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Name's Josh. I'm 25, play pretty much any kind of game, and have since I was old enough to hold a controller.
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Shovel Knight is the first game from developer Yacht Club Games and is the result of a very successful kickstarter campaign. In fact their kickstarter, which describes the game as “A groundbreaking love letter to 8 bits,” received over $300,000 of their initial goal of $75,000. It's easy to tell that right from the start this was a game that a lot of people believed in, myself included. Yacht Club Games worked hard to not only create the game they wanted to make, but to help make sure people knew about it. Now that it's out we can finally experience this love letter to 8 bit games that actually manages to become what it emulates.

Shovel Knight seeks to pay homage to classic games of many of our youths, featuring Megaman style bosses, a Super Mario Bros. 3 overworld, Zelda II style town exploration, Duck Tales style platforming and treasure hunting, even delicious Castlevania wall-chicken! With all of these throwbacks, fantastic as they are, it would be easy to assume that the game may just be a patchwork of other games with little to call its own. After finally getting to sit down and really dig deep into Shovel Knight I can say without a shadow of a doubt that this is a game that stands on its own two armored feet. It may have many inspirations, but this game was born for greatness of its own.

Gameplay is designed exquisitely in a simple yet deep way with a control scheme that could easily be played on an NES controller if you could hook one up to your computer. You've got movement, start and select buttons, and then one button for jump and another for attack, that's it. You'll dig through enemies and jump around plenty but it's deeper than just that. Your attack is capable of deflecting projectiles sent your way, essentially giving you a way to throw attacks back at their source. Also, while jumping you can hold down on your d-pad / joystick to hold your shovel beneath you in a Scrooge McDuck fashion to bounce over enemies and obstacles alike, save for the occasional spike pit. It doesn't simply emulate the pogo stick style however, it makes it its own by changing it in such a way that rather than simply being able to bounce on everything (ground included) you can only use the “shovel drop” to bounce off of enemies, large dirt blocks, and certain pieces of the environment. This gives you the awesome bouncing combat, without having it take over the game.

Your abilities don't end there however, thanks to the inclusion of items known as relics that can be found throughout the world and used by holding up and pressing attack. These work as sort of a combination of the items from Zelda and the secondary weapons of Castlevania. You'll get anchors that can be thrown in an arc, little green orbs that will bounce around dealing damage, and a rod that shoots fire balls, but they can be accessed on the fly through a menu screen and are restricted by what are essentially mana points that are shared by all items.

These relics are never free however. Relics are bought with the gold you acquire through dungeon crawling. A few of these relics can be bought from the village, but for the most part you'll find the the relic dealer hiding away in the hidden sections of levels. You can also use gold to purchase upgrades for your shovel and armor; everything from a charge attack to armor that makes you drop less gold on death to (my personal favorite) a gold set of armor that makes you sparkly and acrobatic while providing no actual benefit whatsoever. You can also spend your money acquiring health and mana upgrades.

You won't always be gaining gold though, you'll occasionally lose it through a mechanic reminiscent of the Souls series that causes you to drop a fourth of your gold when you die. If you can make it back to where you died you can retrieve this gold, but dying on your way there will cause the original gold you were trying to re-obtain to disappear. This actually presents one of the very few issues I had, not with the mechanic itself (which I really like) but the fact that occasionally the gold you drop will be left in a spot where you can't physically reach it without dying.

Levels are presented as you'd expect, in a 2D side-scrolling fashion with screen by screen exploration and plenty of hidden paths and destructible walls hiding gems and food. These levels are actually quite lengthy which was a very nice surprise. To help you out through these long and sometimes treacherous levels are checkpoints standing at set intervals. Walking by one activates it, giving you a safe place to spawn at as many times as it takes upon death. There are a decent number of these which should help those who didn't grow up on old school games. If you seek an extra bit of difficulty, and an extra bit of reward, you can actually destroy these checkpoints to get additional gems. Dying after destroying a checkpoint will simply take you back to the most recent checkpoint that you left intact, or the beginning of the level if you didn't leave any.

Speaking of challenge, I actually found the game to not be as difficult as I anticipated considering its inspirations. I don't mean to say that it is an easy game, in fact I've heard that quite a few have been having some trouble with it, but there is a way to give it that truly old school feel. Upon beating Shovel Knight you can reload your completed save to begin New Game +. However, unlike many NG+ adventures, this game decides to give you a run for your money your second time through. You'll keep your upgrades and items but enemies and traps will hit harder, many checkpoints will no longer exist, and all wall-chicken that would be found throughout a level is replaced with a less enticing surprise. This means that, aside from the rare bit of carrot or apple that you may found hidden in a dig pile in a level, you'll only regain health through death or by using the equivalent of a Zelda style health potion(in a fittingly Zelda “empty bottle” style chalice). It's an absolute blast both times, especially considering that after playing through once and learning the ropes, you'll likely want a challenge fitting of someone with your experience. New Game + offers just that.

Visually, as someone who grew up on the NES and SNES, I found the game to be beautiful in its 8-bit glory. It does its best to work within the restraints of the NES color palette while also adding a few modern touches to make it truly the highpoint of retro style visuals. Everything from the HUD to the settings to the characters are highly reminiscent of the old days. And the music? Oh man, the music is so good. It is so easy to sit and play this game and completely forget you're playing something that has just released and not something that came out in 1990 and that is a glorious feeling.

With a fantastic core game, an excellently crafted NG+, an in game “feat” system to give you goals to aim for, and plenty more content currently being developed thanks to the stretch goals reached through Kickstarter, this game is hands down a must own. Forget the AAA titles, forget the steam sale, go and pay Yacht Club Games your respect with a $15 purchase and experience this fantastic throwback title. Shovel Knight wants to show its love for the classics of days gone by, but I sincerely believe that this game will end up joining them as classic of its own.
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9:22 PM on 06.15.2014

Destiny is the brand new IP coming from Bungie, the former creators of Halo. You'd have to have been living under a rock for the past year to not have heard of this game and its high reaching ambitions. Destiny seeks to be a first person shooter RPG in an MMO shell set in a futuristic sci-fi setting. Is it serious faced Borderlands? Is it Halo the MMO? In a way, yeah.

The most important thing to bring up before going into any detail about my time with Destiny is that it is currently in Alpha, meaning it's still got plenty of polishing and balancing and whatnot to go through. The build that I played is very short and has only a fraction of the content that I'd expect to be in at release. In its current state it consisted of one very early story mission to get you acquainted with how the game works, one extremely large zone to explore and do randomized quests in, one pvp mode, a level cap of 8, 3 races for character creation, and 3 classes (which I'm pretty sure are actually each one specific subclass of their respective overarching classes.)

The best way I can describe Destiny would be to take the basic ARPG framework that Borderlands uses, apply it to a very Halo-esque setting, and make it massively multiplayer. In Destiny you'll run around in first person with your gun making numbers pop up when you shoot at enemies and having some pretty interesting abilities to toss around depending on your class. You'll pick up loot, do quests, and interact with other players (if you so choose.)

The 3 classes available to me were the Warlock, the Titan, and the Hunter. The majority of my time was spend with the lock but I made sure to try out all of them. There don't seem to be any gear restrictions based on your class, so the choice you make is purely about which special abilities you want available to you. As far as I can tell, the class specific abilities boil down to 4 things: your grenade (all of which auto-replenish on a cool down), your super ability, a melee augmentation, and a special jetpack depending on your class.

As a Warlock your grenade is one with an interesting void power. When thrown it explodes and leaves behind a circle of void that drains the health of anything still standing in its radius. Your super ability pulls the camera back into third person (as they all do by the way) and your character hurls a ball of void energy at the ground causing a pretty impressive looking explosion. The warlock melee is best described as using your void powers as if they were the force to blast enemies directly in front of you. Your augment for that gives it an absorption factor so that when off cooldown it will steal energy from foes and lower the cooldown on your grenade. The jetpack you get as a warlock is one that excels at hovering, good for getting a bit more distance from a jump.

Titans on the other hand are equipped with flashbang grenades. These still do damage, but also have a stun effect. The Titan super ability has your character leaping forward and slamming their fists into the ground causing a huge and deadly shockwave. Your melee with this class is probably the most uninspired, though surprisingly satisfying to perform, as you simply walk up and punch people in the face. The augmentation, fittingly, just gives the punch extra damage when its off cooldown. The Titan's jetpack works as a booster for helping you get get higher up.

Finally, the Hunter uses an incendiary grenade. This works exactly as you'd expect; it explodes and sets everything in its radius on fire. Your super ability summons an incendiary pistol which will essentially one shot anything, providing you hit with it, but only has about 3 bullets. The hunter's melee is a knife stab, and when its augmentation is off cooldown you can throw the knife for a strong ranged attack. Your jet pack as a hunter simply provides you with a run of the mill double jump.

When creating your character you are given your choice of 3 different races, each with a decent amount of customization. You've got humans (who are exactly how you'd expect them), Exos (who are essentially robots), and Awoken (who appear as sort of neo-humans with pale bodies and glowing eyes.) While overall I was decently satisfied with the customization offered, there was one major flaw: not a single person was capable of having a beard. Come on Bungie.

When exploring the world, or at least the zone available in the Alpha, you are given access to a speeder bike that can be summoned on the fly to help speed your way around. Different speeders can be bought and I'm sure there will be even more variety to them in the full game. After being given the reins to explore on your own you can do an assortment of pretty generic “sidequest” material, but there are also public events that can spawn in the world, though they could stand to happen more often. There is a hub area known as the Tower, where you can visit vendors, have encrypted gear decrypted (in a very Diablo “identify item” sort of way), and pick up bounties. Bounties are like personal challenges that reward you with experience and unique currency needed for pvp or pve specific reputations.

There was only one pvp mode available to me, which played like your typical 6v6 Domination match. The objective was to try and maintain control of the 3 labeled zones on the map. The pvp was very fast paced, with people on both sides dying relatively quickly. I played 4 or 5 games of it and only saw two different maps but they were complete opposites of each other. The first was on a moon base and had a large open area with a couple of small buildings and domes. There were also vehicles to toy around with, particularly the “pike” which is a weaponized version of the standard bike everyone is given for pve. There were also your standard stationary turrets to help protect a couple of the domination zones. The second map was a very dense set of ruins in a partially flooded, very overtaken with nature kind of area. It features a lot of narrow paths and corners to catch people off guard.

The pvp seems to be done in level brackets, but it was hard to tell exactly what was done to balance out levels. If I had to guess I'd say that gear is simply beefed up to match what that quality of gear would be like at the max level of the bracket you're in. At level 8 I played against level 4's, but they seemed to be just as effective as level 7's.

I'm fairly sure from my time looking through the vendors that the max level will be 20 in the final game, but if that's the case they may want to look into slowing down the leveling process. It could very well be that leveling was sped up for testing purposes but it certainly didn't take long to hit the Alpha max of 8. That being said however, I'm fairly certain that your character's level isn't actually tied to your abilities.

It seems that abilities are leveled up on their own, I would assume based on how often they're used. You have a full grid of abilities and upgrades for those abilities to look through, and each seems to have its own sort of experience bar. Similarly weapons and armor seem to gain experience of their own, allowing you to upgrade high quality gear with different scopes or effects. Again it's hard to say for certain as there wasn't really anywhere to go for specific details.

Overall I can say that I really did enjoy my time with this alpha build of Destiny. There will need to be a ton more content available at launch, as well as a few tweaks here and there, but the game really has been pretty fun and it definitely looks good in motion. Surprisingly I encountered very few bugs in my time with the game, just an elite enemy whose body continued to stand around after dying and getting disconnected from one of my multiplayer matches near the end.

If you enjoy Halo, sci fi, rpg shooters, or any combination of the above, then I would recommend keeping your eye on this one as it approaches release. The big question here, as with all MMO style games, is will the developers be able to deliver enough content to keep people playing? For the answer to that we'll all have to wait for September 9 when the game comes out.

Oh, and did I mention that Peter Dinklage voices your AI companion? That's a thing.
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5:07 PM on 06.13.2014

Well friends, E3 is now out of the way. The excitement can begin slowly dying down as we return to waiting patiently for the many announced games to finally release. Huge events like this really make you happy that this is your hobby and past-time of choice. This entire industry, both the game development AND the journalism surrounding it, is one that I have a tremendous amount of love and respect for. I love to write and create things for others to experience, whether it's meant to inform or simply ignite discussion and creative thought, and I love video games so combining these two is something that I'm passionate about.

As someone who has such reverence for this, I've recently been trying to get in the hang of writing more frequent and more varied material. I've posted a few pieces around here, mostly reviews but a couple of editorials as well. From this point on I hope to really expand on that. I usually play through games in relatively short fluid experiences, in most cases I'll have games finished within a day or two of release, so reviews come pretty easily to me. However, over the next couple of months leading up to October when our wallets are murdered, there are relatively few big releases coming so I'll be attempting to write more unique and personal content.

I have a few ideas for the kinds of things I want to write, from personal opinions on IP's that I love or even ones that I think have a lot of potential, to revisiting classic games to see how they've held up, to helping spread the word about fantastic games that many people may not have experienced like Shadow Tower Abyss. I was also lucky enough to get into the alphas/betas for Destiny, Battlefield: Hardline, and Playstation Now, so I'll have a bit to say about each of those soon.

If you're still reading at this point then I'm guessing you're not someone thinking to yourself “Why should I care?” If you are then here's the deal: while I love to write how I feel about things, it's so much more rewarding when readers like you write and comment on it. Even when someone leaves an opposing opinion I'm just glad that he or she took the time to stop by.

Without readers who are willing to get involved then all of this is for nothing. My goal from this point on is to, hopefully, put out at least one fleshed out piece of content every week. The last few things I wrote were Wolfenstein, Watch Dogs, and Murdered: Soul Suspect reviews that I wrote for my personal tumblr, but it seems a bit late to worry about moving them over here so I'll be starting fresh next week. If you've stuck around for this whole article then I thank you and I hope you'll stick around over the next few months to check out what I write about and hopefully leave feedback for me. Thanks for your time!

Transistor is the second game from Supergiant Games. Their first, Bastion, came out in 2011 and was an absolute marvel. To this day Bastion stands as one of my favorite games for its fantastic combination of narration, story, gameplay, and visuals. It goes without saying then that I have been extremely excited for Transistor ever since it was announced. Now that its launch has finally come, does it stand as a worthy successor to Bastion? Absolutely.

There are two things you'll notice upon starting Transistor up for the first time: that the visuals are as gorgeous as you'd expect from a Supergiant Games release, and that it knows how to drop you straight into the mood of the game. This game starts off in such a beautiful and fitting way. No main menu or any of that nonsense; you're immediately greeted with a shot of the heroine, Red, and the titular Transistor and are then thrown straight into the story.

The plot revolves around a singer named Red, who has taken an extremely powerful weapon called the Transistor from a group called the Camerata. It takes place in an amazing sort of cyber city called Cloudbank. The Camerata has taken Red's voice and have seemingly released a robotic force known as the Process, which is slowly wiping out the city. The Transistor acts as many things: a guide, a key, and above all, a weapon. The voice of the Transistor will have Bastion fans feeling right at home as it features the fantastic voice work of Logan Cunningham, who manages to make the narration feel both familiar and unique at the same time. The weapon speaks to you as a friend and has the ability to absorb deceased citizens of Cloudbank you meet along your journey, supplying you with new abilities. 

As amazing as each individual part of Transistor is, it's the combat that takes center stage this time around. The game features a very unique combination of ARPG combat and turn-based combat. By default you run around freely and can use any of your abilities on the fly. However, with the press of a button, you are taken into “Turn” mode. This freezes time and presents you with a long bar at the top of your screen. The idea is that while time is frozen you use up that bar, one action at a time, and then exit Turn mode and watch all of your planned actions play out incredibly fast. The downside to this is that after exiting turn mode the amount of the bar that you used will be missing, and you will be unable to use most abilities while it is recovering.

Speaking of abilities, the ability system in this game grants an immense amount of depth and customization to the combat. Red has 4 slots available for active abilities at a time. By leveling you can obtain 2 upgrade slots for each of those 4 active slots as well as 4 passive ability slots. Now here is where things get interesting, every ability you obtain within the game can go into any of these slots. For instance; there is an ability called Bounce. When used as an active ability it fires a projectile that ricochets between enemies in a cluster. If you set Bounce as an upgrade to any other ability, that ability gains a ricochet effect. If you decide instead to set Bounce as a passive ability, Red gains a deflective shield.

There are about 18 abilities in the game, and they are kept in check through the Memory system. Simply put, each ability has a memory cost to equip it, and you have a set amount of memory available to you. Don't fret though, your memory is upgradeable as you level. The game also takes a unique approach to player death. Upon losing all of your health you will, in most cases, first get an emergency turn, which immediately activates the turn system for you and allows you to run to safety. If your turn function is unavailable, you lose one of your 4 active abilities and are returned to full health. This can make continuing the fight more difficult as you are now down an ability, and upon losing all 4 abilities you get a game over. These abilities aren't lost forever though, they can be reequipped after a time.

In addition to its in-depth combat system, the game features what is probably best described as a customizable difficulty system. As you level you can unlock what are known as Limiters. These limiters each make the game more difficult in a unique way, and allow you to level a bit faster as a reward for undertaking them. These range from making the Process spawn in greater numbers to making them more powerful altogether. Transistor also takes a bit of a different view on new game plus. After beating the game, you are given the option to return to the beginning of the story but you maintain your levels and abilities, with stronger enemies to match your skill. This is by no means a brand new concept, but it does give you a way to replay the story while maintaining the challenge right from the get go.

If you've played Bastion then you've already experienced the undeniable talent of Supergiant Games' composer, Darren Korb and vocalist Ashley Barrett. If you haven't, then you would be doing yourself a disservice if you didn't play this game with headphones on and no one around to bother you. The music in Transistor is phenomenal and it continues to offer something new without fail as you continue through the game.

Honestly there's not a lot I can say negatively about the game. The story is excellent, though you may need to take a bit to think after completing it to piece all the information you've gathered together. The environments are beautiful. It isn't the longest game, clocking in at around 5-6 hours for your first playthrough, but it makes the most of those few hours and is only priced at $20. Overall Transistor is an absolutely amazing game, and I would urge everyone to give it a shot. Supergiant Games may have only put out 2 games so far, but the quality of those games speaks for itself. I can't wait to see what they do in the future.

People have a habit of becoming very attached to games they enjoy. Nowhere is this more evident than on sites like Destructoid or IGN where games are the main subject. This attachment, however, can turn out to be a bit counter productive if taken too far. Everyone is guilty of, or at least knows someone who is guilty of, having a game that they really enjoy and therefore think that it is beyond criticism. People can have the silliest excuses for this as well. Tell someone the story in a game isn't very good and you may get the reply “No one plays these games for the story.” Mention that a game's graphics are under par and you'll hear “Graphics don't matter, gameplay does.”

This sort of behavior is especially prominent in the comments of reviews as people tend to put far too much stock in the number score at the end of said review and how it compares to what they consider “fair.” The first thing that many people fail to understand is that a game should be critiqued on all of its merits, not just the ones it considered a priority. Just because Monster Hunter focuses on you hunting monsters and making armor and weapons from those monsters doesn't mean that you just ignore that the story is mediocre at best.

Video games have basic pillars that hold them up. Gameplay, visuals, story, controls; these are things that should always be taken into account. The ideal video game, I'm sure most would agree, would have a good combination of these things. That's not to say that a game lacking in one of those departments is suddenly a bad game though, there are plenty of fantastic games whose story isn't that great or whose visuals aren't up to snuff. But just because a game is good doesn't mean that the parts of that game that could use improvement should go unmentioned.

Here's another example: when Resident Evil: Revelations began making the rounds on 3DS and  then consoles and PC, there was a lot of talk of how it was the Resident Evil game that people had been waiting for. After playing it for myself I mentioned in the comments of an article about the game that I personally wasn't a big fan of it. It was a solid enough RE experience, but I had a few problems with it, namely the writing and the fact that the second half of the game became 'back track a lot and shoot all of the things.' Someone replied to my comment (one of the writers from the website actually) saying “I must have missed the Resident Evil game that had good writing.” Then surely now would be a great time to start working on that.

If you've made a series that includes over 10 titles and not a single one is memorable for its story or writing then maybe you should consider working on your writing. This comes back to the argument “people don't play these games for the story.” Of course they don't, they don't have a choice in the matter because there isn't one with a good story. A good game with a good story is automatically better than a good game with a mediocre story.

This is where this story wraps around to become directed at you, the reader. Yes, you specifically. If you enjoy a game, even if you think it's the best game you've ever played, it never hurts to offer constructive criticism. The Souls series is one of my favorite game series ever but I'm not going to deny that some of the bosses in DaS2 proved to be way too easy, or that the second half of DaS1 was much weaker than the first half. 

Giving feedback helps show that, while you enjoy a game that has been created, you still want the developer to keep trying to get better. That's the mark of someone dedicated to what they do, they constantly try to improve on themselves. You as the consumer should want games to improve, because you're the one spending money on the hope that you'll get your $60 worth. No one worth your money is going to create a piece of art, sell it to you, and then tell you they don't care what you think about it. Help them help you. Go forth and critique!

Infamous is a series that I've had mixed feelings for over the years. I played the first game a while after its release in hopes of catching onto the hype that surrounded it, but it just didn't stick with me. There were a combination of things that kept me from really enjoying it, but at the same time there were things that I knew had the potential to take me in and I quite liked the story. The second game did a far better job at reeling me in. The new powers, more interesting setting, and a host of other things placed Infamous 2 firmly into my pile of really good games. I wasn't sure what to expect from Infamous: Second Son and that's probably for the best, because having no real expectations meant that I was all the more blown away by how much fun I've had.

Second Son comes off as part sequel, part reboot. It's tied to the previous two entries in that Second Son takes place 7 years after the events of Infamous 2's good ending. At the same time however, it makes no effort to mention those events in more than passing and if you want any sort of real ties to the previous games you'll have to play the Cole's Legacy dlc that comes with the preorders. I didn't mind this, and in fact I think this was probably the best course of action because it serves to be an excellent entry for those who have never played an Infamous game before while still being familiar to those who have. 

Second Son is the story of a delinquent by the name of Delsin Rowe, a young man of Native American descent whose place in life becomes infinitely more significant when a military vehicle carrying “Bio-Terrorists” (the government's brand for the powerful Conduits of previous games) crashes and he comes into contact with one of them. Delsin soon learns that he himself is a conduit, and one with quite a unique gift. While up to this point we've mainly seen powers of lightning or ice, Delsin has the power to absorb the powers of other Conduits through skin on skin contact. Your protagonist's new powers unfortunately attract the worst kind of attention as the DUP, the government agency who has been keeping tabs on all Conduits, comes looking for the escapees and stumbles upon you and your Akomish tribe. From there the story escalates into one of corruption, empowerment, and taking down the oppressors.

This entry sees the return of the Karma morality system as you remember it, and this is certainly one of the elements of the game that could have stood to be improved. It's really cool to have the option to take different choices and obtain powers depending on the way that you've built your character and the decisions you've made, but the evil choices don't seem to fit the character. While Delsin is a bit of a rebel and always seems to be up to no good, you never get the impression that he's a bad person. He's such an excellent and believable character, whether he's being a brat or helping people out, that I wouldn't want to see them remove that for the sake of you having a blank slate to project your morality choices onto, but maybe one day someone will discover a way to combine having a fantastic character with a good/evil morality system.

Your first power is that of smoke and embers and by the end of the game you'll have four powers to swap between. Sucker Punch clearly sought to give each power a unique feel while keeping them similar enough so as not to get overly confused by any sort of potential control change. Each power uses the same control scheme but varies the outcome, for example using your Smoke L1 will lob a nonlethal smoke grenade which throws enemies into coughing fits, while your second power, Neon, causes an equally nonlethal explosion that sends enemies into the air while slowing down time for them. Each power is fun to use, especially once you learn the best scenarios to use it in, and they allow you to vary up the already enjoyable combat at your leisure.

There's only one thing with the power system that I didn't particularly enjoy and that is the fact that if you wish to swap between powers you have to go over to the desired power source in the world and absorb it. It would have been nice if it kept track of how much of a given power source you still had absorbed while using a different power, but I suppose that would have also made Delsin a bit TOO powerful. 

Each of your powers has a skill tree assigned to it and you can gain new skills, or power up existing ones, by obtaining and spending blast shards. There are a few skills that are tied to your karma and some of them enhance your powers in very interesting ways, for instance with good karma you can give your basic smoke projectile the power to instantly throw an enemy into a coughing fit when you get a headshot. The previously mentioned blast shards can be found all over Seattle, and are made easier to locate by taking out the DUP in each of the districts. By taking out the mobile command center in a given district, the locations of all blast shards and side objectives will appear on your map, making 100%-ing the game both accessible and enjoyable.

Speaking of Seattle, you've probably noticed this from the various screenshots and gameplay videos that have been released but the setting for this game is absolutely gorgeous. It does a wonderful job of showcasing the power of the PS4 and can lead to you simply wanting to wander the city and take in the amazing visuals on display. The models, voice work, and facial capture are all excellent. The framerate is solid as well, with noticeable drops only ever occurring if there is just an absolute mess of things going on onscreen, and even then it's rare. Delsin himself controls well, but there are occasional issues with some of the parkour elements when it comes to trying to grab onto specific ledges, as well as a few clipping issues when speeding up the side of a ledge-ridden building with one of the more transportation oriented powers.

Overall Infamous: Second Son is excellent and just what the PS4 needed to pull in some more early adopters. It's fast paced, dramatic, and most of all: fun. Regardless of your feelings on previous entries in the Infamous series, Second Son is a fantastic way to spend 10-20 hours, depending on how much of the city you want to take back. I can't wait to see what the future holds for Sucker Punch and their Infamous series.