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inFAMOUS First Light, released August 26, 2014, is a PlayStation 4 Action-Adventure Wide Open Sandbox Superhero video game developed by Sucker Punch and the fifth game in the inFAMOUS series.
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The game is a prequel to Second Son, depicting events alluded to in that game. There are two separate timeframes, one from just shortly before the events of Second Son where Fetch tells Augustine the events of the other timeframe, two years prior to that. This is where the bulk of the game's action takes place, in (part of) the same city of Seattle we see in Second Son.

inFAMOUS First Light provides examples of:

  • Action Prologue: All but immediately after you gain control of Fetch, she's being pursued by cops, including a chopper. Mere minutes later, a high-rise apartment explodes around her. Fetch and Brent's boat suffers a similar fate.
  • Auto-Scrolling Level: There are two, "Stealing from the Enemy" and "Assault the Motherland." Both involve you riding atop a moving truck being driven by Shane and protecting it from enemies in nearby cars.
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  • Big Brother Instinct: Dialog and flashbacks depict how much Brent supports Fetch emotionally.
  • Bonus Feature Failure: Fetch gets access to her "killer" abilities after beating the game. But most likely at that point you have already finished with everything in Story Mode so these abilities are only useful for fighting endless waves a mooks in the Battle Arena.
  • Brief Accent Imitation: Fetch mockingly imitates Shane's accent as she's destroying his drug trucks.
  • Call-Forward: Fetch's Roaring Rampage of Revenge as she plows through DUP Soldiers to get to Shane is very reminiscent of Delsin's from Second Son, right down to the motivation behind it.
  • The Cameo: Hank and Eugene, major secondary characters from Second Son, briefly appear in the outro cutscene depicting the truck crash that sets the events of Second Son into motion. Players with Second Son save files can also use that game's protagonist Delsin in the challenge arenas, complete with a smattering of newly-recorded dialog from Troy Baker.
    • Eugene's Video powers are used to provide the endless supply of DUP Soldiers in the combat arena.
  • Colour-Coded for Your Convenience: In Fetch's neon graffiti, the images representing her are pink and the images representing her brother are blue.
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  • Cutscene Power to the Max: A very subtle example, but in the brief cutscene after you run from the cops on the dock at the very beginning of the game, Fetch clearly has a stronger jump capability than you as the player do at that point in the game. Justified as this all takes place in the past relative to the scenes in Curdun Cay, so the actual unlocking of the power (in the first Arena assignment) as the player isn't at all when Fetch herself first acquired it.
  • Deadly Gas: After Fetch has outlived her usefulness to Shane, he traps her in building and starts pumping in poisonous gas.
    Fetch: Poison gas? You pussy!
    Shane: Well, can you blame me? It’s not like shooting you to death has worked out for anyone.
  • Deadly Training Area: The three Battle Arenas in Curdun Cay that lets Fetch test out her powers and skills against an endless hoard of Hard Light clones.
  • Defiant to the End: After a brief, pathetic attempt to appeal to her decency, Shane continues talking crap to Fetch's face when she's clearly seconds from killing him.
  • Delinquent Hair: Fetch's appropriately neon pink/purple 'do and Brent's blue mohawk both very much reinforce their status as petty criminals.
  • Difficulty Spike: In First Light, the sandbox gameplay is fairly easy, similar to that in the other installments. Upon entering the arenas, that all changes, with the player needing to manage a chaotic Multi-Mook Melee.
  • Dirty Cop: It appears that Shane has been buying off police with the more power he is getting, even getting a hold of police drones. It appears the Chief of Police is one, but it seems more like he would rather just avoid a war.
  • Discontinuity Nod: The build-up to Fetch killing Shane plays out very much like the evil karma ending of In FAMOUS 2.
  • Distressed Dude: Brent spends almost the entire game being held hostage.
  • Doomed by Canon:
    • Brent, whose death was revealed during Second Son.
    • Considering there's no trace of his influence as the Kingpin of Seattle when Delsin arrives in the city, one could easily guess as to Shane's fate.
  • Downloadable Content: The game is an expansion detailing Fetch's past before being caught by the DUP and brought to Curdun Cay. Much like Festival of Blood, it is a standalone release and does not require the full Second Son game to play.
  • Drugs Are Bad: Fetch and Brent are recovering addicts, and it was Brent getting the crap beaten out of him that scared him (and eventually Fetch) into kicking the stuff. And obviously, the drug kingpin Shane was bad news for them both.
  • Drugs Are Good: There's a surprisingly logical reason the pair turned to the drugs in the first place.
    Fetch: (in flashback) "Being homeless, it's like you're a human cockroach. The evil looks just never stop. But then we got our first taste, and damn! Being a cockroach wasn't so bad."
  • 11th-Hour Superpower: Fetch gains a substantially enhanced version of her strongest superpower, Singularity, in the final story mission. You do still get to use it in non-story Arena challenges afterward, and it's quite necessary to get the best scores.
  • Enemy Summoner: The Summoner demons in the Battle Arena summons hordes of weak insect demons to swarm over Fetch.
  • Evil Feels Good: Throughout the first part of the game Shane tries to convince Fetch that she actually enjoys being the "Grim Reaper" to try to get her to work for him full time. When that doesn't work he kidnaps Brent and uses him as leverage.
  • For Want of a Nail: If Fetch had simply taken the damn red duffel bag like she was supposed to, it's probable that she and Brent would have lived happily ever after.
  • Foregone Conclusion: Anyone who played Second Son first knows that Brent won't be getting a happy ending (though the details of his demise seem changed a bit.
  • Freak Out: Fetch suffers these when she feels like she is loosing control of herself. Augustine comes to the theory that these freak outs are actually her body trying to adapt and develop a new ability to her power.
  • Generic Ethnic Crime Gang: The Russian Akuran gang, who return from Second Son albeit in a much more prominent role.
  • Guide Dang It!:
    • If, during the "Kingpin of Seattle" mission, you actually look for rooftop snipers when the game warns you that they're inbound, you will miss enemies in the alleyway below you and get a failure screen. Only after that wave below spawns in are the snipers up top actually there.
    • During the final chase in the snowy mountains outside Curdun Cay, the game will prompt you to "Defeat the DUP." If you do, you're in for a heck of a fight. Or — you can just run past them. The game seems to bluntly state that you must kill the DUP troops in the mountains but you absolutely don't and it's of course way easier to just avoid fighting them.
  • Happy Place: Anytime Fetch starts to suffer a Freak Out, she always tries to calm herself down by trying to remember a good memory about her and her brother.
  • How We Got Here:
    • The main narrative of the game, Fetch's quest to rescue Brent, is framed as flashbacks as Fetch recounts the events to Augustine while at Curdun Cay, ending with her capture by the DUP.
    • The entire game is this to Second Son with First Light ending with the botched transport from the start of that game; the very last shot before the end credits roll is the same shot of Fetch & Eugene fleeing the crashed transport that was used in Second Son.
  • I Have Your Wife: The second half of the game revolves around Fetch being coerced into doing work for Shane after he captures Brent and uses him as leverage.
  • Injured Player Character Stage: A relatively minor case. Fetch gets blown up near the end. While her movement is slowed, and she starts the sequence with no Neon stored up, she can still jump and use all her powers.
  • In-Series Nickname/Red Baron: Shane often calls Fetch "Grim Reaper".
  • Logo Joke: The Sucker Punch logo drawn out by the Neon powers.
  • MacGuffin: The exact importance of the red duffel bag is never fully explained. It's too small to simply contain the "literal boatload of cash" that Brent promises — and would the Akruans blow it up if it had cash in it? — so there must be something valuable inside it. It exists only to give Fetch a reason to go to that apartment and set the events of the game in motion.
  • Obliviously Evil: Shane after being arrested by the DUP of possibly being a bio-terrorist, seems to fully believe Fetch will back up his defense that he is human. This after the fact he kidnapped her brother and tricked her into killing him.
  • Old Save Bonus: If one has the Second Son data on their PS4 when booting up First Light, Delsin becomes available in the combat arenas.
  • Poisonous Friend: Fetch never entirely trusts Shane, so it's little surprise to her or anyone that he ended up being this.
  • Prequel: A majority of the game is set 2 years before the start of the game told in flashbacks. The game ends just as Second Son starts.
  • Promoted to Playable: Fetch goes from side character to playable character.
  • Remember the New Guy?: Shane was never mentioned as part of Fetch's backstory in Second Son. He seems to lampshade this in his introduction.
    Shane: (Proudly) I'm Shane. (beat) Shane?
  • Retcon: Arguably - In Second Son it was implied that Fetch & Brent were both heavy drug users and she killed him while in a drug induced rage and thought he stole her stash. First Light, it's revealed that they were heavy drug users but Brent went clean when he saw what it was doing to his sister and Fetch went clean later after she saw how Brent was getting injured while trying to help her. with Brent's death coming when Shane forcefully injects drugs into Fetch and she kills Brent not realizing it was him.
  • Rewarded as a Traitor Deserves: Shane back stabs Fetch, has her accidentally kill her brother, and then turns her over to the DUP. The DUP reward him by arresting him under false pretenses of being a "bio-terrorist" and letting Fetch kill him.
  • Roaring Rampage of Rescue: Fetch does this at the end to find her brother. Single-handedly destroying all Shane has made for himself with her knowing full well Shane can't kill Brent because then he has no protection from her.
  • Roaring Rampage of Revenge: Fetch does this at the very end of the game when the DUP bring in Shane for Fetch to kill. After he survives their first encounter she chases him throughout the mountains plowing through everyone in her way to get to him.
  • Separate Scene Storytelling: How the Seattle free-roam sequences are framed. It's Fetch telling Augustine the story, but we get to see it and live it ourselves.
  • Significant Anagram: Curdun Cay Station is one - It's an anagram of Conduit Sanctuary.
  • Storming the Castle: What Fetch is trying to do in the last segment in Seattle free-roam (she gets a rude surprise though). The trope name is nearly quoted exactly by the mission name too.
  • Super-Power Meltdown: When Augustine brings Shane out in front of Fetch in Curdun Cay, she's so enraged at the sight that she lets loose a neon blast orders of magnitude more powerful than she does at any other time (it blasts a hole through a concrete wall that looks several feet thick).
  • Unreliable Narrator: Fetch repeatedly holds back information about her powers from Augustine when telling her story.
  • Villain Ball: All Shane had to do was give Fetch back her brother and they would have left and Shane would have had full control over the city. Instead he once again double crosses her and she single-handedly wipes out his entire organization.
  • Voice with an Internet Connection: Jenny. The only time we see her in the flesh, it's her dead body.
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