Second Sight
Summary
Codemasters and TimeSplitters developer Free Radical unleash the power of the mind with psychological thriller Second Sight, an action-packed paranormal adventure following the splintered story of John Vattic - a man desperately trying to unravel the mysteries of his past.
Details
Harness amazing psychic abilities as Dr John Vattic and levitate, project and blast bad guys out of your path with a mere flick of the wrist. In Free Radical's artful blend of third person shoot 'em up, stealth and action game, you'll piece together the fragments of Vattic's past and attempt to uncover the person or persons responsible for putting the Dr in a coma, and imbuing him with remarkable powers.
Told in a now familiar non-linear narrative style (stand up Forbidden Siren, Silent Hill 3 et al), Second Sight sees you struggling to make sense of your situation, whilst evading capture long enough to find some answers.
As the story unfolds, you'll gain more and more abilities which will aid you, including Telekinesis (for moving objects to distract guards, or even moving the guards themselves) Healing (the power to replenish flagging health), Projection (possess other characters and manipulate them for your own ends), Charm (convince people nearby that you're not there - otherwise known as being invisible) and Psi-blast - a wonderfully destructive weapon which sends a shockwave in the direction of enemies.
You'll also explore the back-story of Vattic's past in the form of flashbacks, and have the opportunity to affect future outcomes with decisions made in the past.
Features
Harness devastatingly powerful psychic moves such as Psi-blast, Projection, Charm and Heal
Piece together Vattic's story through a non-linear adventure which blends third person shoot 'em up, stealth and action elements
As well as psychic abilities, fend off enemies with an arsenal of conventional weapons, including a sniper rifle
Source:
uk.playstation.com
John Vattic has awakened from a coma with no memory. What he does remember isnβt pretty: a spec-ops mission gone wrong, his capture, and bizarre brain experimentation.
He also knows he possesses unimaginable powers ... Psionic powers. Vattic must unravel the truth of his past and destroy the military conspiracy moving against him.
**Game Features
- Weild high-powered firearms:** Including an awesome third-person sniper rifle, tranquilizers, submachine gun, and more.
- Experience a dual-time story: Actions you replay in flashbacks affect events in the future.
- Fight with paranormal powers: Posses enemies, wipe out a room with a Psi-Blast, and become invisible.
- Explore locations spanning the globe: Including the tundras of Siberia, the streets of New York City, a Vermont asylum, and more.
Source:
www.xbox.com
Traue niemandem,
AuΓer den KrΓ€ften in Dir
SECOND
SIGHT
VerΓ€ndert. Verwundert. Vergessen. Das war ein Fehler...
Ein zerschundener KΓΆrper im militΓ€rischen Forschungslabor. Kein GedΓ€chtnis. Aber mit paranormalen FΓ€higkeiten, die weit ΓΌber die menschliche Vorstellungskraft reichen. Wer das verbrochen hat? Die Antwort gibt's nur bei Second Sight, dem faszinierend-verstΓΆrenden Mystery-Thriller mit jeder Menge Nervenkitzel, Shooter- und PSI-Action!
Source:
Ad in Computer Bild Spiele, November 2004 (German)
Look Again
Exciting and different, Second Sight flexes its psychic muscle.
Intriguing only begins to describe Second Sight, the new third-person thriller from TimeSplitters developer Free Radical.
Features
- Two intertwining storylines
- Seventeen levels
- Wide variety of weapons and psychic abilities
When Dr. John Vattic wakes up from a coma, he discovers scars all over his body and remembers almost nothing. Stuck in a faceless research facility, he quickly finds out that he is the experiment.
During his escape, he realizes that he possesses paranormal powers. As Vattic gradually masters his newfound abilities, he also begins to recalls events six months previous in Siberia, when he accompanied a Special Forces unit investigating a mysterious laboratory. Something must have gone terribly wrong on that mission...
You play as Dr. Vattic, a string bean with the power of the world in his head. The good doctor uses his psychic abilities, stealth and weapons knowledge to discover what happened on that fateful trip to one of the most remote areas of the world.
Play in Two Worlds
When Vattic starts to remember what happened in the past, Second Sight doesn't go to a cut scene-- it goes to a cut level. You control Vattic as he fights alongside the Special Forces unit in Siberia investigating a psychic research project that uses children as test subjects.
Although Vattic is a psychic naysayer, he soon discovers that he possesses psychic powers and can communicate with the children. He also carries the responsibility of healing his troop members and infiltrating the enemy's stronghold. Is Vattic simply remembering what happened or is he changing the future?
In the 10 levels set in the present, Vattic relies heavily on stealth moves and his psychic skills to unlock doors and evade the men in black. The seven Siberian levels focus on more conventional run-and-gunplay. Second Sight keeps statistics on what type of psychic powers you use, how far you've traveled and who's spilled more blood: you or the enemy.
Psychic Powers
Even without the psychic powers Vattic possesses, Second Sight would make for a good shooter. Vattic's psychic abilities turn this game into a strategic challenge and a load of fun to play.
Vattic possesses five psychic abilities: Telekinesis, Healing, Psi Attack, Charm and Projection. The coolest of the five has to be Projection. Any run-of-the-mill psychic can leave his body like it's a dopey party trick. When Vattic leaves his body, however, he can possess another body. In his new skin, Vattic can, for a limited time, scout ahead, access computers and highly secured rooms or press buttons to unlock doors. Most impressively, he can make the possessed enemy shoot and kill his fellow guards.
The mellower Charm ability briefly renders Vattic invisible and allows him to calm down frantic friendlies. Healing lets him patch up others as well as himself.
The Psi Attack converts Vattic's psychic energy into a massive attack against a bad guy. It's very effective in stealth situations, but drains about half of Vattic's psychic power meter.
Telekinesis plays a big role in the game, but isn't used as frequently as you might think. At first, Vattic uses telekinetic powers to distract guards. Later, he uses the power to disable cameras, flip switches and lift items. When his power becomes great, Vattic can use his telekinetic powers to lift and throw people. Sometimes this results in their demise. Other times it just knocks them out. Use Telekinesis to force snipers perched high above you to the ground, then move on.
In our first run through of the game, we used Charm twice as much as the other powers. Gameplay is quite flexible, though, so you may find yourself using Telekinesis or Psi Attack more.
Two difficulty levels add replayability.
Visual Stunner
After you learn the controls, which doesn't take long, every other aspect of the game falls into place. The voice acting accentuates the action and gives the characters real personalities. Second Sight keeps the voice drama from being over the top.
Vattic doesn't talk like some beefy hero stereotype. He talks like your teacher (unless your teacher is a beefy stereotype). His everyman appearance and wry sense of humor makes him one of the most believable game characters we've seen in a long time. You'll soon find yourself engrossed in his twisting story.
Entertaining dialogue certainly helps, too. Of particular note is Vattic's evolving relationship with Siberian squad-mate Jayne Wilde, whose well-argued willingness to suspend disbelief forms a worthy foil to Vattic's skepticism. Even his name is a mild joke: "vatic" means "prophetic."
Vattic might sound like a teacher, but he shoots like a man possessed. With a sniper rifle in his hand, he can hit a head from a half-mile away. The scope of the gun shows in the bottom right of the screen and although locking onto a target isn't simple it's not difficult and won't give you a headache.
The game pauses while you switch between a weapon and a psychic ability. You choose from three cameras in which to view the game: first-person, third-person and third-person rotating. Third-person rotating lets you use the C Stick to move the camera 360 degrees. You'll use this one most often. The first-person view is effective in some shooting situations, but you're unable to walk while in this mode. Your targeting becomes better, of course, but your mobility is limited too much. Besides, Vattic is a pretty good shot in third-person rotating camera mode. And if you're looking for blood spatter and bullet holes, you've come to the right place.
If there is a gripe about Second Sight, it would be that moveable objects are too moveable. When you rev up your telekinetic power, blue swirls help you target the items that your power can affect. Some of these items are security cameras and fire hydrants. Others are boxes and miscellaneous debris. The problem is when Vattic runs into a box, it looks like he's playing poor-man's kickball. As soon as he comes in contact with a moveable item, it moves. We're not talking a little nudge here. If you make Vattic spin in the middle of a group of boxes, he looks like a 150-pound tornado the way the boxes go flying. It's a little cartoony, but it doesn't take away from the scope of the game.
Bottom Line
Put this one down on your list of must-haves. It's the complete package of solid story, fun, challenge and adventure.
Source:
www.nintendo.com β GameCube
ΠΠ½ ΠΎΡΠ½ΡΠ»ΡΡ Π² ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠΉ Π»Π°Π±ΠΎΡΠ°ΡΠΎΡΠΈΠΈ ΠΈ ΡΠ΅ΠΏΠ΅ΡΡ Π½Π΅ ΠΌΠΎΠΆΠ΅Ρ Π²ΡΠΏΠΎΠΌΠ½ΠΈΡΡ Π½ΠΈΡΠ΅Π³ΠΎ, ΠΊΡΠΎΠΌΠ΅ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΠΎΠ³ΠΎ ΠΈΠΌΠ΅Π½ΠΈ. ΠΡΠ΅, ΠΊΠΎΠ³ΠΎ ΠΎΠ½ Π²ΡΡΡΠ΅ΡΠ°Π΅Ρ Π½Π° ΡΠ²ΠΎΠ΅ΠΌ ΠΏΡΡΠΈ, Π±ΠΎΡΡΡΡΡ Π΅Π³ΠΎ ΠΈΠ»ΠΈ Ρ ΠΎΡΡΡ ΡΠ±ΠΈΡΡ. Π’Π°ΠΈΠ½ΡΡΠ²Π΅Π½Π½Π°Ρ ΠΎΡΠ³Π°Π½ΠΈΠ·Π°ΡΠΈΡ ΠΎΡ ΠΎΡΠΈΡΡΡ Π·Π° Π½ΠΈΠΌ, ΠΊΠ°ΠΊ Π·Π° ΠΎΠΏΠ°ΡΠ½ΡΠΌ Π·Π²Π΅ΡΠ΅ΠΌ, ΠΆΠ΅Π»Π°Ρ Π·Π°ΠΏΠΎΠ»ΡΡΠΈΡΡ ΠΆΠΈΠ²ΡΠΌ ΠΈΠ»ΠΈ ΠΌΠ΅ΡΡΠ²ΡΠΌ. ΠΠΎ ΠΠΆΠΎΠ½ ΠΠ°ΡΡΠΈΠΊ, ΠΈΡΠΊΠ°Π»Π΅ΡΠ΅Π½Π½ΡΠΉ ΠΈ Π»ΠΈΡΠ΅Π½Π½ΡΠΉ ΠΏΠ°ΠΌΡΡΠΈ, Π½Π΅ ΡΠ°ΠΊ Π±Π΅Π·Π·Π°ΡΠΈΡΠ΅Π½, ΠΊΠ°ΠΊ ΠΌΠΎΠΆΠ΅Ρ ΠΏΠΎΠΊΠ°Π·Π°ΡΡΡΡ Π½Π° ΠΏΠ΅ΡΠ²ΡΠΉ Π²Π·Π³Π»ΡΠ΄. Π§ΡΠ΄ΠΎΠ²ΠΈΡΠ½ΡΠ΅ ΡΠΊΡΠΏΠ΅ΡΠΈΠΌΠ΅Π½ΡΡ ΠΏΡΠ΅Π²ΡΠ°ΡΠΈΠ»ΠΈ ΠΠΆΠΎΠ½Π° Π² ΠΌΠΎΠ³ΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΠΎΠ³ΠΎ ΡΠ΅Π»Π΅ΠΏΠ°ΡΠ°, Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΠΊΠΎΡΠΎΡΠΎΠ³ΠΎ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡΡ ΠΊΠΎΠ½ΡΡΠΎΠ»ΠΈΡΠΎΠ²Π°ΡΡ ΠΊΠ°ΠΊ Π½Π΅ΠΎΠ΄ΡΡΠ΅Π²Π»Π΅Π½Π½ΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ, ΡΠ°ΠΊ ΠΈ ΠΆΠΈΠ²ΡΡ Π»ΡΠ΄Π΅ΠΉ! Π‘ ΡΠ°ΠΊΠΈΠΌ ΠΎΡΡΠΆΠΈΠ΅ΠΌ ΠΠΆΠΎΠ½ ΡΡΠ°Π½ΠΎΠ²ΠΈΡΡΡ Π³ΡΠΎΠ·Π½ΡΠΌ ΠΏΡΠΎΡΠΈΠ²Π½ΠΈΠΊΠΎΠΌ Π΄Π»Ρ Π»ΡΠ±ΠΎΠ³ΠΎ, ΠΊΡΠΎ ΠΏΠΎΠΏΡΡΠ°Π΅ΡΡΡ Π²ΡΡΠ°ΡΡ Ρ Π½Π΅Π³ΠΎ Π½Π° ΠΏΡΡΠΈ, Π° ΠΆΠ΅Π»Π°Π½ΠΈΠ΅ ΡΠ·Π½Π°ΡΡ ΠΏΡΠ°Π²Π΄Ρ ΠΈ Π½Π°ΠΊΠ°Π·Π°ΡΡ Π²ΠΈΠ½ΠΎΠ²Π½ΡΡ Π΄Π΅Π»Π°Π΅Ρ Π΅Π³ΠΎ Π΅ΡΠ΅ ΠΎΠΏΠ°ΡΠ½Π΅Π΅.
ΠΡΠΎΠ±Π΅Π½Π½ΠΎΡΡΠΈ ΠΈΠ³ΡΡ
- ΠΡΠΏΠΎΠ»ΡΠ·ΡΠΉΡΠ΅ ΡΠ°Π·Π½ΠΎΠΎΠ±ΡΠ°Π·Π½ΡΠ΅ ΡΠ΅Π»Π΅ΠΏΠ°ΡΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΡΠΏΠΎΡΠΎΠ±Π½ΠΎΡΡΠΈ, ΡΠ°ΠΊΠΈΠ΅ ΠΊΠ°ΠΊ ΠΡΡΠ΅Π»Π΅Π½ΠΈΠ΅, Π’Π΅Π»Π΅ΠΊΠΈΠ½Π΅Π·, ΠΠ±Π»Π°Π΄Π°Π½ΠΈΠ΅ ΠΈ ΠΡΠΎΠ΅ΠΊΡΠΈΡ;
- ΠΡΡΠ»Π΅Π΄ΡΠΉΡΠ΅ ΡΠ΅ΠΊΡΠ΅ΡΠ½ΡΡ Π±Π°Π·Ρ, ΡΠΊΡΡΡΡΡ Π΄Π°Π»Π΅ΠΊΠΎ Π² Π‘ΠΈΠ±ΠΈΡΠΈ, ΠΈ ΠΎΠ³ΡΠΎΠΌΠ½ΡΡ ΠΌΠ΅Π΄ΠΈΡΠΈΠ½ΡΠΊΡΡ Π»Π°Π±ΠΎΡΠ°ΡΠΎΡΠΈΡ, Π³Π΄Π΅ ΠΏΡΠΎΠ²ΠΎΠ΄ΠΈΠ»ΠΈΡΡ ΠΎΠΏΡΡΡ Π½Π°Π΄ ΠΠ°ΡΡΠΈΠΊΠΎΠΌ β ΠΈ Π½Π΅ ΡΠΎΠ»ΡΠΊΠΎ Π½Π°Π΄ Π½ΠΈΠΌ!
- Π£Π·Π½Π°ΠΉΡΠ΅ ΠΈΡΡΠΎΡΠΈΡ ΠΠΆΠΎΠ½Π°, ΡΡΠΎΠ±Ρ ΠΏΠΎΠ½ΡΡΡ, ΠΊΠ°ΠΊ ΠΎΠ½ ΡΡΠ°Π» ΠΏΠΎΠ΄ΠΎΠΏΡΡΠ½ΡΠΌ ΠΊΡΠΎΠ»ΠΈΠΊΠΎΠΌ ΡΡΠΌΠ°ΡΡΠ΅Π΄ΡΠ΅Π³ΠΎ ΡΡΠ΅Π½ΠΎΠ³ΠΎ;
- Π Π°ΡΠΊΡΠΎΠΉΡΠ΅ ΠΏΡΠ°Π²ΠΈΡΠ΅Π»ΡΡΡΠ²Π΅Π½Π½ΡΠΉ Π·Π°Π³ΠΎΠ²ΠΎΡ ΠΈ ΡΠ»ΠΈΡΠΈΡΠ΅ ΡΠ΅Ρ , ΠΊΡΠΎ ΠΏΡΠΈΠ½ΠΈΠΌΠ°Π» Π² Π½Π΅ΠΌ ΡΡΠ°ΡΡΠΈΠ΅
ΠΠ³ΡΠ° ΠΈΠ·Π΄Π°Π½Π° Π½Π° DVD-Π½ΠΎΡΠΈΡΠ΅Π»Π΅.
Source:
games.1c.ru (Publisher's website)
Contributed by Klaster_1, Evil Ryu, Xoleras.