Second Sight (2004)

Free Radical Design

Nintendo GameCube · PC (Microsoft Windows) · PlayStation 2 · Xbox

3.42 from 113 ratings

419 members have it in their collection · 1 playing now · 154 backlogged · 91 wish listed

How long? Main story 11h (from 1 logged playthrough)

Second Sight is primarily stealth-action, using psychic abilities to stealthily move through levels. Due to it's dark atmosphere, it could be considered a psychological thriller. The game focuses on John Vattic's exploration of his own mind, discovering psychic abilities and a dark history before his amnesia.
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Details

Developers
Free Radical Design
Publishers
Codemasters
Genres
Adventure, Shooter
Themes
Action, Science fiction, Stealth
Steam
View on Steam

Release dates

  • Aug 27, 2004 (Worldwide) PlayStation 2
  • Sep 03, 2004 (Worldwide) Nintendo GameCube, Xbox
  • Feb 04, 2005 (Worldwide) PC (Microsoft Windows)
  • Apr 08, 2021 (North_America) PC (Microsoft Windows)
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Rating distribution

5 stars
12
4 stars
40
3 stars
46
2 stars
13
1 star
2
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Community All Reviews Statuses

MistRain

Review MistRain 3/5 · Mar 30, 2025

Aged... not quite like fine wine.

Thrifted this little guy, one of those ps2 games I've absolutely never heard of. Playing it today, it's kinda clunky, but impressively fun with its mechanics. It's really wild, feature creep stuff, and the abilities themselves are really fun to play around with, and you have a lot of versatility to approach things.

However, my biggest beef is the level …

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Thrifted this little guy, one of those ps2 games I've absolutely never heard of. Playing it today, it's kinda clunky, but impressively fun with its mechanics. It's really wild, feature creep stuff, and the abilities themselves are really fun to play around with, and you have a lot of versatility to approach things.

However, my biggest beef is the level design and how the missions are laid out. Every mission ends up taking well over an hour sometimes, simply because you end up getting lost, accidentally caught and stuck in a loop of guys trying to get ya, or stuck because you didn't find that specific thing. There's no handholding, but neither logic to the stages nor objectives. You also lose that freedom, then to complete the stage in your way, as you often need a specific thing from a specific place.

And yeah, let's not talk about the story, the ball is very quickly lost.

A fun and ambitious idea in theory, just some parts executed poorly, doesn't hold up super well today.

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