Excerpt: Stepping up for a second opinion on Free Radical's Second Sight , I find myself dissenting a bit from Andrew's evaluation. Like Señor Fletcher, I've now been through both of the curiously-timed psychic-powered releases mentioned in the main review. Unlike Andrew, I think I'm going to give the edge to Second Sight .
Excerpt: Telekinesis and gaming were always going to be a beautiful couple but shockingly the shelves have little that represent such mind-blowing powers, off the top of our heads we can only think of the Galerians series and Legacy of Kain: Defiance, which for the record were skimpy in comparison to Free Radical’s impressive range of mind abilities as so beautifully illustrated on the technically pleasing Second Sight.
Excerpt: Take Psi-Ops: The Mindgate Conspiracy , make the character slightly insane, lessen your control over the powers and provide an unnervingly jittery camera and you have Second Sight in a nut shell. The levels and models of Second Sight don't seem to be overly spectacular. In general they seem to be something taken out of Half-Life (yes the first one) and just don't seem to be up to today's high standards.
Excerpt: Bet they didn't see that coming! Back in the springtime, Nottingham's Free Radical Design—the illustrious descendents of Rare's celebrated Goldeneye 007 and Perfect Dark teams—began priming the gaming media for the imminent release of a third-person action adventure based around psychic abilities.
Excerpt: As most gamers know, Free Radical, the developers of Second Sight, was formed from ex-Rare members that had worked on some of the best games of all time. While TimeSplitters 2, Free RadicalÃ¢â‚¬â„¢s last project, felt like a distant cousin to GoldenEye 007 and Perfect Dark, Second Sight takes the developer in a completely different direction.
Excerpt: TV can be a complete minefield these days, especially if you’re off the Beeb. While commercial channels carry some truly remarkable programs, they’re often punctuated with the following announcements:- a) Incredibly boring motor insurance commercials that all claim they can get you a cheaper quote. b) Ambulance-chasing solicitors convincing Britain’s clumsiest people that they can get ten grand for tripping up on a matchstick.
Conclusion: It’s not all hunting and killing though. Most situations can be dealt with by being sneaky, and naturally, the psychic powers factor largely into this. Turning yourself invisible is quite handy for gallivanting right beneath a guard’s nose. Or, you create a psychic projection so you can explore separate from your corporeal body – which also has the handy side effect of allowing you to possess guards.
Conclusion: THE VERDICT: The introduction of Psychic powers affords new methods of puzzle solving that whilst not particularly innovative, still offers the player a whole new gaming experience. Add to this a competent and fully functional combat system and a storyline to rival Half Life's in terms of quality and complexity, and you can't help but admire the significance of the work done by Free Radical.