History VideoGame / SecondSight

24th Nov '15 12:53:58 PM Prfnoff
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''Second Sight'' is a third person action/adventure game developed by Free Radical Design and published by Codemasters, in which you take on the role of John Vattic, an [[LaserGuidedAmnesia amnesiac]] scientist who wakes up in a medical facility only to discover he has psychic powers.

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''Second Sight'' is a third person action/adventure game developed by Free Radical Design and published by Codemasters, Creator/{{Codemasters}}, in which you take on the role of John Vattic, an [[LaserGuidedAmnesia amnesiac]] scientist who wakes up in a medical facility only to discover he has psychic powers.
12th Nov '15 12:08:31 PM Folamh3
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Added DiffLines:

* ActionBasedMission: Stealth is encouraged for the most part, but several of the missions effectively force the player to run and gun (especially the earlier Russian missions, before John has acquired any psychic powers).
29th Oct '15 3:44:47 PM viking1911
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** Everyone also seems to have terrible trigger discipline. John's just a civilian, so it's somewhat forgivable for him. But the rest of WinterICE keep their fingers on the trigger even when they're not aiming. Additionally, they do not use eye/hearing protection during firearms training.
24th May '15 12:04:00 PM ZelmanClock
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* EnemyChatter: The game features enemy chatter at several points if you're stealthy enough. A few examples include one instance where two security guards play a game of "I spy", another features a Russian soldier bragging about his high score in an arcade game, with his friend questioning how he can play the game when there's no electricity in the building. The game also features a non-enemy version of this trope in the Teamwork mission where you can hide just outside a building and listen to Cortelli and J.C. talk/complain about you. If they spot you in the middle of their conversation, they quickly change the subject and pretend they're talking about something else.
20th May '15 10:40:43 AM Praenomen
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''Second Sight'' is a third person action/adventure game developed by Free Radical Design and published by Codemasters, in which you take on the role of John Vattic, an [[LaserGuidedAmnesia amnesiac]] scientist who wakes up in a medical facility only to discover he has psychic powers.

to:

''Second Sight'' is a third person action/adventure game developed by Free Radical Design and published by Codemasters, in which you take on the role of John Vattic, an [[LaserGuidedAmnesia amnesiac]] scientist who wakes up in a medical facility only to discover he has psychic powers.
powers.



** If you decide to lure the two first guards back into the room you were trapped in, and close them in, they have a frustrated conversation, and then one kills the other. http://youtu.be/08sqzDYFlKc
* EleventhHourSuperpower: Played with. The last psychic power Vattic becomes aware of is one he's been using throughout the entire game.
* EliteMooks: The [[BigBad Big Bad's]] elite [[GasMaskMooks gas mask-wearing]] Shock Troopers, who are equipped with submachineguns and psychic energy shields.

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** If you decide to lure the two first guards back into the room you were trapped in, and close them in, [[http://youtu.be/08sqzDYFlKc they have a frustrated conversation, discussion that will soon escalate and then end up with one kills of them killing the other. http://youtu.be/08sqzDYFlKc
other]].
* EleventhHourSuperpower: Played with. The last psychic power Vattic becomes aware of is one [[spoiler:one he's been using throughout the entire game.
game.]]
* EliteMooks: The [[BigBad Big Bad's]] BigBad's elite [[GasMaskMooks gas mask-wearing]] Shock Troopers, who are equipped with submachineguns and psychic energy shields.



* FootprintsOfMuck: ''You'' do this if you step in blood or water, and the {{Mook}}s react accordingly, particularly if you're in their line of sight but invisible.

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* FootprintsOfMuck: ''You'' do this if you step in blood or water, and the {{Mook}}s react accordingly, particularly if you're in their line of sight but invisible.



* HeroicBSOD//SanitySlippage: Vattic suffers these in the "Enigma" endings. By the final ending, the knowledge of his failure and the psychological torture have reduced him to a sobbing wreck of a human being.
* HeroicRROD: If you use up all of Vattic's psychic power, the screen goes all fuzzy and the sound is dulled. If you try to strain your powers (e.g. by trying to use Charm on someone who wants to kill you), you get the same effect.

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* HeroicBSOD//SanitySlippage: Vattic suffers these in the "Enigma" endings. By the final ending, the knowledge of his failure and the psychological torture have reduced him to a sobbing wreck of a human being.
being.
* HeroicRROD: If you use up all of Vattic's psychic power, the screen goes all fuzzy and the sound is dulled. If you try to strain your powers (e.g. by trying to use Charm [[PerceptionFilter Charm]] on someone who wants to kill you), you get the same effect.



* ItsAWonderfulFailure: The "Enigmas" that occur if one of your allies in the flashbacks dies. The "Psycho" enigma also counts as a {{Videogame Cruelty Punishment}}--you get it if you find a machine gun, kill someone with it in the tutorial level, and end up killed by the ensuing swarm of mooks.

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* ItsAWonderfulFailure: The "Enigmas" that occur if one of your allies in the flashbacks dies. The "Psycho" enigma also counts as a {{Videogame Cruelty Punishment}}--you get it if you find a machine gun, kill someone with it in the tutorial level, and end up killed by the ensuing swarm of mooks.



* NoGearLevel:

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* NoGearLevel: NoGearLevel:



** [[MySignificanceSenseIsTingling Psychic Projection]]

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** [[MySignificanceSenseIsTingling [[AstralProjection Psychic Projection]]



** [[CharmPerson Charm]] -- used on allies to calm them down, and on yourself to [[PerceptionFilter make people ignore you]] as a form of {{Invisibility}}. Using it on those who are trying to kill you [[TooSpicyForYogSogoth is not recommended]], and mechanical effects (lasers and cameras) are completely unaffected.
** HealingHands -- Via accelerated metabolism, which is why overdoing it will zonk you out.
** [[SpiderSense Precognition]] -- Jayne's power [[spoiler:and apparently John's as well.]]

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** [[CharmPerson Charm]] -- [[PerceptionFilter Charm]]: used on allies to calm them down, and on yourself to [[PerceptionFilter make people ignore you]] you as a form of {{Invisibility}}. Using it on those who are trying to kill you [[TooSpicyForYogSogoth is not recommended]], and mechanical effects (lasers and cameras) are completely unaffected.
** HealingHands -- HealingHands: Via accelerated metabolism, which is why overdoing it will zonk you out.
** [[SpiderSense Precognition]] -- Precognition]]: Jayne's power [[spoiler:and apparently later revealed to be John's as well.]]



* RespawningEnemies: In certain levels, there is no end of guards that can turn up; [[spoiler:these levels take place in a possible future, so they aren't actually happening, or the siege in Russia with an endless wave of mercenaries.]]

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* RespawningEnemies: In certain levels, there is no end of guards that can turn up; [[spoiler:these levels take place in a possible future, so they aren't actually happening, or the siege in Russia with an endless wave of mercenaries.]] ]]



* SelfDefeatingProphecy: What is actually happening whenever [[spoiler:you're in the "future" levels. Suffice to say that predestination does not exist in this universe.]]
* ShoehornedFirstLetter: In one level, two guards are playing [[SomethingThatBeginsWithBoring "I Spy"]] and the letter is "E". The guesser tries "eeediot".

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* SelfDefeatingProphecy: What is actually happening whenever [[spoiler:you're in the "future" levels. Suffice to say that predestination does not exist in this universe.]]
]]
* ShoehornedFirstLetter: In one level, two guards are playing [[SomethingThatBeginsWithBoring "I Spy"]] and the letter is "E". The guesser tries "eeediot".



* SoundingItOut: Standard implementation.
* StealthBasedGame: The player is rarely forced to use stealth, but it soon becomes the most reliable strategy. The game's biggest innovation is probably its integration of stealth and PsychicPowers - the player can sneak past guards using Charm (allowing the player to turn invisible is practically a GameBreaker in its own right), or create distractions, hide bodies, and disable security cameras with Telekinesis. There are also a handful of missions where the player is forced to run and gun.
* SubsystemDamage: The most basic sort--when you get hurt, you limp.

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* SoundingItOut: Standard implementation.
implementation.
* StealthBasedGame: The player is rarely forced to use stealth, but it soon becomes the most reliable strategy. The game's biggest innovation is probably its integration of stealth and PsychicPowers - the player can sneak past guards using Charm [[PerceptionFilter Charm]] (allowing the player to turn effectively invisible to other people is practically a GameBreaker in its own right), or create distractions, hide bodies, and disable security cameras with Telekinesis. There are also a handful of missions where the player is forced to run and gun.
* SubsystemDamage: The most basic sort--when you get hurt, you limp.



* TalkingToThemself: In the "Enigma" obtained if an ally dies during the Teamwork level, Hanson taunts Vattic from behind a one-way mirror. Clever camera angles make it look at first like Vattic's own reflection is mocking him.
* TimeTravel: [[spoiler:Subverted.]]
* TimeyWimeyBall: [[spoiler:Subverted.]]

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* TalkingToThemself: In the "Enigma" obtained if an ally dies during the Teamwork level, Hanson taunts Vattic from behind a one-way mirror. Clever camera angles make it look at first like Vattic's own reflection is mocking him.
* TimeTravel: [[spoiler:Subverted.]]
him.
* TimeyWimeyBall: [[spoiler:Subverted.Every time Vattic uncovers about something important from his forgotten past, he has a vision of the event where he can interfere with the outcome, which somehow allows him to alter the present. [[spoiler:This is actually a [[SubvertedTrope subversion]] and the big final reveal of the game: Vattic is not changing the past. What he thinks is the present is in fact a potential BadFuture as seen through his precognitive powers and the "past" is what is actually taking place in the real world.]]



* TomatoSurprise: A surprisingly original one - [[spoiler:what John believes to be the present is in fact a hypothetical future he is experiencing due to his precognitive abilities - the "flashbacks" are actually in the present.]]
* TooSpicyForYogSothoth: Using charm power on enemies can result in psychic burnout if they already ''want'' to kill you.

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* TomatoSurprise: A surprisingly original one - one: [[spoiler:what John believes to be the present is in fact a hypothetical future he is experiencing due to his precognitive abilities - abilities, the "flashbacks" are actually in the present.]]
* TooSpicyForYogSothoth: Using [[PerceptionFilter charm power power]] on enemies can result in psychic burnout if they already ''want'' to kill you. you.



** Subverted though, when it turns out [[spoiler:that anyone who you might feel bad about killing only exists in a possible future which is prevented by the ending. The enemies who are killed in the parts that actually happen are dangerous mercenaries, so there is no need to feel bad about killing them]].

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** Subverted though, when it turns out [[spoiler:that anyone who you might feel bad about killing only exists in a possible future which is prevented by the ending. The enemies who are killed in the parts that actually happen are dangerous mercenaries, so there is no need to feel bad about killing them]].
20th May '15 7:40:11 AM Humby
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** If you decide to lure the two first guards back into the room you were trapped in, and close them in, they have a frustrated conversation, and then one kills the other.

to:

** If you decide to lure the two first guards back into the room you were trapped in, and close them in, they have a frustrated conversation, and then one kills the other. http://youtu.be/08sqzDYFlKc
27th Mar '15 5:16:02 PM Folamh3
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* MirrorBoss: Near the end of the game, Vattic encounters several enemies who have the same PsychicPowers as him, except [[MyRulesAreNotYourRules these ones can block bullets too.]]
16th Mar '15 11:08:46 AM Folamh3
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* ShortRangeLongRangeWeapon: In the tutorial, when Franklin is giving Vattic sniper training, she explicitly refers to sniping at a distance of 15-30m as "long range". Most gunfights happen at very short range, and the player rarely has the opportunity to snipe someone more than 100m away.



* StealthBasedGame: The player is rarely forced to use stealth, but it soon becomes the most reliable strategy. The game's biggest innovation is probably its integration of stealth and PsychicPowers - the player can sneak past guards using Charm, or create distractions, hide bodies, and disable security cameras with Telekinesis. There are also a handful of missions where the player is forced to run and gun.

to:

* StealthBasedGame: The player is rarely forced to use stealth, but it soon becomes the most reliable strategy. The game's biggest innovation is probably its integration of stealth and PsychicPowers - the player can sneak past guards using Charm, Charm (allowing the player to turn invisible is practically a GameBreaker in its own right), or create distractions, hide bodies, and disable security cameras with Telekinesis. There are also a handful of missions where the player is forced to run and gun.
15th Mar '15 8:03:56 PM Folamh3
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* NoGearLevel: The earlier {{Flash Back}}s to Russia... kind of. You have to do without your PsychicPowers, but you get access to more and better guns instead, not to mention AI allies.
** Irritatingly, no weapon reliably carries over from one mission to the next, which can impact upon a player's preferred playstyle if, for example, the player prefers to play stealthily, but their tranquillizer gun gets taken away from them at the beginning of a mission.

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* NoGearLevel: TheNineties: Set in '97.
* NoGearLevel:
**
The earlier {{Flash Back}}s to Russia... kind of. You have to do without your PsychicPowers, but you get access to more and better guns instead, not to mention AI allies.
** Irritatingly, no weapon reliably carries over from one mission to the next, which can impact upon a player's preferred playstyle if, for example, the player prefers to play stealthily, but their tranquillizer gun gets taken away from them at the beginning of a mission.
allies.
15th Mar '15 8:02:21 PM Folamh3
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** Irritatingly, no weapon reliably carries over from one mission to the next, which can impact upon a player's preferred playstyle if, for example, the player prefers to play stealthily, but their tranquillizer gun gets taken away from them at the beginning of a mission.
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