Second Sight.{Dotcom1}

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Description

Second Sight

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Developer(s) Free Radical Design

Publisher(s) Codemasters

Composer(s) Graeme Norgate

Platform(s) PlayStation 2, Nintendo GameCube, Xbox, Microsoft Windows

Release date(s) PlayStation 2

PAL August 27, 2004

NA September 21, 2004

GameCube & Xbox

PAL September 3, 2004

NA September 21, 2004

Windows

PAL February 4, 2005

NA February 15, 2005

Genre(s) Action-adventure

Mode(s) Single-player

Rating(s) ESRB: T

OFLC: MA15+

PEGI: 15+

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Description



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Second Sight gives players control of a character endowed with incredible psychic abilities. The game offers multiple approaches to completing levels either via stealth, dramatic gunplay, psychic powers or a combination of all three. The ability to psychically influence characters and remotely manipulate objects and individuals provides for a totally fresh gameplay dynamic.

Second Sight opens with John Vattic, the player-controlled lead character, as he awakens from a coma in a US medical facility where he has been subjected to traumatic surgery and experimentation. He doesn’t know his name, he can’t remember his past, all he knows is that his only hope for survival is to escape and unravel the mystery that has led to his imprisonment.

Haunted by flashbacks, which are experienced as fully playable episodes within the game, and shocked by the discovery of his own psychic powers, the player takes Vattic on a search for his past and, in doing so, uncovers a fatal chain of events leading to a sinister conspiracy.



===================================================================Telekinesis

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The first power Vattic learns he possesses, telekinesis, allows him to move objects without physically touching them. He can use this to pick up objects and throw them at enemies, use them as shields or to distract or frighten guards so he can sneak by. He learns he has this ability by breaking some restraints that hold him to a stretcher in the medical facility. Vattic can also pick up discarded enemy weapons and draw them to him.



Halfway through the game, Vattic learns how to pick up living beings as well. He first uses this power to strangle a guard in the mental institute while he is trying to rescue Jayne Wilde.



Vattic’s upgraded telekinesis uses ragdoll physics to bend and toss enemies around the environment in a realistic way. Once someone has died, it is possible to use clipping to get them stuck part-way through solid objects such as walls.



Healing

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This is the second ability Vattic learns that he has. It quickly restores his health meter but leaves him vulnerable to attack, as he is immobile while healing. The power is discovered very soon after the beginning of the game; Vattic wakes up with serious injuries, so his health meter is almost empty, and he moves very slowly. After learning the power, he is able to quickly recover. Vattic can also use this ability to heal his allies, as each has their own health meter that must be sustained.

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Psi attacks

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Psi pulse

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Vattic accidentally discovers this ability when facing off with an armed guard. The guard points his gun at Vattic and tells him to get on the ground. Vattic has a sudden headache and attacks the guard with a psi pulse, a focused bolt of mental force, sending the guard flying backwards and killing him instantly. This attack uses up half of Vattic's psi meter, but is useful for instantly and quietly dispatching a single enemy. The psi pulse is useless if it collides with another object when fired.

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Psi blast

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Later in the game, Vattic learns a variation of this attack, the psi blast. This discharges the same kind of energy into a large radial blast, stunning, but not instantly killing any character caught in the radius. He discovers this attack during an ambush as he tries to get out of the Osiris Medical Facility. Again, it uses a large amount of psi power, but is very effective when Vattic is surrounded.

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The psi blast is notably effective for dissipating the psychic shields used by Hanson’s shock troopers and psychic soldiers later on in the game.

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Charm

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This is discovered by Vattic after a guard hears his movements inside the Osiris facility and goes to check what the noise was. Vattic, without even realizing what he's doing, makes himself "invisible" to the guard by wrapping himself in psionic energy, manipulating the guard's mind. Thus, charm allows Vattic to walk past any guards or other characters without detection, until his psi meter runs out. However, when trying to activate the power while someone can see Vattic will instantly drain his psi meter. It also won't work on security cameras, as the machinery has no mind to fool, or whoever is watching the camera is out of range of the psionic energy. Charm is very useful for sneaking up behind stationary guards and killing them without being noticed.



Vattic can also use this to calm down another character from an emotional high. This is used during the asylum escape, in which Wilde, under influence of mind-altering medication, will become scared by gunfire or other sudden shocks. Vattic must calm her down using charm before she will follow him further. It can also be used to tell allies to follow Vattic or stay put when need arises.



Projection

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Vattic learns projection when he is faced with a laser grid blocking his progress, with the switch to turn it off on the opposite side, out of range of his telekinesis. Vattic inadvertently projects his consciousness into an astral form, which can move independently. It is able to pass through the laser grid and turn it off. The projection ability is similar to remote viewing, which is ostensibly used to spy, track someone down, or look out for danger. However, projection also allows for limited interaction with physical things, enabling completion of a necessary task from a safe distance. In the game, these tasks generally involve using Vattic’s projection to pass an obstacle that is impassable to Vattic’s physical self, then somehow clearing said obstacle, such as the laser grid already mentioned, or doing things that would normally require the help of another character, such as using the projection to unlock a time-limited door, allowing Vattic to quickly go through before it locks again. Additionally, the projection is invisible to both people and cameras, which can be quite useful for scouting enemy locations and their security systems. As with charm, the range of the projection is limited by the psi meter, and the astral form can't punch, crouch, grab, or use any of the other psychic abilities at the same time, besides a very weak version of telekinesis. Also, Vattic's body is left unoccupied and immobile while he projects, leaving him vulnerable. If he's being attacked, the projection will disappear and control of Vattic's body will be regained.

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Possession

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Later in the game, Vattic learns how to make his projection possess another character’s body and suspend their consciousness, meaning he can take control of their bodies for short periods of time. This is useful if faced with a group of patrolling enemies; Vattic can possess one of them and use him to kill all his comrades, leaving Vattic with only one person to deal with after exiting his body. It is also necessary for bypassing certain security features, such as handprint scanners; John can simply possess someone who has access and use them to deactivate the scanner. The same rules for projection apply for possession. Vattic can fire the weapon that the person possessed is using, nothing more; the other psychic abilities are limited to only Vattic's body. As with projection, if Vattic's unoccupied body is attacked, he will lose control of the person possessed and go back into his body. It is also possible to possess a friend's body, sometimes letting Vattic access weapons that he cannot obtain otherwise.

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Plot

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The game begins with John Vattic, the protagonist, waking up in a medical facility. He has no memory of his past except for a mission that he went on six months before. His role in the mission was to be strictly advisory, but he finds himself going to Siberia with a group of U.S. Marines called WinterICE, a psychic named Jayne Wilde, in search of a Russian scientist named Victor Grienko, whose secret research is beginning to draw attention from The Pentagon.



Vattic learns from a computer he finds in the medical facility that Wilde was killed on the mission. He then has a flashback, in which he prevents Wilde's death. Back in the present portion of the game, the computer now says that Wilde survived the mission as well. Vattic finds her in an asylum in Vermont and rescues her. They escape into the sewers and she tells him that the WinterICE team's commanding officer Colonel Joshua Starke was killed during the mission. Vattic then has a flashback in which he rescues Starke. During this flashback, one of Grienko's child test subjects awakens Vattic's psychic powers. Back in the present, Wilde informs Vattic that Starke is alive and that he gave her an address in which to contact him if she ever needed help. Vattic and Wilde then travel to the location to find him.



Vattic finds Starke in his apartment in Queens, New York. However, after recognizing one another, Starke is surprised to see Vattic alive and says that the rest of WinterICE were killed in Siberia. Through a series of other flashbacks, Vattic is able to save the rest of WinterICE. He also discovers the secret of Grienko's research and the true meaning of the mission. The main antagonist, a man known as Hanson, who is the director of the fictional National Security Executive (NSE), wanted to use Grienko's research into psychic abilities in order to create an army of psychic super soldiers. WinterICE was sent in to discover Grienko's research facility and dispatch anyone who got in the way; they could then secure Grienko's work for Hanson's evil program. Vattic discovers that the process will involve Grienko's research being transported to America. Grienko is under the impression that he too will be traveling to America, but Vattic learns that that was never Hanson's plan and Grienko is killed by a shock trooper soon after, along with all his colleagues. Vattic also discovers at this point (what he believes to be the past) that he has psychic powers of his own. Most notable is his precognition, as it is revealed that the supposed flashbacks he has been having over the course of the game are not flashbacks, but are actually the present, and what he thought was the present is a possible future. Vattic decides to use his newfound knowledge to stop Hanson's plans.



Vattic enters the research facility and releases the test subjects, referred to in the game as the "Zener children", who were the basis of Grienko's original research before they are killed by Hanson's shock troopers. Vattic soon encounters Hanson in the research facility, where the Zener children help Vattic clear the facility of his soldiers with their psychic powers. Once they reach the lower levels, they find Hanson in a room with bulletproof glass. Hanson commands his troops to attack the children and Vattic. After a long shootout, the Zener children use powerful telekinesis to pull away the frame of the glass and then attack and kill Hanson. After that, U.S. troops arrive, raiding the facility. Starke and Wilde help an exhausted Vattic into the helicopter.



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Minimum System Requirements

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System:

Pentium III or Athlon at 1GHz or equivalent

RAM:

256 MB

Hard Drive Space:

1000 MB

Other:

Windows XP/2000; Supported Graphics card; DirectX 9 Compatible Sound Card

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Recommended System Requirements

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System:

Pentium 4 at 2GHz or AthlonXP 2000+ or equivalent

RAM:

512 MB

Hard Drive Space:

1000 MB

Other:

Windows XP/2000; Graphics Card: GeForce FX 5xxx or Radeon 9xxx

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SCREENSHOTS:

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http://images.eurogamer.net/assets/articles/a/5/6/9/7/0/ss_preview_secondsight_PC%2014-19-14-92.jpg?slideshow=true

http://images.eurogamer.net/assets/articles/a/5/6/9/7/0/ss_preview_secondsight_PC_13-13-20-09.jpg?slideshow=true

http://images.eurogamer.net/assets/articles/a/5/6/9/7/0/ss_preview_secondsight_PC_13-58-35-76.jpg?slideshow=true

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