Jump to navigation
Advertisement

Second Sight Review

PC MMO Review by Tom Bramwell

23 February, 2005

'Second Sight' Screenshot 1

Second Sight on consoles was very nearly love at first sight. Waking up in a military installation and gradually discovering and making use of your latent psychic powers is a good idea anyway, but being able to dive back into your own memories - playing them out as little vignettes, gradually unravelling the back-story and altering events in the present - is destined to be engrossing and thought-provoking stuff if handled correctly. Which, on PS2, Xbox and GameCube, it generally was. Were it not for Midway's marginally superior Psi-Ops, released at more or less the same time, and Half-Life 2 quickly raising the bar in terms of, well, raising bars and throwing them at people, it would have been even more fondly remembered.

But unfortunate scheduling coincidences cannot be blamed for the failings of the recently released PC version, which decides to combat the threat of Psi-Ops (also out on the PC now), the physics tricks that Valve put over it two months after its console release, and its PC-specific competition like Max Payne, by doing a totally cack-handed job of translating the controls to keyboard and mouse and instructing the camera to continually bob around, look the wrong way and refuse to budge when it's most important to see what's going on. Typically forcing you to make yourself visible to patrolling guards in order to work out where they are at all.

The controls are an immediate stumbling block, and we never quite regained our balance. During the early sections we should have been engrossed by the mystery of John Vattic, who wakes up in a facility heavily bandaged, plugged full of needles and seemingly capable of moving objects with his mind alone. Instead we were constantly quitting out of the game trying to get the mouse sensitivity right and then restarting. At maximum sensitivity it's far from optimal, and even with a combination of WSAD and mouse you can never rely on the camera to behave itself autonomously. The lock-on suffers too, scooting between targets as you thrash the mouse around the mouse pad in frustration; a problem compounded by the need for the game to let you lock onto inanimate objects just as frequently as enemies.

'Second Sight' Screenshot 2

Worse, our attempts to switch to a joypad for control soon proved impossible. Even remapping keyboard letters to joypad buttons to make up for the lack of direct in-game support and then painstakingly arranging inputs in-game to match couldn't help us figure out analogue control - an absolute must for the camera at least - and eventually saw us return to the keyboard and mouse with tail between legs. And went in and out and in and out until we got those right again.

Not letting you access control options without quitting out of the game and back into the main menus is ridiculous enough, but it did at least help to highlight some rather arbitrary design decisions. Were it not for our flailing between menu and game early on, for example, we wouldn't be able to criticise the way that it's possible to make it to the elevator at the end of the first section and then discover it won't activate until you've used your melee attacks to take down two patrolling guards. We didn't think we had to; they scampered off and hid when they saw us lifting barrels with our minds, so why should we have to go and put the boot in just to trigger the level transition?

Things do pick up after that. Wrestle yourself into a state of truce with the awkward control scheme and the following sections that mix in stealth - making use of Vattic's unique arsenal of psychic powers, which include the ability to become temporarily invisible, to kill enemies with a psychic blast, to heal himself and more - as well as sniping, puzzling and what the yanks might term "balls-out action" unfold in a relatively satisfying manner. But there's always that worry about the controls, and we often found ourselves playing in a deliberately peaceable manner despite our own latent urge to kick people's heads in.

Not that we were always inconvenienced by the control system's failings, because there were several times when the stupidity of the AI enemies came to our rescue. Trying to get to the car park to pinch an escape vehicle early on, for example, we had to negotiate a series of upward ramps, dodging stationary guards waiting to take pot shots at us. Careful use of the invisibility skill soon saw to that, but we also owe the guards' lack of common sense. As a rule of thumb, guardy-types, when your mate round the corner is yelling and firing at roughly where you're standing, it means there's a barely cloaked escaped prisoner in the vicinity. In this case, right behind your back waiting for the invisibility to recharge. Don't look round or anything though; the threat is clearly coming from the downward ramp in front of you...

'Second Sight' Screenshot 3

Fortunately for those of us struggling along with the PC version's failings, the plot develops in an interesting way as Vattic tries to trace his past through his memories, reliving the circumstances that brought him - a scientist sceptical of psychic powers - into the midst of a complicated conspiracy, and the way it develops is particularly interesting. We liked the idea of remembering someone, finding out they were dead, saving them in the past with some carefully managed dramatic irony and then racing off to try and find them again in the present and join the dots. Just as we liked some of the level design, which draws on troubling themes and proves to be rich with extra bits and pieces for those willing to explore - like a shotgun hidden in a toolshed that you'll only find if you can use your telekinesis to summon a distant key from a rooftop. It's not storytelling to trouble the average RPG maker, but it's as good as most of the films you'll happily watch on a Friday night with some beer and pizza in tow.

But when it's such a chore to control, and those controls and that camera regularly conspire to chuck you back to the last of the level's checkpoints, Second Sight can feel like it's all for nought - and there's no question that there are plenty of equally mysterious third-person action games already available on the PC, and a great many more serious narrative-driven titles across a multitude of genres. Most of which can be had for less than a tenner, in fact, and probably look and feel just as accomplished as Free Radical's neatly stylised but creaky PC conversion.

Second Sight is undoubtedly a good game with a wealth of good ideas. From the premise and storytelling (complete with satisfying conclusion), through clever mechanics like a sniper zoom that takes over a corner of the screen rather than the whole thing, and an array of psychic abilities that allow for some unique puzzling, there are plenty of moments that demonstrate the developer's skill and inventiveness. But, sadly, neither of those are traits borne out by the rusty PC mechanics. If you like the sound of Second Sight, make sure you play it on a console. It is possible, we suppose, that you might get on with the PC version, but in truth we just can't see it.

6/10

Read our Scoring Policy

Advertisement

Are you excited about Second Sight on PC?
View Eurogamer readers most anticipated games

Thanks!

Want to comment on this article? Log in, or register!

Comments: 1-21 of 21 in total

Poster
Comment Low-scoring comments hidden. Log in to see them!
templar wizard
23/02/05 @ 09:08
#1
0
You buried this comment
Comment below viewing threshold
Show
you did use controlMK didnt you?
space ace
23/02/05 @ 09:21
#2
0
You buried this comment
Comment below viewing threshold
Show
urgh- we know, if that's any consoleation :)
DUFFMAN5
23/02/05 @ 09:27
#3
0
You buried this comment
Comment below viewing threshold
Show
When are you going to review Mercenaries ?, I just can't buy a game unless you guys tell me it's great! Oh YEAH!
Fozzie_bear
23/02/05 @ 10:33
#4
0
You buried this comment
Comment below viewing threshold
Show
Duffman - take a look at peej's thread in the forum re; mercenaries. Looks like he's got a not entirely positive reader review coming up..

Thought this looked quite good on PS2 - was on my possible list for when i've finished current batch of games. Control issues putting me off though. Just don't have patience to battle against a control system as well as a game.
Khanivor
23/02/05 @ 10:55
#5
0
You buried this comment
Comment below viewing threshold
Show
I though the game looked lovey, had a fine story, and some nice music. But the controls sucked, the camera was deranged and the AI anything but. A piss-poor port of what seemed to be an interesting game.
Blerk
23/02/05 @ 10:58
#6
0
You buried this comment
Comment below viewing threshold
Show
I thought the controls in the PS2 version were fine, Fozzie. Although I only played the demo... Most of the complaints seemed to come from people who like 'down to be up' and 'up to be down' in their FPS games. Which is obviously 'wrong'. :-D
President Weasel
23/02/05 @ 11:10
#7
0
You buried this comment
Comment below viewing threshold
Show
'invert y axis' should be a standard option in FPS's. it's not like it should even be that hard to program, and it's only polite to cater for both types of player. it's hard to get used to 'down=down' when you're used to the other way around


consoleation

booo!
/throws things
Fozzie_bear
23/02/05 @ 11:15
#8
0
You buried this comment
Comment below viewing threshold
Show
I see... 'up for down' is the way things should be. No need for option to have 'up for up' option for wrong-headed folks - they're sick in the mind and should be shunned rather than pandered too :o)
Dr Dave
23/02/05 @ 11:17
#9
0
You buried this comment
Comment below viewing threshold
Show
"'invert y axis' should be a standard option in FPS's"

second sight uses a third-person camera

/pedant
Blerk
23/02/05 @ 11:17
#10
0
You buried this comment
Comment below viewing threshold
Show
Push up, look down? You're all freaks!

People aren't like bloody planes, you know!
UncleLou
23/02/05 @ 11:19
#11
0
You buried this comment
Comment below viewing threshold
Show
It's not wrong, it's logical, it simulates the movement of your head. Or do you move your head forward and look at your feet if you want to watch a plane? ;)
UncleLou
23/02/05 @ 11:21
#12
0
You buried this comment
Comment below viewing threshold
Show
Might add that I don't set it up that way, though. :)

I am one of these freaks that prefers a Left=right camera movement in some 3rd person games though. :)
Eraser
23/02/05 @ 13:46
#13
0
You buried this comment
Comment below viewing threshold
Show
I thought the controls were more than forgivable on the GameCube version of the game. I thoroughly enjoyed it and was really engrossed by the story.
ratbait
23/02/05 @ 13:56
#14
0
You buried this comment
Comment below viewing threshold
Show
"..it's not like it should even be that hard to program"

Even I could program that

in Input.cpp

if (true==bFlipYAxis)
YAxisValue = -YAxisValue;

in UI.cpp

bFlipYAxis =UI.GetButtonStatus(FLIPYAXIS);

and some other crap to read previously set options from an ini file etc.
hardly rocket science.
Zero Beat
23/02/05 @ 14:18
#15
0
You buried this comment
Comment below viewing threshold
Show
Oh fuck off with the code bollocks.
Dant
23/02/05 @ 15:52
#16
0
You buried this comment
Comment below viewing threshold
Show
Nobody likes a showoff ;)
Zero Beat
23/02/05 @ 15:57
#17
0
You buried this comment
Comment below viewing threshold
Show
Exactly.
Groovicron
23/02/05 @ 16:02
#18
0
You buried this comment
Comment below viewing threshold
Show
I played the xbox version and thought the controls were great.
Mr Sleep
23/02/05 @ 16:26
#19
0
You buried this comment
Comment below viewing threshold
Show
"Nobody likes a showoff"

I do, I think they're great.

This all sounds quite interesting, I'll probably pick it up second hand or on the cheap. You know, BG&E ruined my ability to use Invert Mouse, I used to be rather good at FPS and the invert was king, it just worked so well. Now I am indoctrinated into the "normal" way and I can't stop!
3william56
24/02/05 @ 05:30
#20
0
You buried this comment
Comment below viewing threshold
Show
The curse of the mouse strikes again!

Poor PC gamers - the evil cult of WASD ruins another 3rd person game. About time PC devs learned that 100+ million consoles with twin analogue sticks have them for a reason, and create a standard, proper analogue controller for non FPS / RTS games. I thought mapping keys to a joystick went out with the Speccy.
savant
24/02/05 @ 12:13
#21
0
You buried this comment
Comment below viewing threshold
Show
My mate picked up Psi-Ops in the 2-for-30-quid offer at Virgin, and it's class. We played it (on Xbox) for a couple of hours and the controls are fine and the emergent gameplay is great fun. He's been mailing me with daily reports about the amazing things the physics will let you do, like blocking guards in with boxes, or throwing them into gear wheels or onto electric rails. Sounds way better than this game, which looks like it could have done with a lot more playtesting to iron out the creases.

Comments: 1-21 of 21 in total

Want to comment on this article? Log in, or register!

X View gallery