Fetch's neon powers ensure that combat always looks striking, even if the underlying mechanics are old. What follows is a four-hour-ish campaign of missions that take in all the expected objectives: dashing to waypoints, killing lots of dudes, protecting more dudes by sniping from afar and taking part in several car chases where you stand on the roof of a van and blow up the vehicles that are chasing you. That sets up the rest of the storyline, in which Fetch undertakes missions for a laconic Texan hoodlum called Shane, the man Brent was working for, who promises to help Fetch find him. When she returns, the boat is destroyed and Brent is nowhere to be seen. This introduces her neon-themed power set to the player - not least her ability to transform into a blaze of light that can race along city streets and up vertical walls - but also leaves Brent exposed. Cops catch them loading their boat and Fetch uses her powers for the first time in years to draw them away from Brent. You can tell it's all going to go horribly wrong, and it does. She's recently overcome heroin addiction thanks to her brother's patience and devotion. The pair have been sleeping rough, with Fetch keeping her powers locked down so as not to attract attention. We meet Fetch as she's planning to ditch Seattle for good, but her mohawk-sporting brother, Brent, wants to do one last robbery so they can afford a better new life in Canada. That story is basic, though still fairly effective. A game exploring Fetch's life as a super-powered homeless addict would have been more interesting than another tale of kidnap and revenge. It doesn't make any difference in gameplay terms, of course, but it's a shame you have to disengage from the story's timeline in order for it to make sense.
That's a weird decision, since these powers are useful and there's no reason why she wouldn't use them in the past.
INFAMOUS FIRST LIGHT HOW LONG FULL
Rather bizarrely, it does mean you're learning new powers in the future that you then use in the past, but the game explains this by saying that Fetch is holding out on Augustine and not revealing her full range of powers. The bulk of the game is set two years prior, on a smaller version of the same Seattle map from the original game, and explains how Fetch came to be in DUP custody.Īs a framing device, the split serves its purpose and also allows for new powers to be introduced and mastered without clogging up the core storyline.
One takes place just before the events of Second Son and finds Fetch being quizzed and trained by Augustine, scheming head of the Department of Unified Protection, in the secret Curdun Cay base.