I need this game in my PS4 like..NOW!
inFAMOUS: Second Son
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Re: inFAMOUS: Second Son
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Re: inFAMOUS: Second Son
I played the first one last year and had a blast! Hoping to play 2 soon. And this new one looks great. Plus, I've never been to Seattle and would love to wander around in the city...when I buy a next-gen console.My Specs:
ZX Spectrum
CPU: Z80 @ 3.5 MHz
GPU: Monochrome display
RAM: 48 KB
OS: Sinclair BASICComment
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Re: inFAMOUS: Second Son
Maybe to get some background on the Second Sons, but the main protagonist is a totally different character. It's a great series though, well worth a play through if you have the time.Comment
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Re: inFAMOUS: Second Son
Cole sparks off an event that kills hundreds when you press start in the first game. People with powers show up. Including one super evil one. You fight them. Beat them. There's an even bigger, badder evil dude coming in the future that destroys the world called The Beast. Cole must stop him. *sequel hook*
Game two starts off, the Beast comes. Kicks Cole's butt. He retreats to New Orlea...I mean, New Marais to find out how to get stronger. He does. Beats the Beast.
SpoilerEither he then becomes The Beast, which isn't a canon endin. Or he dies due to the conditions that kill the Beast and all other people with powers in the entire world, which seems to be the actual canon ending.
The end.
Or is it...?Comment
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Re: inFAMOUS: Second Son
Kotaku
The presentation feels fresh, though. Delsin and Fetch have chemistry, aided by their respective voice actors—Troy Baker and Laura Bailey, who are real-life besties—as well as some animated banter as they fight together. Their interactions more flavorful than Cole's more deadpan zingers.
And, yes, it's all very beautiful to look at, even if the portion of Seattle I explored had less personality on display than inFamous 2's faux-New Orleans. The world is as detailed and full of litter as you'd expect on a new-gen game, and of course as covered with puddles of standing water as you'd expect from Seattle. The color of structures and people seemed a bit muted, and so when Delsin unleashes the power of neon or Fetch flies through the scene leaving a bright pink streak in her wake, those colors pop dramatically.the most compelling change so far might be the revamped karma systems that let you actually make those powers even stronger. Powers that you can use in Second Son aren't limited to what moral denomination you prescribe to, unlike how fire and ice were attributed to the player when they were introduced in inFamous 2. Any player can hit those base abilities and switch back and forth between them by absorbing neon signs or smoke from chimneys or other ambient sources.But the evolution of Delsin's powers within these categories will be tied to his karma levels, and Sucker Punch co-founder Brian Fleming said that as with previous inFamous titles, taking a grey moral path — an even mix of good and evil choices — isn't something the team is accommodating in that progression.
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Ultimately, Fleming told me, they weren't able to dedicate the time and effort to making it work, because Sucker Punch's player data indicated the number of folks who would want to go grey is not big enough to warrant adding potential trouble for the rest. The absence of a middle path does not necessarily mean that starting down the good or evil path will lock you into it.
"We absolutely enthusiastically support people switching paths in the middle of gameplay," Fleming said, noting they've put some systems into Second Son to aid players in reversing their karma should they want to.
Neither provides the glorious thwack and smash of video game combat at its best, alas. Maybe the sound effects are too soft, maybe the animation is too restrained and the camera shake and haptic feedback too gentle? Maybe it's something deeper and more mysterious that an idiot like me could never understand. Whatever's missing, it means that Second Son's combat is absolutely fine, but it doesn't yet thrill you, regardless of how you approach it. Melee lacks a sense of physical connection, and while the ranged option's definitely improved over the old days with the switch to a run-and-gun model (you can still opt for the over-the-shoulder approach as and when, but it's much nicer to just dash about firing at a reticule in the centre of the screen), both laser beams and smokey projectiles feel tame and weightless. The lasting impression, bizarrely, is of a game which can't quite shrug off its good manners and give you a proper dust up.In implementation, both suggest a game that's struggling to move outside the limited template of standard open-world action adventures. Sorting out the dealers involves searching through a series of houseboats for drug shipments, clearing the area of foes, and then trailing a van through darkened streets without being spotted. Tackling the rallies means breaking up several late night protests as you hunt for a specific baddie, and then fighting your way into a traffic tunnel as you chase a teleporting Conduit with a rock-based attack. Both end with a teaser for expansive new powers, but the promise of treats isn't enough to make up for their absence elsewhere. Teleporting mini-bosses, trailing sequences: these are all acceptable distractions, I guess, but they don't linger in the mind like a really good mission can. The whole thing's brisk and colourful - and I also appreciate that it's notoriously tough to reveal the texture of this sort of game in an hour-long demo - but there's no escaping the fact that, for all its tweaks, inFamous on PS4 is not yet looking like the reinvention - or even the thorough recalibration - that I suspect the series could really do with.If there's one thing that really does stand out, it's Seattle itself - sharp-edged, gorgeously textured, personable, and filled with a nice mix of wide streets and interconnected rooftops to race across. Using the neon power, you can now hold down a face button and turn into a scrawl of light as you rush over the ground and up the side of buildings without skipping a heartbeat, or you can still shimmy along gutterings and across ledges the old-fashioned way. However you move, the fuzzy horizons that marred the older inFamous games do not appear to be a problem any longer - and that stuff counts in a game that allows you to zip over a whole city in a few minutes. Elsewhere - in facial animation, lighting, geometry, particle effects - Second Son has all the next-gen tech improvements you might expect, but that draw distance is the one that really counts.
"We're charting what you do second-to-second," Fox said. "We're making sure that if you said you're going to try to be evil, you stick to it and keep up your mayhem levels. And if you're good we say, 'Hey, did you screw up and hurt somebody innocent?' and we zap you for it.""We're pretty cagey about showing things too early," Fox explained. "One of the biggest joys in video games is discovery and in a game that's just all about reveling in your super powers, we didn't want to show everything."
But what was even more noteworthy was how it felt to control Delsin. Infamous 1 and 2 handled great, but the refined, direct nature of how our new hero responds to inputs is on another level. His animations transition so smoothly as he changes direction, and despite how quickly he moves, he feels entirely rooted to the Seattle streets he stalks.
The neon signs everywhere aren't just a tantalizing source of energy you can drain to fuel your powers; they're also a terrific visual detail, lending the city color and personality, and their pristine brightness serves as a welcome contrast to the smokestacks dotting the city's rooftops that are the other source of your energy. Of course, it wouldn't be Seattle without rain, and I was struck by the way the puddles in the streets so clearly reflected the lights above. And standing on the rooftops, gazing into the distance, I almost wanted to walk away from my mission objectives altogether and just explore, discovering what the different districts of the city looked like. The gameplay may have felt familiar, but in my brief time in Second Son's version of Seattle, the city felt fresh and distinctive among video game open worlds, and it's the pull of the city that's making me want to return to the game when it comes out next month.
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Last edited by Flawless; 02-12-2014, 04:43 PM.Go Noles!!! >>----->Comment
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Re: inFAMOUS: Second Son
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Re: inFAMOUS: Second Son
New video of gameplay. It is in Russian language...
http://lenta***/features/infamous/city/Comment
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Re: inFAMOUS: Second Son
I have pretty high expectations for this one, the lack of online play is a little disappointing but I still have faith it will live up to my hype. It really looks pretty damn awesome."Successful people do not celebrate in the adversity or misfortune of others."
OS Blog
The Tortured Mind Of A Rockies Fan. In Arenado I Trust.Comment
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Re: inFAMOUS: Second Son
This game is absolutely beautiful! March 21st needs to hurry the hell up!Comment
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