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The special ability associated with Video is Shroud Of Invisibility: once triggered, Delsin turns invisible, giving him an opportunity to sneak up on his enemies and either instantly execute or instantly subdue them. Gliding with this power active will create digital thruster-like projections, which, when upgraded with Air Wave, will let Delsin stay up in the air for a long time. It allows him to quickly dash up walls, ironically surpassing Light Speed in speed. Delsin's basic attack with this power is Video Torrent, which fires a continuous stream of low-damage pixelated projectiles.ĭelsin can also utilize a move called Video Surge: he creates a pair of digital wings and swiftly swoops across the city. The Video power is very versatile: it allows for both different approaches to combat and fast traversal. Leaving Seattle intact, knowing you mastered restraint, would be rewarding in a different way.Maxed out Video Power Meter in inFamous: Second Son. Wreaking havoc is fun because it's a counterpoint to the well-meaning and the patient.
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If you grew irritated by the pacing and the ungrateful populace, think how you'd arc your finger above that trigger. If while playing as a good hero, deliberately, slowly and carefully, the evil path would be a temptation. This is not a resentment of enjoyment, I should add, but recognizing that the pursuit of it crushes morality.Ī different approach for Infamous would be to whiff the good path - make evil appealing not only visually, but mechanically. Though the outcomes of good and evil are different as measured by Infamous, there's no difference in the emotional feedback given to the player. The cadence of attack and retreat is identical, the spectrum locked between regular and "stylish" kills. Is it even worth envisioning an Infamous game where it's literally less fun being a Boy Scout than being a scoundrel? I think there's already a belief that evil is more exciting by default, but the basic lexicon of Second Son isn't really affected by your moral intent.
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Whether you're "good" or "evil," your powers are a blast, and the consequences, such as they are, remain confined within story scenes. You can't really blame it – that's why people love Infamous – but it's an odd case of equality making everything weaker. This cost of power isn't explored much further, because the game has an overriding desire to stay fun. You expect the neighborhood to be thoroughly thrashed by the end of a battle, but offing an innocent bystander can happen by accident – and as you grow more powerful, you don't just kill people by mistake, you straight-up vaporize them. It happens on the street, mechanically, in the midst of your constant fights against the military faction trying to flush people like Delsin out of Seattle. There are clear attempts to highlight the classic superhero dilemma, of weighing the benefits of unlimited power and wise restraint, but they fail in the orchestrated moments – yet succeed in the smaller, player-directed ones. ARE YOU A PSYCHOPATH Y/N?īeyond that you're determining which set of powers you'd like, which is an independent choice that exists because of the game's economy of good and evil points, not its plot. Delsin's first dilemma, for instance, amounts to "Will you let an old lady be tortured, Y/N?" If there's any question about the necessity or abuse of power – or an attempt to role-play as someone considering the fallout of their choices – it's drowned out by the game yelling STOP, DECISION TIME. Infamous: Second Son often asks you to direct your newfound super-ness towards either good or evil purposes, but the disparity is so cartoonish you never consider the variables posed by the story itself. It's not entirely compatible with the game's tests of morality, though, and I'm not convinced it ever will be. Putting flash and excitement first is a perfectly valid decision from the developers at Sucker Punch, and most reviews will argue that it's a great one. That relentless pursuit of locomotion and non-stop enjoyment, however, may be the one thing that prevents Infamous from growing into something more. It's almost exactly as fun as it sounds, thanks to rapid movement tuned to the environment's ups and downs. He's essentially a weaponized e-cigarette, lobbing vaporous projectiles and rocketing through Seattle's rooftop vents like a wispy snake. Infamous: Second Son has its own little triangle in the unfettered actions of Delsin Rowe, a one-man superband imbued with corrosive powers of smoke, ember and neon. It adds a pleasant touch of finesse, even if you're just there to feel the drums pushing you back. Searching for the subtleties in a superhero game is like straining your ears to find the bright ting of a triangle buried somewhere in a bombastic marching band.