And if you're good we say, 'Hey, did you screw up and hurt somebody innocent?' and we zap you for it."Įvil Delsin is capable of some horrible things, but Fox said there are clearly explained reasons for his super-powered spree in Seattle. "We're making sure that if you said you're going to try to be evil, you stick to it and keep up your mayhem levels. "We're charting what you do second-to-second," Fox said. They're constantly being assessed by your gameplay choices. Those decisions aren't doled out on a chapter by chapter basis either. If you're bad, you get more indiscriminate powers, you're just all about mayhem." "If you're a good guy, you get more surgical strike abilities to fight the enemy and avoid civilians. "Your powers evolve differently based on whether you're a hero or villain," Fox said. Players can opt for killing headshots by firing smoke or neon-based projectiles, or they can incapacitate foes by taking them out at the legs or through other non-lethal means. "Delsin can choose whether he wants to obliterate enemies or take them down alive," he said. Karma, Fox said, is also embedded into the game's combat itself. It manifested in fabric too the dual birds silkscreened on Delsin's jacket reflect his karmic state, with the red bird dominating the white one when evil, vice versa when good. That karmic choice was reflected in our mission, the dialogue between the two and the very fabric of Delsin's character. The humans on the receiving end of Delsin's deadly powers were armed criminals, not Seattle's citizens.
We set off with the goal to destroy a group of houseboats suspected of serving as home to Seattle's illegal drug industry.
Rather than encourage her dark side, Delsin took her under his wing, joining Fetch in her anti-drug trade crusade. Later, playing as Delsin myself, I opted to redeem Fetch. By the end of that great mayhem, dozens were caught in the crossfire or intentionally killed. But that didn't stop Sucker Punch from executing unarmed protesters and squads of soldiers from the Department of Unified Protection, or DUP.Īs Delsin, the developer continued on its smoke and neon-infused superpower killing spree, doing great harm to the city and its civilians in pursuit of an anti-Conduit leader. Their mission seems cruel, as the protesters are peaceful, if intolerant. Sucker Punch opted for the latter, leading to a mission in which Delsin and Fetch harass and attack groups of anti-Conduit protesters. "Or you can choose to be a jerk and corrupt her, you can turn her into a killer."
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"You can either walk the high road and try to prove to people that Conduits are good redeem Fetch and show her how to be that hero character. "What you do with that freedom is the player's choice," said game director Nate Fox. Delsin, having just absorbed the neon-based powers of the character Fetch, another Conduit and a drug dealer-slaying vigilante, is given the option to redeem or corrupt her. Divert from the path and you'll be appropriately punished.Īt a recent hands-on demo of Second Son, Sucker Punch showed that system in practice. Stay on those paths and align your moment-to-moment actions to one or the other, and you'll be rewarded. The karmic choices in Infamous: Second Son, as in previous Infamous games, will lead its protagonist to decide at key moments whether to walk the path of good or evil. The choices players make in Sucker Punch's PlayStation 4 debut as the young "Conduit" Delsin Rowe will have an impact not just on him, but on his superhuman gifts and the people around him. The decision to be heroic, to use your superhuman powers for good, or to be a villainous destructive force and seek satisfaction by any means necessary will matter more than ever in Infamous: Second Son.