Second Sight
Ben peers deeply into Free Radical's latest in this hands-on preview
Mention the name Free Radical and most people will immediately think about first person shooters. After all, not only are they the developers of the quality multiplayer console series TimeSplitters but also much of their team comprise many of the brains responsible for the N64 classic GoldenEye. So when a team with such an established heritage turns their attention to a plot driven third person adventure much interest ensues.
Whereas the TimeSplitters games shunned any notable narrative in favour of finely tuned multiplayer action, Second Sight is very much a narrative driven affair. The opening scene sees the protagonist, John Vattic, wake in the confines of some kind of medical research institute. He is chained to the bed but somehow finds he is able to free himself from his shackles simply using the power of his mind. Throughout the game Vattic explores and discovers an array of psychic powers that are all integral to progressing through the game. Interspersed with these sections is what are best described as 'flashback' levels that take place before Vattic acquired his powers, revealing the back story behind these bizarre events.
Third person actioners are ten a penny nowadays but Second Sight aims to differ itself through the wide range of psychic powers available to the player. Initially you're granted telekinesis, which is fortunately one of the more enjoyable abilities. The well-structured control scheme allows you to manipulate objects by first holding L2 to focus your energy and then holding R2 to manipulate your chosen object. The left stick remains free to move your character whilst the right is used to guide items across the room. Physics engines are very much en vogue at the moment and Free Radical have obviously not missed the boat. A floating TV, for instance, will accurately clip railings and scenery as you manipulate it and it retains momentum once you discard it, crashing through glass and coming to rest in a sparking heap.
As you progress and your powers develop you'll eventually be able to pick up adversaries and beat them to death against the scenery. The rag doll physics ensure that whilst quite brutal, it is also worryingly fun. The Possession ability also provides a lot of entertainment. See a guard lining up you up in his sights and you can quickly take possession of him. You're then free to shoot the scenery, perhaps lock him in a room or even open fire on his colleagues. The ensuing firefight will give you ample chance to slip away unnoticed. It's the fun that's to be had from toying with these abilities that really makes you stand up and take notice.
Other powers include the Psi Attack that initiates a psychic pulse that kills nearby enemies. It's a nice idea, but can be tricky to pull off when under pressure. Charm renders you invisible for a limited time, essential for progression through some of the more heavily guarded areas. For instance, one level requires that you infiltrate a mental asylum in search of a past colleague. Progression is reasonably linear until you reach a certain point when a little forethought is required. As powerful as you are, the ability to pass through objects is something you don't have, presumably because doing so would make it incredibly difficult to structure challenging levels. As a result, to get past a seemingly locked gate you must use the Projection ability that allows you to produce a metaphysical image of yourself that is free to roam levels and cause button-pushing mischief. Whilst projected you need to unlock a couple of the cells, unleashing crazed inmates that attack the guards. Soon enough backup is summoned, opening the door allowing you to access the computer and shut down the security cameras that had been blowing your cover.
Unfortunately many of the powers tend to be more functional than fun, at this early stage that is, providing the necessary tools needed to tackle the puzzles thrown up by the game. There isn't much entertainment to be had from sneaking around in a state of invisibility, even less so when some levels can be successfully negotiated by sneaking from point to point without so much as a cross word from the guards. The power gauge that governs your psychic abilities is also somewhat of a double-edged sword. At times I craved the freedom to exploit my abilities to the fullest, only to be held back by the need to hide and recharge. Other times I felt there was too much leniency. In this preview build the Projection ability seemed to be unlimited allowing you to roam levels unchallenged and figure what obstacles will appear where and how they may be tackled. Whilst this is easy going on the player and definitely a play mechanic that works, many players may find it too forgiving. Of course, whilst the game seems very near to completion it's tiny balancing exercises such as these that could radically alter the game come it's release in the run up to Christmas.

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