By now, we are assuming you have been done with Killzone: Shadow Fall for some time and have been awaiting Sony’s next first-party title for the PS4.
The wait is over with the release of Infamous: Second Son, Sucker Punch’s third game in the franchise. Seven years have past since the events of Infamous 2 and you control a new hero (or villain), Delsin Rowe.
We will have our review up soon, but let’s look how the first reviews are looking for Second Son.
“Between scraps, I found Delsin’s nearly unfettered sense of mobility exhilarating. He speeds up the sides of skyscrapers, and soars across the Seattle skyline at your whim…once you get all the right power-ups. Until then, you’ll be leaning on the old-fashioned parkour from the previous games, but it doesn’t feel nearly as sticky or reliable as it has in the past. This led to a few frustrating situations where I couldn’t grab ledges that were clearly in reach. It becomes less significant as you expand your suite of traversal powers, put when everything else feels and plays so well, it’s hard not to notice.”
“A big part of the draw of these powers comes from your ability to cause lasting destruction in Second Son‘s playground of virtual Seattle. 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. 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.”
“Delsin Rowe’s mission feels personal right from the start. The new lead character is using his just-discovered powers to become superhuman enough to save the lives of loved ones back in a fictional Native American community. He gets pulled into metahuman drama after a brutal attack by a government-sponsored Conduit (Infamous‘ term for metahumans) injures people in his tribe, during efforts to try and round up escaped super-prisoners.”
“It gives you everything the best open-worlders give you, too. The orb collection gameplay loop of Crackdown, the aerobatic thrills of Assassin’s Creed, the world map with its districts and attached percentages denoting how many of the ‘Things you have Done’, yearning to be brought down to zero, the cutscenes to justify it all. Right components, all present.”
“Delsin gains access to more powers beyond the smoke you start off with, and each transforms both the action and locomotion in interesting ways. You might employ a slow-motion effect to corral your enemies in a precise manner, or mix stealth into your explosive encounters to keep enemies guessing, and such twists ensure that each showdown keeps you thinking up new tactics as you revel in the destructive glory. Sadly, the powers don’t branch in interesting ways depending on your moral choices, so though combat plays out in different ways, the weapons you use are nearly identical.”
“Your Karma alignment additionally unlocks exclusive abilities within Delsin’s skill tree. Good Karma-exclusive abilities generally focus on enhanced traversal and subduing enemies rather than killing them outright, forcing players to adapt their playstyle accordingly. Both Good and Evil Karmas offer their own unique benefits that balance out their drawbacks, and both are viable paths to explore during a first-time playthrough…even if watching Delsin devolve into a murderous, misanthropic jerk during the Evil Karma cutscenes is kind of heartbreaking.“