inFamous: Second Son (PS4, 2014)
After playing this I had a look back at the Zero Punctuation reviews for it and the first two infamous games. Yahtzee writes (speaks?) of the first game's plot 'taking a turn at fifth and bananas, where you go from fighting gangs to trash robots and wizards'. On a similar note, the above image is where I officially checked out of caring about what was going on in Second Son.
You play as Delsin Rowe, a waster with a heart of gold who, as is the way with these games, ends up with powers. A bus carrying some Conduits to a prison crashes and Delsin has a run in with one who can manipulate smoke. The bad guy is introduced shortly after, and then the story moves to its actual setting of Seattle, where you have to set about putting the bad guy (or indeed bad woman), Augustine, to rights.
Here's the thing. I'm not quite sure how to go about writing this because the structure of the game is a complete disaster. With that in mind I'm going to do something slightly different and go through it as bet as I can in chronological order, and pick the holes in it that way.
Delsin in fact lives somewhere just outside of Seattle, on a reservation of some sort for Native Americans. His particular tribe is called the Akomish, and there's a woman called Betty who acts as an overbearing grandmother and occasionally reminds him about his background. I say occasionally because this comes up on exactly four occasions - the start, and two phonecalls mid-mission which are quickly ended via hang-up. I played through the game twice and it was genuinely only at the end of the first playthrough before I realised his ethnicity was supposed to be a thing. The entire premise of the game is so badly explained and developed that it's largely a waste of time. Certainly anything interesting that could have developed from a narrative perspective - a comparison between the rights of Natives and of people with powers - just doesn't.
What is Delsin's purpose? Well, he has powers. There's a pseudo-military taskforce called the D.U.P. (topical!) that's put Seattle under martial law because there are Conduits running around. Delsin wades into this trying to get the power of concrete from head honcho Augustine, because she tortured people with it to try and find out where he was. That's his only motivation. He wants to be able to use concrete to get it out of Betty's legs.
It's been a while since I played the first inFamous, and I wasn't a big fan. I do vaguely remember the premise of the story though - delivery boy Cole MacGrath has a parcel explode on him one day. The parcel had some sort of experimental weapon in it that was supposed to create a super soldier that could manipulate the elements. This worked, as Cole could shoot lighting from his hands and gained power by sucking the electricity of whatever he was standing next to. (I just checked and I missed some details, but the basic premise is the same). Not now, though. In this inFamous world, people just... get powers. Delsin can absorb them from other Conduits he touches. Two other Conduits that come into the story seem to have got theirs via being a drug addict and a bully victim. How is this supposed to work. 'Oh, people just get powers and have to live with them. And people hate them for it! They're bio-terrorists! Lock them up!' If nothing else the first inFamous at least tried to create a plausible and immersive world. Second Son seems to be halfway between assuming you know and understand the world and making a bunch of other stuff up as they go along. The result is not effective, as the world and the concept of it just seem silly.
Speaking of which, the powers themselves. Delsin ends up with four in total. Smoke, which lets him shoot, er, smoke, and move around via vents on the sides of buildings. Then there's neon, where he sucks the gas out of neon lights and starts firing lasers and running really fast. Fair enough. Then there's... sigh,
video, in which he channels the power of a bully victim who plays computer games all day and starts shooting... video. He can use satellite dishes to launch himself into the air and can fly too, because the guy that gives him video powers created angels and demons to do his bidding. The fourth power is concrete, which lets him fire concrete. And float. inFamous 2 had an assortment of powers besides electricity too (there was ice, and I think something else), but I don't remember them being as disparate as this. That's not to talk of the ridiculous premise in Delsin getting these powers, but it just feels like an assortment of badly fleshed out ideas thrown together with no thought or cohesion.
Another thing, in the first inFamous you can collect blast shards which are dotted around the city. You get more powers from them. They were put there by the package Cole was carrying that exploded, so it makes sense. In Second Son, it's the same thing. Shards power a bunch of stuff the DUP use. Where did they come from? And why are there core relays, big generator-type things that Delsin can absorb to get more powers, dotted everywhere? It feels like someone tried to use the assets and concepts from the first games into a new idea and did a really bad job of fitting them in.
The way you use these powers makes the game shift from feeling disjointed to outright irritating. As you fire your base projectiles your energy depletes, and has to be charged up. To do this you need to find a source of whatever power you're using. On several occasions - and it's a very short game - you can be in a fight with several types of enemies at once in a crowded, hard to navigate locations and you won't be able to recharge. Or you'll have to switch to a different power. Each power has different abilities, so you can be forced to use different types of attack mid fight because of the game's bad design.
This is exacerbated by the camera and lighting of the game. No matter the time of day it seems to constantly be at the later end of dusk. It's always dull. If you look in the wrong direction the light will completely blind you, and make it very difficult to see where anything is. When you're fighting several enemies at once, some on ground, some on rooftops, some able to launch from place to place, with no indicator of where they are on the minimap, it's a disaster. The game isn't difficult even on the highest difficulty setting, but there are various stylistic and mechanical design choices which make the game a consistently frustrating experience to play.
The overwhelming feeling I remember having as I played the first inFamous was that it was generic. Here is a city. Here are some buildings. Here is a means of travelling around it. Second Son blows that clean out of the water though. Seattle is an interesting location, as it's a famous American city with a distinctive skyline (maybe I watch Frasier too much) and it's not really featured in a lot of media like this. So what do we have here? Nothing, pretty much. Give it another week and I won't remember a thing about it. The Space Needle features in the second mission and is never mentioned or used again. Everything else in the city is just completely forgettable. It also has the added bonus of being difficult to actually move around, because if you try to use any of the powers to move around quickly you'll probably get stuck on stuff. The controls, along with the combat I mentioned earlier, make the game feel like it was rushed and never tested.
And another thing, in the first games Cole had a Sly Cooper logo on the bag he wore. This was a nod to the developer Sucker Punch's previous games, with much more enjoyable characters, storylines and platforming. Here, there are Cooper logos everywhere. There are Cole MacG's Electronics stores everywhere. There's a Cooper and MacGrath law firm building. Look! Look at these other things we made that you enjoyed a lot more than this!
The story doesn't compensate for any of this. None of the characters are really developed. Augustine is the only halfway interesting one, but she's only ever framed in the way Delsin sees her. The original inFamous was one of the first games to really use the moral choice system, where you can change how the story goes by doing good or bad things at certain plot points and incidentally as you play. In 2009 it felt clunky, playing it now just feels contrived. The good choices are fair enough, but the evil path feels completely unnatural. In previous games there was an added incentive to be bad or good as you could unlock unique, all-powerful abilities but there's only token differences in this case.
I think the best example I could give to sum up this game is in the final boss fight. After absorbing various powers and (optionally) driving the DUP out of parts of the city to get stronger, you face off against Augustine at the top of a skyscraper. You fight her using concrete powers that you get from her at the start of the fight. No smoke, no neon, no video. You may as well just skip straight to the final boss fight.
Yeah, I've got nothing else to add. I didn't like inFamous, and Second Son makes me miss it dearly. Make of that what you will.