Clearing a district gives you a fast travel point and you also get…uh…no, that’s it. It’s literally one street over from where they’re already standing. Win the showdown and the bad guys are driven out of the district, a silly notion given that there are no physical barriers keeping them from coming back. The city is divided up into districts and once you take out an enemy outpost, you can lower their control of the district until a showdown becomes available. Not to say that there are no rewards in Second Son. There’s none of that urgency in Second Son. When the strangers and freaks mark appeared on the map of Los Santos, you want to go there to see what crazy resident needs your help. Grand Theft Auto V rewards the player with money and some pretty whacked out characters to experience. That’s to say nothing of the thrill of taking to the seas and attacking forts, plundering naval convoys and taking down legendary ships. Naval contracts in Assassin’s Creed IV reward you with money and golden guns, assassination missions give you money and gun-swords, finding the various Mayan stelae rewards you with bulletproof armor. For all of their faults, those games gave the player a tremendous amount to do as well as solid reasons for doing those things. More like it’s replaced with a different kind of disappointment.ĭid Sucker Punch feel they needed to make an open world game because the previous Infamous games were open world? Or did they want to make a 3rd person action adventure game in a market that hasn’t been kind to any games in that genre that don’t have “Zelda” in their title? Whatever the cause, there is a significant lack of stuff to do here, a lack that is even more glaring when you consider recent open world escapades like Grand Theft Auto V and Assassin’s Creed IV. At first glance this may be disappointing, the disappointment fades when you realize that there’s not that much to do in the city. The game returns to the days of old by blocking off half of the city until the story progresses far enough. Seattle is beautifully created, if somewhat squished for creative purposes, with plenty of real life shops and landmarks nestled among the various references to other Sucker Punch games. Augustine is currently overseeing the lockdown of Seattle, so it’s off to the Emerald City we go. The only conduit with concrete powers is Brooke Augustine, head of the police force charged with capturing conduits. This is a handy skill given that the only way he can save the members of his tribe - he’s part of a fictional Native American tribe called the Akomish - is by absorbing the concrete powers of the game’s villain - concrete is a type of power in this game - and then using those powers to heal his town’s residents. Turns out Delsin is a prime conduit which means he can absorb the powers of other conduits. The transport of these prisoners and their subsequent escape brings them in contact with Delsin Rowe, graffiti artist and quippy miscreant. Most conduits are now locked up in a Guantanamo Bay style prison. The world knows about conduits, the name for superpowered folks in the Infamous universe. Second Son takes place several years after the events of Infamous 2. To quote the Talking Heads, “Lights on, nobody home.”Īfter the jump, it’s a small world after all. The fact that this is an open world game makes this shortcoming all the more stinging. But it’s a disappointing step backwards in terms of building giant, immersive worlds. Infamous: Second Son certainly fits the bill in terms of looking pretty. A new generation of hardware should usher in a new generation of not just better looking worlds, but more expansive ones.
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