Second Sight
Ben glimpses Free Radical's latest for the second time...
From the moment I first played the preview code of Second Sight I feared for it. Not because it was a bad game, not at all. It was more because that not only did it lack the holy grail of the modern trash-gaming culture, the license, but also because it was destined to face competition from the more action-orientated Psi Ops. I'm glad to say though that as I write this Second Sight is sitting proudly at number 4 in the UK All Formats chart. It's pleasant to see a title achieve early success on the back of quality rather than glamour. Second Sight is a quality title, don't doubt that. It may lack glitz, it may lack glamour, but as third person action goes this is a very solid example.
Riding the back of the psi-power bandwagon, Second Sight places you in control of sceptic scientist John Vattic, who in a rather unoriginal fashion awakes to discover that he's lost his memory. It's not an inspiring start, I appreciate that, and to be fair it's not the plot that elevates Second Sight above its peers. That's not to say that the plot is especially bad. It's an adequate mix of conspiracy, plans for global domination and governmental cover-ups that serves to keep you mildly interested without ever really managing to captivate you. What is refreshing however is your protagonist, Mr Vattic. He's far from the tedious gun-hoe slaughter merchant glamorised in nearly every western action release. Initially sceptical about all things psychic, watching the character mature throughout the game and acquire a drive to right all of the wrongs placed in front of him without resorting to mindless blood-thirsty revenge makes for a pleasant change. Your belief in him is certainly helped by some great voice acting and genuinely endearing animation. Credit should go to developer Free Radical for actually creating a lead character who's personality is defined by more than the weapon in his hand.
However, it's probable that the main draw of the title will not be the hero but more what he can do. The good news is that Vattic's supernatural abilities are well handled and constantly entertaining. The bad news is that for around 40% of the game you're not able to use them. Levels alternate between what is called the "present", where Vattic is coming to terms with his memory loss and attempting to unravel the mystery, and the "past" where you experience the events prior to the incident that lead to the acquisition of his powers. The present is where you'll be toying with the joys of being a psychic freak. When you begin you only have access to some basic telekinesis abilities but very quickly you begin to develop other powers. Picking up inanimate objects like computer monitors and notice boards is more exciting than it sounds thanks to the fairly solid physics engine. Objects will clip railings and scrape convincingly along walls whilst the sound control setup makes manipulation a real pleasure. However, once your powers grow you'll soon be picking up guards and smashing them to death against the furniture, only to steal their weapon afterwards - all this from the far side of the room too.
Possession is also a lot of fun. Though it's acquired a little later on in the game, once you have it you'll probably not tire of the glee of taking control of another man's body and having your wicked way with him. Its effectiveness can be as simple as directing the guard to another part of the map so as to give you a bit of breathing space. Other times you may decide to force the unlucky chap to take out a few of his buddies - you may even find them firing back and in turn wiping themselves out without Vattic's direct intervention. Other powers are more functional than anything else. Heal is self-explanatory. Charm acts as a kind of psychic cloaking device rendering you invisible to patrolling guards. Projection allows an ethereal double of Vattic to scout ahead and plan the best course of action. Still, it's the combination and the possibilities afforded that really allow the blend to work.
Low on ammo and need to cross a room patrolled by several heavily armed guards? One of the strengths of Second Sight is that you're not forced down a linear route or spoon fed with not-so-subtle hints on the best route of action; most situations have more than one solution. Whilst you're free to take your chance in a firefight, a little bit of thought will always present some more entertaining options. Maybe you can take possession of a guard and have him gun down his companions. If not, perhaps you can take the stealth route using the charm ability and create a diversion elsewhere to draw attention. Whilst there are some sections that really demand one specific solution, more often that not you're almost invited to explore the various possibilities.
There's no denying though that when playing the levels set in the past, the fun of abusing Vattic's powers is somewhat missed. These sections focus more on a combination of standard stealth (of the non-supernatural variety) and gunplay. Fortunately, both elements are handled very well and hold together solidly. The stealth sections are more freeform in nature than its more rigid forefathers such as Metal Gear Solid and Splinter Cell, and whilst this can lead to some slightly more elusive paths to safety, the more organic feel that it lends to play is definitely refreshing. Free Radical has done well in shifting from first to third person and as such titles go, the third person shooting is solid enough. Playing like a refined version of the Everything or Nothing engine, the auto-targeting is reliable on the whole and your aim can be tweaked for those all important headshots. Sniping is also handled competently. Pressing zoom will bring up an aiming reticule in the corner of the screen allowing you to square up your target. Not only is this well implemented, but it also avoids those moments in some titles where you're searching hopelessly for the enemy as he slowly snipes you to an early grave (Frontline anyone?).
Despite the overall high level of polish there are some niggles that do continue to annoy. Open a door when you're carefully sneaking around and Vattic will automatically spring to his feet and boldly swing the door wide open, accompanied by a very loud squeaking sound. Neither your actions or the sound will disturb any patrolling guards, even if they're stood directly on the other side, but for a game that's so slick this discontinuity stands out like a bald bandaged mad man in a sewer. Also in opposition to the generally consistent world that Second Sight offers are the feather-like wooden crates and furniture that are sent toppling across the room with even the most casual of touches. Though free Radical has removed a lot of the movable furniture that populated the levels in the preview build, it's still something that stands out and is a little disappointing. Some levels are still poorly check pointed too meaning that there will be some sections of the game that you're forced to play more times that you'd like. The re-spawning hoards that appear whenever an alarm has been triggered are also guaranteed to frustrate.
Still, for every criticism there's a plus to balance it out, and over the course of the game the good points start to become more memorable than the bad. Whilst some of the levels are bland, featuring the same warehouse like corrugated walls, brickwork and piping, equally there are some tremendous settings featured and great set pieces. The insane asylum is especially atmospheric and foreboding; watching as a straight-jacketed fruit-loop bounds manically out of his padded cell toward you whilst being surrounded by a cacophony of groans and screaming is very memorable (and possibly a little disturbing). The menus have also received an almost Fincher-like revamp since the preview code and now help to tie the game together very nicely. The cut-scenes too are of a fairly high quality without ever resorting to pre-rendered FMV. In fact, the only niggle I would have in comparison to the preview code is that if anything the camera now feels a little more erratic, though as titles in this genre go it still works well on the whole.
In the main Second Sight is a very solid, if slightly unspectacular title. It's not amazingly long, but unlike some of its contemporaries it hangs together well. It often delights, rarely frustrates and offers a handful of memorable moments that add together to form a very pleasing whole. Eyebrows were raised when Free Radical announced that they were venturing outside of the first person genre but really we should have been more confident. It may not live to be the classic that TimeSplitters is by some regarded to be, but it's certainly a title that deserves a place in your collection.
78%

Comments
this game was awesome