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Let's say you approach an intersection with a checkpoint where DUP soldiers are checking civilians for the conduit gene with a special scanner. As part of locking down Seattle for their search, the DUP has built militarized checkpoints, makeshift headquarters and other imposing structures - blights on the beautifully rendered cityscape that are just begging to be knocked down. You won't be taking down actual buildings or legitimate landmarks in the game, but Delsin finds himself up against the DUP (Department of Unified Protection), a government agency in charge of rounding up and jailing conduits. Between blast shard upgrades and narrative progression, I always felt like I was unlocking something new to mess around with.Ī big part of the draw of these powers comes from your ability to cause lasting destruction in Second Son's playground of virtual Seattle. While I eventually settled on neon as my personal favorite of the game's options, I appreciated the variety and how well the game encouraged mixing things up from mission to mission. Both sets have more powerful, limited-ammo shots, but smoke's is a rocket that causes massive area-of-effect damage, while neon's is a more directed sniper shot that has a sizable charge-up time to take into account. Both smoke and neon have regular shots, but smoke shots hit harder, while neon rewards you for carefully aiming at specific body parts. And they all feel suitably different as well. And it's a hell of a lot of fun to do so.Įach power set in Second Son is kept small - so as to not overextend the control scheme - but with enough options to never feel constrained by your current choice of powers. There are some side missions, and the handful of boss battles often have a small gimmick to figure out, but all primary progress comes back to blasting bad guys.
INFAMOUS SECOND SON PAPER TRAIL WORTH IT UPGRADE
While you'll use your powers to navigate the city, float through the air and search for hidden blast shards (which can be cashed in to upgrade powers), combat takes up the vast majority of time in Infamous: Second Son. But I was having so much fun blowing shit up that I almost didn't notice. Because it backs down from its grand vision, Second Son may not hit as hard as it should have. By the time credits roll, the game has undeniably chosen power over responsibility yet again. These themes form an undercurrent to Infamous: Second Son that has strong potential, but they're underdeveloped in the main narrative. While this semi-reboot still plays with the origin story trope of a hero coming to terms with the impact of his new abilities, it also toys with darker issues: the overwhelming nature of surveillance in modern society, trading freedom for security, society-wide fear of the unknown. The first two Infamous games tried with mixed success to introduce more ramifications to their virtual superhero stories, and if anything, Second Son has even nobler goals in mind. Meanwhile, superhero games have always leaned a little harder on just letting players have fun - all power, very little responsibility. forumlist td.forum_title a.Surely you've heard that Stan Lee classic: "With great power comes great responsibility." That moral lesson has been focused on, deconstructed and returned to over and over in superhero comics since the 1960s. * Forum formatting (by -Algorithm & -Splaka) */īackground: url(/images/4/4e/Forum_new.gif) center left no-repeat
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