Software:Second Sight (video game)
| Second Sight | |
|---|---|
| Developer(s) | Free Radical Design |
| Publisher(s) | Codemasters[lower-alpha 1] |
| Director(s) | Rob Letts |
| Producer(s) | Martin Wakeley |
| Artist(s) | Karl Hilton |
| Writer(s) | David Doak Andrew Lawson |
| Composer(s) | Graeme Norgate Christian Marcussen |
| Platform(s) | GameCube, PlayStation 2, Xbox, Microsoft Windows |
| Release | GameCube, PlayStation 2 & Xbox Microsoft Windows |
| Genre(s) | Action-adventure, stealth |
| Mode(s) | Single-player |
Second Sight is a 2004 science fiction action-adventure stealth video game developed by Free Radical Design and published by Codemasters for GameCube, PlayStation 2, Xbox and Microsoft Windows. Players assume control of an American parapsychology researcher, who awakens in a medical facility with no memory of their past and powerful psychic abilities, and breaks out with these powers in order to uncover their past and their involvement in a mission they undertook with a specialist taskforce of the U.S. Marines. The game's action is divided between gun combat and stealth, with emphasis on players making use of different psychic abilities to survive against hostile opponents and overcoming obstacles and tricky puzzles.
The game's console entries have received mostly favorable reviews, while the PC version received mixed feedback.
Gameplay
In the game, players control the story's protagonist through a series of levels, in which the aim is to complete a series of tasks, dealing with hostile enemies and some minor puzzle-solving. The game's action is viewed through a third-person perspective, though at times players switch to a first-person viewpoint under certain conditions (i.e. crawling through a vent). Each level features different situations, ranging from full-scale combat situations, to the use of stealth and subterfuge to get around enemies and achieve important goals. When combat situations are inevitable in most levels, players can, along with engaging enemies in close combat, utilises a variety of fire-arms to deal with hostiles - pistols, sub-machine guns, assault rifles and sniper rifles - with gun combat featuring the ability to hide behind cover and a targeting system that allows players to lock-on to enemies and fine-tune their aim to hit specific body parts on an opponent. However, in levels where combat should be avoided,[1] players engage in stealth by staying out of sight of enemies through the use of cover, with the ability to knock out opponents with a silenced tranquilliser gun (where available). In addition to enemies, player must also avoid security cameras; these can shut down if the player finds the computer terminal that controls them. If the player is spotted by an enemy/camera when trying to be stealthy, an alarm is triggered that not only increases the number of enemies in the section of the level that the player is in, but also causes all enemies to seek them out and engage them; the alarm is only cancelled out when enemies cannot find the player after a period of time. In some levels, the player must solve a minor puzzle, which may involve anything such as finding a password to operate a computer system.
Second Sight's most unique aspect of gameplay is the protagonist's ability to use a variety of psychic powers, which can be used either to aid the player in combat, avoid detection, and help to solve some puzzles.[2] At the start of the game, the player begins with only a few powers, but unlock new ones and upgrades to those they possess as the story progresses. Such powers drain the players psychic energy either in a set amount or over time; if the player is drained of psychic energy, then they are momentarily stunned for a few seconds, leaving them vulnerable. One unique power that the players gain access to at the start of the game is the ability to heal themselves, which is later upgraded to allow the player to heal allies that they have in later stages of the game; in some of the earlier stages, players do not possess psychic abilities, meaning that any damage they take can only be healed by finding first aid kits within the level.
Plot
Setting
The game takes place in a world in which parapsychology exists, and secret research projects on the subject were conducted during the Soviet era after World War II and uncovered proof that powerful psychic abilities could be transferred genetically into other subjects. The events of the story take place across locations within the United States and Siberia, as well as a training base in Germany, between two different points in the same year within the late 1990s. The game's main antagonist is a fictional US agency called the National Security Executive (NSE), which seeks for its own ends the parapsychology research that was conducted.
Story
American parapsychology researcher John Vattic awakens inside an isolation cell of a medical facility in Virginia, with no recollection of his past or identity. Discovering he possess powerful psychic abilities of unknown origin, Vattic uses them to break free and explore the facility. While riding down in an elevator, he experiences a flashback that allows him to recover his identity.
The flashback makes him recall that he was recruited by the Pentagon six months ago to assist in an important mission being conducted by WinterICE - a special taskforce of U.S. Marines led by Colonel Joshua Starke, and his psychic adviser Jayne Wilde. The taskforce had been given orders to travel to Siberia to recover Victor Grienko, a renowned Russian scientist seeking political asylum with the United States, who had conducted extensive research into parapsychology. Back in the present, Vattic gains access to the facility's patient records, only to learn Wilde died during the mission in an ambush by Russian troops.
Experiencing another flashback in which he prevents Wilde's death, Vattic is shocked to find her records changed in the present. Learning that her survival only led to her being incarcerated at a mental asylum in Vermont upon returning to the United States, Vattic works to escape the facility in order to rescue Wilde. Traveling to the asylum, Vattic finds her in a cell, having suffered trauma that had left her mentally frail, Vattic works to break her out, bringing her to the sewers beneath the asylum.
Upon returning to her senses, Wilde recognizes Vattic and tells him how he and Starke were ambushed the first night on the mission, resulting in Starke's death. Recalling the incident in a flashback, Vattic and Starke investigated the area after countering the ambush, whereupon Vattic encountered a psychic projection from one of Grienko's child subjects in a disused rail tunnel. The child helps to awakens his dormant psychic abilities in the past, allowing him to save Starke. After the fight, both men discover the troops they fought were actually US Special Forces.
Returning to the present, Wilde reveals to Vattic that Starke survived, but was court-martialed after the mission and went into hiding. Escaping pursuit by NSE agents, Vattic has Wilde bring him to Starke's hideout in Queens, New York. Vattic meets with Starke, who reveals the rest of the WinterICE team did not survive the mission. Vattic recalls in another flashback how WinterICE tracked down Grienko to a village called Dubrensk, and how he prevented the deaths of the team, only to discover the villagers slaughtered. A lone survivor, mortally wounded, pleaded with the group for their help to save a group of children, but insisted on Vattic handling the task alone, as only he could approach the children safely. In the present, Starke reveals the massacre in Dubrensk was conducted by Silas Hanson, the director of the NSE, who sought to steal Grienko's work, dubbed the "Zener Project", from a hidden research facility under the village, and used the surviving WinterICE team as scapegoats. Learning that the NSE covered up the incident and theft of the Zener Project, Vattic heads to the agency's headquarters in New Jersey for answers.
Vattic soon discovers that Hanson used the Zener Project to create a global army of psychic super soldiers, and has another flashback where he ventures into the research facility under Dubrensk. Rescuing some of the children, Vattic is led by them to Grienko, who mistakes him for one of Hanson's men and reveals he contacted Hanson in hopes of taking his research and children to the United States and continue his work with new funding. In the present, Vattic confronts Hanson, but finds himself powerless to stop him, as he holds Wilde hostage. Deciding to use his flashbacks to change the past and prevent Hanson from using the Zener Project, Vattic returns to the past and, knowing the truth, convinces Grienko that Hanson seeks only to take tissue samples before killing everyone on the project, moments before Grienko is murdered by Hanson's men. Proceeding to the lower levels, Vattic begins experiencing hallucinations of the present and the locations he visited.
Eventually, through hearing Wilde's voice, Vattic realizes that his perception of time is wrong, and that the present is actually a possible future being shown to him by his final psychic ability, precognition. Unbeknownst to him, the ability had been active the whole time and what he thought was the "past" was really the present. Wilde explains that Grienko's children had foreseen what Hanson planned to do and knew that only Vattic could stop him.
Now fully aware of the truth, Vattic confronts Hanson in Grienko's lab but finds him sealed behind a window impervious to bullets and psychic powers. Slowly overwhelmed by Hanson's men, Vattic releases the project's other children to help him, who then promptly use their powerful telekinesis abilities to reach Hanson and kill him. Returning to the surface, Vattic reunites with Starke and Wilde, who help him onto a helicopter leaving the area, while WinterICE and American troops arrive to secure the facility.
Development
THQ Nordic have acquired the rights to the game in August 2018.[3] The deal gives THQ Nordic the rights to republish the game, in addition to making new games, if they want.[4] In April 2021, THQ Nordic relisted the game on Steam.[5]
Soundtrack
In 2006, Free Radical Design made the Second Sight soundtrack available for download on the company website, including printable album artwork.[6]
In 2012, Graeme Norgate made the soundtrack available on his personal Bandcamp page.[7]
Reception
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Second Sight received "favorable" reviews on all platforms except the PC version, which received "average" reviews, according to review aggregator Metacritic.[29][30][31][32]
In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[33]
Notes
- ↑ Re-release version published by THQ Nordic.
References
- ↑ 1.0 1.1 Reed, Kristan (24 August 2004). "Second Sight (Xbox)". Eurogamer. http://www.eurogamer.net/articles/r_secondsight_x.
- ↑ "Second Sight Review". https://www.gamespot.com/reviews/second-sight-review/1900-6107953/.
- ↑ "THQ Nordic acquires Timesplitters". THQ Nordic. 15 August 2018. http://news.cision.com/thq-nordic-ab/r/thq-nordic-acquires-timesplitters,c2592484.
- ↑ Khan, Imran. "THQ Nordic Acquires The Timesplitters And Second Sight Properties" (in en). Game Informer. https://www.gameinformer.com/2018/08/15/thq-nordic-acquires-the-timesplitters-and-second-sight-properties. Retrieved 11 February 2021.
- ↑ Wales, Matt (8 April 2021). "Free Radical's cult classic psychokinetic thriller Second Sight returns to Steam" (in en). https://www.eurogamer.net/articles/2021-04-08-free-radicals-cult-classic-psychokinetic-thriller-second-sight-returns-to-steam.
- ↑ "Free Radical website". http://www.frd.co.uk/secondsight/music.php.
- ↑ "Second Sight". 8 May 2012. https://graemenorgate.bandcamp.com/album/second-sight.
- ↑ 8.0 8.1 8.2 Edge Staff (October 2004). "Second Sight". Edge (141): 104. http://gamesradar.msn.co.uk/reviews/default.asp?pagetypeid=2&articleid=31693&subsectionid=1604. Retrieved 9 May 2014.
- ↑ 9.0 9.1 9.2 EGM Staff (November 2004). "Second Sight". Electronic Gaming Monthly (184): 130.
- ↑ Bramwell, Tom (23 February 2005). "Second Sight (PC)". Eurogamer. http://www.eurogamer.net/articles/r_secondsight_pc.
- ↑ 11.0 11.1 11.2 Juba, Joe (September 2004). "Second Sight". Game Informer (137): 106. http://www.gameinformer.com/NR/exeres/C193ECDC-AF1C-428F-A025-B9DFAE711A34.htm. Retrieved 9 May 2014.
- ↑ Dodson, Joe (23 September 2004). "Second Sight Review (PS2)". Game Revolution. http://www.gamerevolution.com/review/second-sight.
- ↑ 13.0 13.1 13.2 Shoemaker, Brad (20 September 2004). "Second Sight Review". GameSpot. http://www.gamespot.com/reviews/second-sight-review/1900-6107953/.
- ↑ Shoemaker, Brad (22 February 2005). "Second Sight Review (PC)". GameSpot. http://www.gamespot.com/reviews/second-sight-review/1900-6119003/.
- ↑ Fischer, Russ (21 September 2004). "GameSpy: Second Sight (GCN)". GameSpy. http://cube.gamespy.com/gamecube/second-sight/550066p1.html.
- ↑ Harker, Carla (25 February 2005). "GameSpy: Second Sight (PC)". GameSpy. http://pc.gamespy.com/pc/second-sight/591226p1.html.
- ↑ Fischer, Russ (21 September 2004). "GameSpy: Second Sight (PS2)". GameSpy. http://ps2.gamespy.com/playstation-2/second-sight/550065p1.html.
- ↑ Fischer, Russ (21 September 2004). "GameSpy: Second Sight (Xbox)". GameSpy. http://xbox.gamespy.com/xbox/second-sight/550069p1.html.
- ↑ Aceinet (7 March 2005). "Second Sight - PC - Review". GameZone. http://www.gamezone.com/reviews/second_sight_pc_review.
- ↑ Lafferty, Michael (20 September 2004). "Second Sight - PS2 - Review". GameZone. http://www.gamezone.com/reviews/second_sight_ps2_review.
- ↑ 21.0 21.1 21.2 Castro, Juan (16 September 2004). "Second Sight". IGN. http://www.ign.com/articles/2004/09/17/second-sight-2.
- ↑ Castro, Juan (17 February 2005). "Second Sight (PC)". IGN. http://www.ign.com/articles/2005/02/17/second-sight.
- ↑ "Second Sight". Nintendo Power 185: 129. November 2004.
- ↑ "Second Sight". Official U.S. PlayStation Magazine: 128. November 2004. http://www.1up.com/reviews/second-sight_5. Retrieved 9 May 2014.
- ↑ "Second Sight". Official Xbox Magazine: 76. November 2004.
- ↑ "Second Sight". PC Gamer: 72. May 2005.
- ↑ Crumm, David; Crumm, Benjamin (20 March 2005). "'Second Sight' (PC)". Detroit Free Press. http://www.freep.com/entertainment/videogames/gmini20e_20050320.htm.
- ↑ Hill, Jason (2 September 2004). "Psychic action". The Sydney Morning Herald. http://www.smh.com.au/articles/2004/09/01/1093938983107.html.
- ↑ 29.0 29.1 "Second Sight for GameCube Reviews". Metacritic. https://www.metacritic.com/game/second-sight/critic-reviews/?platform=gamecube.
- ↑ 30.0 30.1 "Second Sight for PC Reviews". Metacritic. https://www.metacritic.com/game/second-sight/critic-reviews/?platform=pc.
- ↑ 31.0 31.1 "Second Sight for PlayStation 2 Reviews". Metacritic. https://www.metacritic.com/game/second-sight/critic-reviews/?platform=playstation-2.
- ↑ 32.0 32.1 "Second Sight for Xbox Reviews". Metacritic. https://www.metacritic.com/game/second-sight/critic-reviews/?platform=xbox.
- ↑ Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd.. p. 580. ISBN 978-1-74173-076-0.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
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