Second Sight [Review of the game]

How many games they offer us to play for the protagonist with supernatural mental abilities? There were only two such games in my memory. Oddly enough, an unusual gaming mechanics using telekinesis, telepathy and other extraordinary abilities have acquired only two representatives. The first such game was PSI-OPS: The Mindgate Conspiracy. Following her, another game called « Second Sight » was released. To say that they are similar, it means to say nothing. Both games have accepted well. The first is better than the second, more precisely. Both games received awards: one praised for game mechanics, the other for the script. And even their fate developed the same. Both games were ultimately deprived of attention and forgot over time. About “Second Sight” is worth remembering, at least, because we have only two games like it, which means this is a good reason to tell you about it in your review.

The developers from the Free Radical Design studio made « Second Sight ». In the past, they were known once highly appreciated by critics, and now all forgotten, game trilogy in the genre of the first -person shooter called “TimesPlitters”. In particular, its third part of TimesPlitters: Future Perfect, according to the players playing it, was simply brilliant, like the bald head of her main character, similar to the wine of a diesel engine. “Second Sight” lies with that game only that the main character is also bald here, but he uses the power not physical, but mental power against his enemies. Here the developer team did not emphasize the shooting, but on quiet passage and resolution of puzzles. The authors themselves proudly called it a tense psychological thriller. Let’s find out if they have it and for what you should pay attention to her.

For starters, we will immediately figure it out with what moment. Comparison with PSI-OPS: The Mindgate Conspiracy cannot be avoided. Second Sight has a similar game mechanic based on the psi of the protagonist. Their plot is also similar to something. Both from the PS 2 console and both went out at about the same time. I do not want the whole article to be a comparison of these two games and make it easier. I will say right away – PSI ops is better. And point. Everything related to the physics of objects and elements of the game process “Second Sight” makes either differently or just worse. Therefore, you are not looking in the text of the mention of the first with the exception of this and the last paragraph.

« Second Sight » game is different. Here the player is almost always put in a tough framework, leaving no chance for improvisation. If it is said that a specific level of level needs to be rolled in a quiet way, then this is the only way you will pass it. You have no alternative ways or other ways. Arranged a commotion on the enemy territory? Enemies will be confused on you, and they, in turn, will overshadow even more by the walkie -talkie, and this will continue for eternity until you find a quiet corner and start playing by the rules. Even despite the fact that the local guards and soldiers do not shine with their minds and quick wits, you still have to move around, bending the knees. Sometimes they lose sight of you, even if you just went around the corner in the corridor right before their eyes. But when ten people or more will run to the alarm or more, you will have no choice but to start the previous conservation.

On the other hand, with passing a quiet problems should not arise. The main character has a special ability – to inspire opponents that he is not here and become invisible to them. Of course, you can use it only a certain time until the psi-energy scale ends. As a rule, have time to run past the guard’s nose, and then sit down for shelter and wait out the restoration of the scale for the next run, is not difficult. This is precisely my problem with the game. The point is not that the stealth is imposed on me, but that the stealth itself is not particularly interesting. Honestly, passing quietly most of the time is quite simple and monotonous.

However, there are nuances here. The levels https://nodepositbonuscasinos.co.uk/review/winit-casino/ of video surveillance are placed on the levels and for them the main character is always where he is. It is not difficult to break the technique. For example, they can be ruined literally three shots from non -lethal weapons like a tranquilizer. If there is a camera control panel at the level, then it can be turned off. But that’s not all. Sometimes you will still come across cameras, because the left -handed designers very cunningly arrange them on locations. They are often located where you can’t wait for them at all. But, in my opinion, even this does not make stealth fascinating. To see where the cameras are not difficult. You just need to be careful and look around.

When it comes to shootings, you immediately begin to understand that the keyboard and mouse are bad allies in a third -person console game. Here, however, those who ported the game on PC are also to blame for the guilty. Shooting is carried out using an auto-spell, however, it requires some unimaginable effort to point a point to the sight on the enemy. It is difficult to explain in words, but it seems to stick tightly a few millimeters from him. But if you get used to it is not so difficult, then the local camera is a uniform mockery. Sometimes. When you just go to your level, do not touch anyone, and no one touches you, then everything is fine. As soon as you stick to the wall and start playing a spy penetrating enemy territory, the camera will now and then begin to get stuck in the most uncomfortable angles. Sometimes she gets stuck right above the bald crown of the protagonist hiding behind the box, and refuses to move, no matter how much you spin the mouse. At such moments, it is difficult to see the guards who go from side to side, patrolling the corridors, and you cannot know when you need to leave the shelter so as not to catch your eye.

Puzzles in the game are mainly tied to the use of another ability of the protagonist – creating a projection. Separating the astral form from the bodily, the protagonist has a hologram with which he can go through laser rays or move into the enemy. Guess where and how to apply this ability of much work will not be. The puzzles themselves are also very simple. They are obvious and, as a rule, these are actions such as turning on the button on the computer panel or moving the lever in the right direction.

Since there are no first -aid kits and regeneration in the game, the authors came up with the ability to cure, with which you can replenish health to the main character and his partners. This is similar to the usual restoration of lives behind shelter in shooters with one « but ». The player cannot simultaneously treat himself and move, that is, to apply the ability during a particularly stressful battle will not come out.

“They will give a doll to dance, the doll climbs under the clock. Everything is to play – she lie, lie down – she run. Oh, we suffered with her. Everything is not like people. What kind of upbringing! Personal punishment! »

Excerpt from the poem « Naughty Doll » (author Valentin Berestov).

Supernatural ability of telekinesis leads to a review to the topic of physics. In their game, the developers used the physics of the ragdoll rag doll, but they did not succeed in “raising” it properly. The behavior of the bodies of the « blanks », objects and all that we can interact at the levels leaves much to be desired. The limbs of the corpses of opponents are stuck in the textures, the barrels swiftly jump to the side, even if the player, barely hurt them, passing by. And it does not matter that you raise into the air with the help of a human telekinesis or a box, they are always felt the same. Also, when the player throws, say, one enemy into the crowd of other opponents, they do not react to this at all. However, in very rare cases, it works. Physics in the game as the same naughty doll from a poem. Sometimes it works as it should, but the rest of the time is « capricious ». True, it is worth saying that the game almost does not use the physics of objects in the game process in some important and significant way. The same telekinesis is mainly needed only to scatter enemies, like dolls in its path and very rarely when in the game.

The rest of the two psi capacity of the psi pulse and the psi explosion, in fact, the same thing will be needed only in two moments in the game.

The main motivator to pass the game to the end is the local plot. He is surprisingly fascinating, not stupid and holds interest until the end. Honestly, at first I wanted to quit the game. It begins as a typical story that was Godzillion times. Closed cliche. See for yourself. The protagonist named John Wattik wakes up in the laboratory, where scientists were experienced by experiments. He has amnesia and he does not remember who he is and why he was here. Our protagonist in a cold sweat runs from his ward in search of answers to his questions. It turns out that he was framed by some mysterious villain, and now he is on the run, one against the whole world. Frankly, the entry into the game is very lethargic and unremarkable. But as soon as the main character leaves the laboratory’s premises and goes to save his girlfriend from the past, which is kept by force in a gloomy psychiatric hospital, the plot presses the gas pedal in the floor! An intrigue appears, and with it the high dynamics of what is happening. The narrative rushes between the past and the present, throwing us into the winter village somewhere in Russia, then to the gangster slums in Queens in New York. Gameplay alternates passage quietly with shootings, fights and chases. All this really resembles a good exciting thriller with interesting characters and skillfully written dialogs. I was actually pleasantly surprised by the plot line and an unexpected turn closer to the end of the game. However, do not count on an incredibly outstanding story. The game has a good plot, yes, but do not expect anything from it in excessive.

It can be seen that all the forces of the Free Radical Design studio were abandoned to develop TimesPlitters: Future Perfect, so “Second Sight” was engaged in a small part of this team. This, of course, is just my assumptions. This would explain some not very good gamed decisions of her less experienced authors and the total small duration of the game. But, despite all my claims to her and several of its significant shortcomings, the game still has more positive points than negative. In the text, you might think that I am too catching up, but this is not so. In fact, I liked her. If you love the plot in games, then play at Second Sight. If you like game mechanics more, play in PSI-OPS: The Mindgate Conspiracy. If you love both, then play both. Second Sight is much better than it might seem at first glance (maybe, in a sense, therefore the game is called that?), and quite deserves the title of « hidden pearl ». This is a good, but deprived of attention game.