Infamous Second Son PS4 Review
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Patch Version: -- 1.07
Infamous Second Son begins with a short text
introduction, detailing how a small group of humans seven years ago emerged
called 'Conduits'. These conduits had the power to manipulate and
even weaponize unique forms of matter. Fearing them, the Department
of Unified Protection was formed to hunt them down; reclassifying the conduits
as Bio-terrorists.
Today, the Department of Unified Protection is being
taken over by the military. Their first official order of
business? To relocate all prisoners to a military prison in
Washington.
However, the first transport it seems will never
arrive…
Infamous Second Son then cuts to scene showing said
truck speeding along a country road, but then just as quickly switches to small
and quiet coastal town in what I imagine is America given the
topography. It is then where we see our first human character. The
unfolding cutscene switching back and forth between the truck and this
person. You know something is going to happen. You can
feel it…
We first gain control in an odd sort of way. The
game asking you to hold your controller sideways. (And no, I’m not
joking) It then asks you to shake the controller. This all having an
in game effect; the action simulating the holding and shaking up of a spray
paint canister. It then tasks you with pressing R2 to spray the
advert board in front of you. I’m unsure at first as to what to
spray, so I just coat the whole thing till the game stops and moves on to the
next image. This step being repeated each time with a different
colour of paint when it dawns: I’m spraying paint over a cardboard stencil!
As you admire your work, suddenly a cop
arrives. This, instantly triggering your flight or fight sense of
preservation. An interesting start so far. The cutscene
then continues, but soon enough you are in control of your character again,
this time full control. Your first objective: to find the back door
and escape.
Having done so, your next objective is to make your
way to the long-house that is visible in the distance. This portion
a subtle tutorial it seems in world navigation, but it is done really well. Queue
the Music, which really sets the mood. Instantly I am enjoying how
simple and intuitive it is as I run, jump and climb my way towards my target;
your character contextually interacting with the environment too. No
prompts here. Or at least not yet. To sum this
experience up though, if you know what parkour is, Infamous Second son seems to
have nailed it.
In regards to directional guidance, there is
none. Infamous Second Son seemingly giving me freedom in regards to
how I approach the structure. Emphasis on the ‘seemingly’. This
all linear, but it doesn’t feel it.
Upon reaching my goal, I’m quickly introduced to
the next rarely-used feature. Infamous Second Son requiring you to swipe
on the touchpad in the direction the onscreen arrow is hinting at.
However, the second the door opens you meet your
brother and an argument ensues. The script, banter and voice acting
between the pair being very well done indeed, that much clear. I’m
sold instantly on their connection in fact.
Suddenly the truck from the very start shows up,
and it’s now driving erratically to say the least…
Initial Impressions:
In the first two hours you sure do experience a
lot! The game taking you from its linear tutorial portion and easing you into
its vast open world at a pace that felt well-constructed. The only
sour moment in that whole time was when you attain your first power: Smoke. Infamous
Second Son doing something games should never do in my opinion: moving
your character automatically regardless of the directional input you
choose. This pulled me out of the experience and separated me from
the moment because I pulled back on my analogue stick, yet my character moved
forward, which was a shame because the first skill you learn, called Smoke
Dash, looks awesome.
Story wise… your in game character, who is called Delsin Rowe, a member of a fictional Native American Tribe called the Akomish, is just as shocked by this newfound Smoke ability. So in that regard you share in his confusement.
Story wise… your in game character, who is called Delsin Rowe, a member of a fictional Native American Tribe called the Akomish, is just as shocked by this newfound Smoke ability. So in that regard you share in his confusement.
You soon reacquire full control though; the game
picking up and vanquishing the before sense of distaste from my mouth with how
bloody fun it is as you attain more abilities. This being done by
locating and interacting with what the game calls: core relays. Each
one unlocking each of your core abilities that link to the Smoke DNA power; these skills can also be enhanced by attaining shards.
These shards can be found in the world in three
ways. Off Command Centres that are always in protected, heavily guarded
areas. Checkpoint gates, which if you destroy you can steal one, and
flying drones that you can shoot down. Either way there is a
hell-of-a-lot of these shards to attain. And a quick glimpse of my
skill tree suggests far more than I need. So there must be far more
to unlock, and this excites me!
To begin with though the base skills you attain
are:
·
A Melee attack, which sees you igniting a chain you pick up and
using it much like how Marvel’s Ghost Rider does.
·
A hover like ability that allows you to travel further as you fall
·
Super jump, which allows you to jump higher when standing on cars
·
Dash ability, which allows you to portal through solid objects or
the air itself and appear some distance in front of you. As well as shooting up vents.
·
A Smoke Shot, which allows you to throw small fireballs
·
A charged version of Smoke Shot, which emits a strong blast in
front of you
·
A rocket attack called Cinder that fires a huge missile from your
hands
·
And lastly a Karma bomb called Orbital strike, which…is…bloody
amazing!!
Considering how powerful you become and how quickly
you become it, the game also does a good job of balancing this out by limiting
your usage of said abilities by tying your offensive moves to a smoke gauge;
this gauge being enhanced through the skill tree, which I will talk about
later.
However, this same system does not penalise you when the bar depletes if caught of guard, because it still allows you to use your navigational abilities. This is a nice touch and keeps the situational moments fluid.
However, this same system does not penalise you when the bar depletes if caught of guard, because it still allows you to use your navigational abilities. This is a nice touch and keeps the situational moments fluid.
The way you refuel your abilities is also pretty
cool. Basically, you approach any smoking object and press the touch
pad. The smoke being sucked up and replenishing you. I
really liked this. It can be done in and out of combat, and also can
be interrupted by enemies shooting at you. So managing this smoke
gauge is important.
Infamous Second Son does not inundate you
either. Your abilities are gradually introduced one-by-one; the
early segments of the game giving you missions and changing the environment to
cater for each ability as you acquire them. This in effect giving you the opportunity to get
used to them.
One aspect that is really frustrating me though so far, is Infamous Second Son is most certainly a game of three dimensional means. What I mean by this is, you can approach a situation from any position, let it be from above or on the ground. This is of course an extremely good thing, so don’t misunderstand.
The problem is, at least so far, is climbing up
buildings. Though you can pretty much climb anything, the animation
for said event is very gamey. As in, it doesn’t look like much
effort went into its implementation. It’s just one animation, no
smooth transitions. Nothing. This is even more notable
when jumping on the ground because there is no separate jump animation. You
always play the same animation regardless of how high off the ground you are.
What you end up with is something akin to how Spiderman looks when taking a
leap from some tall building.
I found this very strange considering how polished
everything else so far was. The world seemed to be tailored for
something more, and it felt like something was obviously lacking.
In its defence, your smoke ability does allow you
to portal through vents and whoosh straight to the top of whatever the vent
leads to. This being very cool I have to admit and requiring nothing
more than you performing a smoke dash near it. You can
also perform a power jump when standing on cars, but this won’t take you as
high as a building. The main problem with both though is the combat
implementation,
Firstly, vents are not shown on the mini map, so finding them in the heat of battle when you need them most, or just finding them in general can be annoying.
Secondly, jumping on cars. You seem to slip off more often than not, and there never seems to be a car when you need one. So other than the opening bridge section of the game, I hardly used said feature.
Firstly, vents are not shown on the mini map, so finding them in the heat of battle when you need them most, or just finding them in general can be annoying.
Secondly, jumping on cars. You seem to slip off more often than not, and there never seems to be a car when you need one. So other than the opening bridge section of the game, I hardly used said feature.
However, considering how many shards there are in
the world as previously stated, I imagine there must be more abilities that
elevate this problem. I truly hope so at least.
Another interesting aspect about Infamous Second
Son is that there is a Karma system that allows you to choose how you wish to
play. Instantly I wonder what difference it makes to the story
if any. But, having quickly started a new game and chosen to play as
bad having reached the same moment, I can confirm at least early on that the
first key moment does seem to play out differently. Whether this
will change the story as a whole later I will have to find out. Either
way it looks like I’ll be playing through yet another game twice!
The Karma system also has other effects. Some
subtle, some not. But the polish is high. The feature was
definitely thought about early on in the game’s conception, that much
clear. For instance, your Smoke abilities are more red when
you play as bad, and blue when played as good. The controller light
on your PS4 will also glow differently matching your karma. Your
jacket will also display the emblem of your karma choice. There
could be more. I hope there’s more. Time will tell.
Another aspect that I really liked, and one that
hits you instantly is the chatter lines. Both spoken between you and
your brother as you interact with each other and the world, but also the
ambient lines that your character speaks as he does stuff for the first
time. It just feels super natural and realistic. The
result: selling the characters in a very realistic way.
However, there have been a few blemishes so far
that detract slightly from said experience. The first to mention is
that ambient lines will sometimes get cut short abruptly if you trigger a
cutscene while they are still playing. The second is at times the
lip syncing and facial animations can appear clunky and over exaggerated, but
this only becomes obvious when the cutscenes are super close up on people’s
faces. Which is a shame, because for the most part the facial
animations and lip syncing have been done very well, and if it wasn’t for these
two problems I wouldn’t have a single qualm regarding said feature. I’m
probably being picky, but hey… it’s my job.
One aspect that I’m not being picky about though is
the fact Infamous has no health bar. A fact made worse because of
the way Infamous instead chooses to relay your health. What it does
is simple: when taking damage, the edges of your screen will gradually darken
till it becomes very dark indeed. And when nearing death you will
hear a little jingle of music.
However, it’s the darkness that offends me. It becomes so dark that it actually diminishes your ability to navigate the world somewhat,
more so when in the heat of battle. The last place you need it to be, right?!
This is something games should never do. You
should never penalise and inconvenience the player during moments of low
health. It’s overtly punishing during a time when the player
needs to be at their most aware.
In Infamous’ defence though, healing is done in two
ways. If you stop taking damage and give it a little time you’ll
auto heal. This being explained early on when you get shot only to find out you
have fast healing powers. The other way to heal is by
absorbing any power source. This, instantly recovering your health
unless the process is interrupted. Still, the lack of a health bar
was something I did not like and was forced to get used to. But opinions are subjective. Some people may like this, and I'm fine with that.
In regards to the world itself, the city portion
being set in Seattle, it is split into 12 segments and in an open world
sense truly gives you the freedom in relation to where I can go and I love that. There
are only two exceptions. One: Landing in water, which
will not kill you, but will instead prohibit all action, except that is to confirm you
reset to shore. And the other is that the 99% of the world is
outdoors; there does not seem to be any interiors, not counting the
start. Whether this will change as I progress through the
world I will have to find out. This being said, it doesn’t hinder or
impact Infamous Second Son at all. The world feels huge and some of the
scale-able buildings are truly immense.
Selling the open world more is the vibrant life it is filled with. Let it be the people going on with the daily lives, who will actually react to you too depending on your karma choice, or the cars driving around the streets. There is of course plenty of optional world content that comes with an open world game too, but as yet nothing seems mandatory.
I have also been impressed with how graphically
pleasing it looks too, and there is even a very subtle day / night cycle to
boot. I haven’t noticed any weather effects, but to be honest
there’s enough effects coming of my character that I don’t even care.
With regards to the enemy archetypes, I have
encountered four so far, but considering the main enemy in this game is a
conduit too, possessing the power to manipulate stone, an interesting, yet odd
fact considering she is the head of the D.U.P, I can only imagine what is to
come.
Regardless of the faults I have mentioned so far,
Infamous Second Son has won my full attention. It has an engaging
story and the first two hours have been exhilarating to say the least. I
not only want to continue playing because I am having a blast with all my
powers, but also because something is telling me there are bigger and better
powers for me to learn…
Initial Score after 2 hrs of play
Overall Verdict.
It’s hard to know where to start. Very few games make you feel so powerful, whilst at the same time balance that power and make combat still feel dangerous, yet Infamous Second son nails it! The second-to-second and minute-to-minute gameplay is truly spot on. This is a game where the core pillars were clearly defined and ironed early in development, because they jell and jell well!
I don’t know how many of you watch the TV show the
‘The Flash’, but if you ever wanted to know what it feels like to be able to
run at super speeds to the point where you can literally run up the side of
buildings, well… Infamous Second Son is 100% something you want to experience.
This super speed ability is absolutely amazing, and
makes up just one of your many abilities. In total there are four
core DNA powers that you acquire as you progress through the campaign. Each
core power playing host to related abilities that you unlock and upgrade.
Firstly, before I address anything else, allow me to address the jumping issue that I raised during the first 2 hours. I had said that Infamous Second Son felt like it was lacking such an ability as part of the Smoke DNA power. But, the moment you attain the second core power, this issue ceases to be a problem, trust me! Navigating the word becomes a dream, bordering upon effortless. In fact, so much so that I enjoyed moving around the world more than I did fighting, and combat is actually rather good too.
Where was I? Ah yes. Core
powers and their abilities. The core powers, though they look
completely different, are to a degree similar in design to one another, but
with varying elements and different strengths. The trick is deciding
which will be more useful for any given encounter, but ultimately depends on which you prefer to use.
Switching between your core abilities can be done whenever you like by absorbing the related energy from a source point. (For example: if you want to re-trigger your smoke abilities, find a point in the game that is emitting smoke and absorb it.) At first I did not like this. I wanted to be able to simply press a button and swap between the different power types.
Switching between your core abilities can be done whenever you like by absorbing the related energy from a source point. (For example: if you want to re-trigger your smoke abilities, find a point in the game that is emitting smoke and absorb it.) At first I did not like this. I wanted to be able to simply press a button and swap between the different power types.
However, as I acquired more abilities, I quickly
learned that this would have totally made your character over powered and made
the gameplay too easy. So this limitation is completely
understandable, but there was a slight hiccup in the manner this system was explained
in the sense that it isn’t. Making matters worse is that when you
first acquire your second core power, if you approach any smoke source and try
to absorb it, you are quite clearly told you cannot do this, yet are not really
told as to why, and then when you eventually can swap, are not really told either.
Instead, this mechanic is extremely subtly shown to
you during a campaign cutscene, but… and this being the big but,
you’re still free to do open world content before reaching said moment. During
which you’re left very confused.
However, once you learn that this is the case when
first acquiring a new DNA power type, then it ceases to be a problem.
These core powers and their abilities make up your
skill tree. Maxing it out is possible too because there is
just so many energy shards in the game to collect if you are so inclined to
hunt them all down. The skill tree is made more complex because some
will only be usable and unlockable depending on your Karma choice.
As talked about in the Initial Verdict section, I
can also confirm that the two Karma paths will most certainly alter your
experience from a story perspective. Not only will this dictate
which key missions you get to complete, and to a degree shape the way certain
characters you encounter turn out, but it will also lead to an ending that is
100% different depending on your choice. Not only this though, but
Karma ties directly into your powers. I already mentioned that certain
abilities are unlocked depending on your Karma choice, but there’s also subtle
elements too that play on Karma.
For example, one of the DNA power’s melee attack moves will see you wielding an energy-type long-sword when playing the good karma path, which feels and looks awesome. That same attack though when played in bad Karma will see you lash out with a demon-like claw. It’s touches like this that a majority of games lack. A polish that gamers aren’t used to. And Infamous Second Son should be highlighted as a game that goes that extra mile when other games either could not be bothered to, or worse, felt they did not need to.
For example, one of the DNA power’s melee attack moves will see you wielding an energy-type long-sword when playing the good karma path, which feels and looks awesome. That same attack though when played in bad Karma will see you lash out with a demon-like claw. It’s touches like this that a majority of games lack. A polish that gamers aren’t used to. And Infamous Second Son should be highlighted as a game that goes that extra mile when other games either could not be bothered to, or worse, felt they did not need to.
It’s not all perfect though, which leads me to the
first gripe that I have about Infamous Second son, and that’s the length of the
main campaign. I’m instantly suspicious when a game fails to make
any reference to your playtime because typically it means it’s going to be
short. My first playthrough though was ten and half hours, which
isn’t terribly short to be fair, but this included a fair bit of the open world
content. And having completed said playthrough, though it returned
me to the world after the point allowing me to carry on with any open world
content that I had left to do, which in my case was 31% remaining, I estimated
that it would have taken me another 4-5 hours to complete. Bringing
the total playtime if you 100% the open world to 15.5 hours. This of
course does not include time spent trying to complete all the achievements.
But if you deduct the open world content and just factor in the main campaign, I estimated a playthrough would be around 6-7 hours. A fact confirmed on my second playthrough, which I did in 6 hours in order to experience the other karma path. This means, that discounting the optional world content, you have between 12-14 hours’ worth of main campaign missions over two playthroughs, which is not really much at all when you compare it to other alike open world games nowadays. Don’t get me wrong, there’s open world games that have shorter campaigns, but still, it’s a shame in Infamous Second Son that the story does not last longer.
Why? Because the story is actually well
done. The script and acting between the cast is very believable;
especially between your character and his brother. You can’t skip
the cutscenes, but in truth you won’t want to. They are engaging as
they are entertaining, and both framed and edited well.
It’s worth stating though that Infamous Second Son
could have stretched out the playtime if they linked more optional content as a
requirement before main campaign missions became unlocked, and though in places
they do require you to capture a nearby D.U.P. Command Centre, that’s all they
do force. And I commend them for that. Games that are short
campaign wise that force optional content on you in my opinion are always
bad. Gamers deserve choice. Give them that choice and
they will be more inclined to complete that optional content anyways.
The second gripe I have is the health bar
situation, or lack of one. Another fact I raised earlier in this review. I
really didn’t like that the game would darken and limit my perspective. And
as I already stated, games should never inconvenience or hinder a player when
they are in low health situations to the point where breaking from combat
becomes difficult.
However, I should state that this was only really a
problem when using the smoke based power type. This being the case because your fast evade ability
is limited in distance compared to the other core DNA power abilities. The
difference being that Smoke relies on you using vents to make quick
get-a-ways. PROBLEM is though, vents don’t show on the mini map, and
when you’re in low health, the fact the screen darkens and your viewing
perspective lessens, it makes it even harder to find one! This isn't a problem for the other DNA power types because their fast evade ability are far more versatile.
Other than these two issues though, Infamous Second Son overall is a very polished titled as I previously stated. Everything
for the most part works well; VERY WELL. I also encountered very little in the
shape of bugs in the patched version I reviewed. In fact, not once
did I experience a crash or a hang. And considering my total time
with the game, which equalled 16.5 hours, I was impressed by how stable it was. The only
thing you are occasionally prone to witness is A.I. glitching into objects, but
this seemed rare in itself.
Speaking of which, archetype wise, all the
enemy types you meet, not counting drug dealer thugs and the police, who can
mealy shoot at you, the D.U.P serve as the main force in which you will do
battle with. For the most part they have firearms too, but there are
variants who have varying Stone based abilities. Some erect stone
shields around or in front of themselves. Others can lob smoke-type
explosives, or propel themselves to some new spot in which to attack you
from. Others are like walking tanks that will charge you down. There’s
even a few types that can float on a bed of rubble and lob massive boulders at
you. All are dangerous if you don’t take them seriously though. The
mixture making each encounter feel different.
In total I countered eight different D.U.P enemy classes. There A.I. is also pretty advanced too. They seem to evade and make full use of the environment in conjunction with their skills and abilities well.
In total I countered eight different D.U.P enemy classes. There A.I. is also pretty advanced too. They seem to evade and make full use of the environment in conjunction with their skills and abilities well.
Level design wise, there’s not really any
interiors, outside of set moments, but the open world is truly large,
especially so considering how quickly you can navigate it when you unlock DNA
powers beyond the first Smoke power. There are fast travel
points to make it even easier, but these really only become active if you 100%
a section of the map, and even then you can only fast travel to and from one
set point per section, meaning if you want to fast travel you have to reach a
fast travel point first. I unlocked a couple, but to be honest, not
once did I use one. I found it more rewarding simply speed running
through the world, or gliding with my 'wings'. (Ooooh, you're intrigued, aren't you?)
Graphically I have no complaints. Infamous
Second Son not only looks decent, but holds a steady frame-rate regardless of
where you are and what you are doing.
In regards to optional content, there’s everything
you would expect in an open world game, with one exception that gamers will
actually find rather refreshing. There’s no: ‘you must first scale
some structure to reveal the section of the map you are in,’ mechanic. And
this is where infamous gets cleaver, because what they do instead is tie this
run-of-the-mill system to the D.U.P command vehicles. Destroying
them not only reveals the optional content on your map, but also rewards you
with four energy shards to spend on upgrading your abilities. So
doing them always feels worthwhile.
The missions themselves are also well done, I never
really felt like I was doing the same loops over and over when reaching a new
section of the map, which by the way you have full freedom for the most part to
traverse the second you reach the open world portion of the game.
There is one exception to this though, and that’s
when you first unlock a core DNA power. Infamous tasking you with
tracking down the core relays that unlock your abilities for that related
power. However, even these missions are different in how you
approach them. So at all times you feel like you are doing something
different and new.
There is even a few boss encounters throughout the
campaign, and even these are scaled and balanced, albeit a couple early ones
being a little dull. But they are challenging and not a walk in the
park.
Overall, Infamous Second Son is definitely a game
you want to play if you haven’t already, especially if you are a fan of the
open world genre. Though the campaign could be considered short, it
won’t feel short if you participate in some of the optional content as you go,
and even if you don’t, the story by itself is well told and engaging. And
for those wishing to replay through the game to experience the other Karma
path, not only is it worth it, but the differences you will see makes the whole
experience feel diverse.
Where Infamous Second Son shines though is the
powers you attain. You will have a blast just navigating the world
let alone using them in combat. There’s also plenty of subtle
touches too, which, not only tie in with the Karma system, will give your
character a distinct feel depending on how you choose to play.
I will miss playing Infamous Second Son. And
in truth, there’s very few games that make that list.
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Infamous Second Son: PS4 Gameplay
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