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Each collectible feels like a little platforming challenge, rather than a reward for simply going to a point you’re told to. Neon gates around Seattle give Fetch a speed boost when she dashes through them, so catching up to a big moving Lumen or getting the speed to jump high enough to reach a particularly high up one depends on the use of these speed boosts.
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First Light has a new collectible in the form of Lumens, and while these are also shown on your map, they’re much more interesting and tricky to acquire. I wasn’t a big fan of the blast shards in Second Son – they were all on your map, so all you had to do was follow it. Perhaps my favourite thing about the inFAMOUS games is traversing a city while collecting and completing items and objectives. While Second Son catered to different play styles by letting players use whichever ability they preferred, First Light manages to give fairly diverse gameplay options with just one, and I never once felt I didn’t have enough powers. After enough enemies have been disposed of, Fetch can perform a Singularity – a huge ball of neon energy that sucks everyone around into its destructive centre. Fetch can fire neon-bolts rapidly, push enemies into the air with a stasis blast or send out neon homing missiles. There are other approaches to take though, if accuracy isn’t your thing.
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It takes a great mechanic from SS and expands it to the point where this approach to fighting enemies feels like a really rewarding test of speed and shooting prowess. Depending on how many upgrades you’ve got your hands on, Fetch can shoot enemies’ weak points to keep time slowed, all the while incapacitating them or even turning them to fight for her. I considered neon the accuracy based power in SS, and that’s built on here. Though Fetch’s move set is largely similar to Second Son’s hero, it’s more than different enough to create a gameplay experience new and interesting enough to stay fun for the length of First Light. I was assuming this was the case, and I was sorely mistaken.
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The easy way out for gameplay design would have been for Fetch to play just like Delsin did when using neon abilities. Most storytelling comes across in dialogue during gameplay, and less focus on cinematics is well suited to a smaller game. The way it plays out reminds me more of the original inFAMOUS than SS, in a good way. It’s an interesting enough story, with a bunch of new characters and a few twists and turns Fetch failed to mention during Second Son. If you haven’t, you won’t be missing anything plot-wise. If you’ve played Second Son, you have an idea of how it ends, but it might surprise you just a little bit. Fetch and Brent’s dealings with drugs and gangs are playable flashbacks where the bulk of the story takes place. Fetch is imprisoned in Curdun Cay, a prison for those with powers, where she tells the story of herself and brother Brent. This time around you play as Abigail ‘Fetch’ Walker, the punk neon-powered conduit from Second Son. Despite the small package it appears to come in, First Light is no less than a great thing. Sucker Punch have given reasons to re-explore Seattle and introduced new ways to have fun. The thing is, First Light is much more than that. And, if you put it that way, it still doesn’t. Being limited to only a portion of the city and cutting down Second Son’s four powers to a mere one didn’t sound too appealing to me. I’ve never been less excited for an inFAMOUS game than I was for First Light.