the console, Killing time was the only game I owned in my 3DO interactive multiplayer. I launched the game, played for maybe 20 minutes, then decided I’d be better off with the PC version. I wasn’t entirely right.
I didn’t even get around to playing the PC version, but I found out with the announcement Time to kill: Resurrected that there are significant differences between the two versions. The 3DO version had digitized sprites of the actors as enemies, while the PC version replaced them with 3D renders, which… well, I wouldn’t say they’re worse, but you lose some of the 1995 charm that Killing time is full.
Nightdive is easily the best developer to tackle the remaster Killing time. They are also probably the only people who would do it. They have proven to be very adept at updating games while keeping the original vision intact. And God, Killing time he has a vision.
It took me about four and a half hours to get to the end Time to kill: Resurrected. I started slow in the evening and finished early in the morning, all in one sitting. I had no intention of doing so. I didn’t expect it. But once I was hooked, I was determined.
Killing time was first released in 3DO Interactive Multiplayer in 1995. For context, this was the year before Duke Nukem 3D AND Tremblebut it’s challenging to believe. OK, that’s a bit disingenuous. A lot Time to kill: Resurrected is based on the 1996 PC port, which is more in keeping with the period.
The map has been completely reworked for PC, and the transformation has been both significant and phenomenal. While elements of the 3DO version have been retained, the PC version features convincing room-over-room layout, much better verticality, and more realistic dimensions. I kind of wish you could choose between the 3DO and PC versions of the world, but at the same time I don’t think anyone would prefer the former.
The monster sprites, on the other hand, were much better. As I mentioned, the 3DO version used digitized actors, which gives it a touch of the FMV era. Nightdive chose the actors when creating Time to kill: Resurrected absolutely the best of both worlds.
As is usually the case with Nightdive remasters, everything was transferred to the proprietary KEX Engine. The lighting has been reworked, the mouse appearance has been added and textures and sprites have been improved. This last change is the most impressive. The team had access to original photos of the actors to base on, while the PC monsters and textures were largely improved by hand.
The actors in their bizarre costumes collide with the surroundings, giving them a surreal character. You can practically smell the green screen on them. But if Nightdive somehow lost its inappropriateness, they would also lose much of their charm.
As you explore, you may occasionally find little ghosts on the ground. As you approach, they will load a video of two ghosts acting out a scene from the past. Until now, 1990s FPS games had great difficulty telling a story Half-life established the formula. Killing time the attempt is quite effective. You pick up on bits of history – not necessarily chronologically. These scenes provide a complete picture of what happened at the Conway estate.
You play as a guy who comes to the island of Matinicus in pursuit of an Egyptian water clock. It quickly turns out that the island is taken over by duck hunters and clowns. That’s weird. Tess Conway loved to party, so all her friends left when they all suddenly disappeared in the 1930s. There are actual explanations for why there are so many clowns and why there are endless supplies of ammunition scattered throughout the island. Even though the narrative is absurd, someone thought long and challenging about how to do it.

Which amazes me Time to kill: Resurrected is that it’s a non-linear world that you explore, but it largely follows the key-hunt FPS formula established by Wolfenstein 3D. This is simply done using one level on a much larger scale.
The world design is incredibly versatile. Despite the hefty reliance on exploration, there’s about as much action as you’d expect from something like this Moose. When I said there were a lot of duck hunters and clownfish, I meant it Very duck hunters and clowns. As you travel around the estate, you constantly mow them down en masse, bringing death to entire circuses of performers. To enable you to go crazy, the game constantly dumps ammo on you. You may run out of pellets, but that just means you’ll switch to the Tommy Gun. There is no shortage of food for weapons on the island.
This type of gameplay sucked in the unstable 3DO version, but with the added mouse look you can take on opponents like any Doomguy or Nukem. Enemies stay dead no matter where you go on the island, so you can completely destroy the cleaning staff and clear the area. There is very little backtracking at first, but not having to fight your way through enemies makes it even more bearable. This also has the added side effect of laying the groundwork for the climax.

Since my previous experience with Killing time was a somewhat disappointing romp with the 3DO version. I wasn’t prepared for how much I would enjoy the game. I knew it wouldn’t be another PO, but I didn’t expect it would be a topic worthy of interest. I made my way through it, consistently entertained by the quirky aesthetic and amazed by the excellent level design. Cholera.
This may be the most critical Nightdive remaster yet. Although the developer has helped improve already popular games such as Tremble AND Systemic shock, Killing time benefits much more from their gentle touch. It was already great, but this remaster makes it easier to digest. It brings out its accents perfectly, making the whole thing shine. If you’ve never visited Matinicus Island, Time to kill: Resurrected is the best way to do it and it’s high time to do it.
