Better on Hard: inFAMOUS Second Son
Videogame difficulty is a weird thing, as the level of challenge is such a personal and subjective topic. How does one account for a new player vs a veteran? Usually, it comes down to upping damage taken and lowering damage done, but sometimes you come across a game that somehow comes alive when the difficulty is turned up to 11. Be it with new mechanics, emergent qualities, or simply a need to be more tactical; these games manage to change a plain experience into something… more. This time, we’re looking at the (pun intended) infamous last title to the acclaimed inFAMOUS franchise, inFAMOUS Second Son, to see if it really is Better on Hard.
Now, before we get into it, a general note: while the title of this series is Better on Hard, and yours truly does often pick a difficulty option on the “harder” end of the line, this series is not meant to say “you haven’t played Game X if you didn’t play on Mega-Hurty-Sad mode”, not at all! Instead, the idea is to highlight how pushing my subjective level of difficulty beyond my comfort zone changed the game for me. As I mentioned, difficulty varies from person to person and games are, when it comes down to it, a hobby. If you don’t want the headache and hassle of a more difficult option, that is as valid as anything else. We choose our own level of challenge, and that is completely fine; let no one bully you into anything thinking otherwise!
Okay? Okay. inFAMOUS Second Son as a game is in a pretty interesting situation: being released three years after inFAMOUS 2 and featuring a completely original story far away from the gravely tones of Cole MacGrath and starring a, well, slightly older Dennis the Menace, Second Son had an uphill battle straight out of the gates. Adding in a somewhat revamped ability system, graffiti-themed rebellion, and a tonal rollercoaster of a plot, it’s easy to see why some fans were less than thrilled.
In terms of gameplay, Second Son was, at its core, very much the same beast. You control a character with “elemental” powers, use said powers to fight enemies at both range and melee distances, and navigate the open world with your society-shunned gifts. Where previous protagonist Cole only had control over lightning and either napalm or ice, depending on brownie points, Delsin’s arsenal is quite expansive. With a selection of Smoke, Neon, Video, and Concrete, it would seem that Second Son has the potential to offer a wide array of abilities to fit any playstyle, but regretfully. the end result is four painfully similar skills with some admittedly nifty visuals.
When playing on a “normal” difficulty setting, the enemies you face aren't especially tough and you can heal quite rapidly, meaning that most confrontations can be taken on with fists blazing and enemies flying. As such, switching between elements (and even upgrades themselves) feel less important. If your basic smoke punch does the job, why invest in Video? This is further affected by the ultimate skill, or Karma Bomb, that each element has, as it can clear areas like nobody's business. So, how does playing the game on a higher difficulty change things?
Ironically (again), inFAMOUS Second Son is like most games in terms of difficulty: enemy attacks hurt more, and you hurt them less. Under normal circumstances, the game would feel basically the same as its easier counterparts. However, somehow, the added danger in each encounter, in addition to Delsin’s own weaker attacks, combines to create an emergent treasure trove!
Let’s look at Delsin’s Smoke powers as an example. The many locations of the game are littered with air ducts and fans which you can normally use to quickly get around and explore. However, now that bullets actually hurt, using the ducts to gain distance and confuse your enemies is suddenly vital to your continued existence. In the same vein, giving yourself time to breathe or deal with an enemy in peace, intelligent use of Smoke Bombs and dashing is a must, as getting caught in a crossfire is a one-way trip to the game over screen. Most fascinatingly, the increased difficulty also adds a pinch of resource management to the game.
Much like Cole, Delsin does not produce his element of choice. Instead, he can absorb it from “natural” sources, such as chimneys, exhaust ports, or even tear gas canisters! While having such a ubiquitous form of power to draw from is nice, the downside is the limited use. As I said earlier, bullets hurt, so taking a break to suck up some smog isn’t always viable when 10 rifles are looking for the nearest beanie hat and ripped jeans, making the careful use of powers very integral. You could throw all of your energy into a frontal assault, but if you leave someone untouched or reinforcements show up, you may be unable to defend yourself or even get away. Furthermore, as your resources are limited, you really start to appreciate the Karma Bombs. Normally, you’d throw them around willy-nilly, but now that defeat is very much an option, saving it as a Hail Mary is more common than you’d think.
Finally, the increased challenge also encourages you to switch rapidly between your multiple power sources. Smoke looking a bit low and see a sign nearby? Hop into the air with Neon. Enemies everywhere and need to get some health? Pop a bit of Video and stealth your way out of danger. Now, you can always do this with any difficulty, but it feels more like a requirement than an option when running out may end up with you gaining the power of incarceration. You are also much more cognisant of nearby sources of power, just in case you need to make a mad dash.
Playing inFAMOUS Second Son on a harder difficulty changed a somewhat bland pew-pew punchy title into intense battles, intelligent combat, and desperate survival. While I still found the game less fun than its predecessors, I do think this experience may have been closer to what the developers were aiming for. Feeling like the underdog being hunted, escaping by the skin of your teeth every time and only prevailing due to tactics was pretty compelling with the wisdom of hindsight. I’d be lying, however, if I said I didn’t have a few combat encounters where I was contemplating biting through my controller.
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