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The game i'm wanting to create has aspects from Infamous second son such as the powers with way there used to get around and attack. one of the powers are better at killing then others but some are better at getting around the map and escaping but there's also one that is good for both killing and moving.

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Infamous: Second Son is, in many ways, a large step away from the comic-book roots of its predecessors. Don't misunderstand - Second Son is very much an open-world superhero action game first, and an excellent one at that. Its flashy powers look and feel great in battle, and that's really what games like this are all about. But I didn't expect to enjoy the weightier, more realistic tone of the characters as much as I do. It's a change that initially surprised me as fan of the franchise, but one that ultimately pays off. Despite failing to believably marry the player's moral choices with the protagonist's own sense of right and wrong, Second Son hits some big high notes in both character interaction, and most importantly, open-world gameplay.

It didn't take long for Second Son's remarkable lighting to leave me staring slack-jawed at my screen. The power of the PlayStation 4 is evident in every street-side puddle reflection and in every swirling tuft of smoke that left my flaming hands. The city of Seattle is beautifully and diversely realized, but it never looked better than when I was blowing everyone and everything around me to bits. Serene city streets turn into fiery disaster zones with gleeful regularity, and both the before and after are great to look at, despite occasional stutters when the effects get out of hand.

While high production values are often a smokescreen for weak characters, Second Son succeeds here, too. Troy Baker's motion-captured performance as our new Conduit, Delsin, remains believable whether he's being a snarky, reckless jerk, or a plucky, bohemian do-gooder. He's not universally likable, but the chemistry he has with his conservative, law-defending brother makes for some absorbing familial banter.

Delsin is a young man who, like so many others, is filled with equal parts anger and idealism, and the fact that he wields such overwhelming destructive power makes that inner conflict tense, and interesting. Sure, it's well-covered territory, but Baker imbues it with a charm, and youthful abandon that keeps it from feeling tropey or overwrought. Add in the icy, iron-willed villain Brooke Augustine, and the result is a conflict that boils to a genuinely affecting climax.

Sadly, the rest of the cast isn't as well-utilized. Supporting characters like the immediately interesting Abigail "Fetch" Walker are quickly introduced and brushed aside, with limited involvement outside of the two or three-mission-long arc that pertains to them. While Second Son's individual beats and characters are well executed, the plot that strings them all together is frustratingly straightforward and limited in scope, depriving the bit players of the chance to make a meaningful impact on the core conflict.

Story quibbles aside, Infamous is about feeling formidable, and Second Son doesn't disappoint. Delsin's four varied power sets turned every D.U.P. checkpoint into another chance to flex my super-powered muscles. From the explosive destruction of smoke to the swift precision of neon, each set feels strong enough to hang an entire game on, and strategically switching between them during heated battles by draining power sources from around the city made me feel like an unstoppable force of nature.

Skill trees offer more options than previous Infamous games, allowing you to either concentrating on one power or split your resources between multiple paths, and the unlockable powers differ based on your moral alignment as well. An evil neon user for instance, can make targets explode into novas of pure energy, causing chain reactions that can obliterate groups of civilians in seconds, while a benevolent neon user can slow time to a crawl to carefully incapacitate foes one by one with a series of exacting attacks. Not only does this variety keep combat fresh, but it creates a strong incentive to replay and experiment with different combinations.

The streets of Seattle are flush with random karma opportunities and predetermined side missions, so you never have to look far for an opportunity to put your powers to good (or not so good) use. Downing mobile D.U.P. command centers was a particularly rewarding venture, offering up some of the most steeply pitched firefights, and doling out big skill point rewards upon completion. I happily lost hours wandering around and taking the city back district by district, becoming ever more powerful as I went.

Between scraps, I found Delsin's nearly unfettered sense of mobility exhilarating. He speeds up the sides of skyscrapers, and soars across the Seattle skyline at your whim...once you get all the right power-ups. Until then, you'll be leaning on the old-fashioned parkour from the previous games, but it doesn't feel nearly as sticky or reliable as it has in the past. This led to a few frustrating situations where I couldn't grab ledges that were clearly in reach. It becomes less significant as you expand your suite of traversal powers, put when everything else feels and plays so well, it's hard not to notice.

Something that sticks out even more however, is the state of the morality system. The red vs blue decision making comes off as woefully outdated, and disconnected from Delsin's personal motivation of healing his injured tribemates. There's nothing in the story that suggests that he'd ever be interested in killing innocent civilians, or that his police officer brother would be okay with it if he did, and yet you're clearly incentivized to murder everybody you see if you want to make the most of your evil playthrough. Extremism is always rewarded with more power, and as such, there's never a reason to partake in evil actions when you're trending good or vice versa. This essentially takes moral decision making out of the equation, which is sorely disappointing for a game that attempts to place choice front and center.

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Infamous: Second Son is, in many ways, a large step away from the comic-book roots of its predecessors. Don't misunderstand - Second Son is very much an open-world superhero action game first, and an excellent one at that. Its flashy powers look and feel great in battle, and that's really what games like this are all about.

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The game i'm wanting to create has aspects from rainbow six siege such as the team based game-mode with different characters with different ability's. you get different characters and ability's depending on whether your attacking or defending but only one of each charter is allowed on each team.

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A deep, competitive FPS that rewards smart play as much as good aim.
[Editor's Note: This review and score replaces our original November 2015 review. Read more on IGN's re-review policy.]
The tension before you breach a room in Rainbow Six Siege is often palpable. I'll place a charge on one door while our sniper Glaz watches the windows from outside, and then wait for our teammate playing Dokkaebi to distract the enemies with a phone call before blowing it wide open. Coordination is key, and working together to get the most out of each our Operators' abilities can be even more valuable as landing a good headshot - though the headshots definitely help.

Siege has come a long way since it launched two years ago (read our original Rainbow Six Siege review). A steady stream of new maps, operators, and cosmetic items - along with a heaping helping of bug fixes, balance changes, and stability improvements - have slowly transformed it into a much deeper competitive game, even if there are some growing pains that come along with that. Siege has always been a fun and challenging FPS, but as it enters its third year it has gained a pull that's become hard to resist.

The core of Siege hasn't changed; a 5v5 dance of attack and defense between well-equipped military special forces squads on compact but complex maps. A wonderful emphasis on strategy and smart play over pure twitch aiming gives it a distinct feel that you don't get from games like Call of Duty or Counter-Strike: Global Offensive. Often times figuring out which door to barricade and which to break open can win you more games than just being able to outgun your opponents.

Learning which door to barricade can win you more games than just outgunning your opponent.

Each round of a match starts with a frantic race as one side sets up their defenses and the other hunts for intel with remote-controlled drones. It's game of cat and mouse that often devolves into hilarious, Benny Hilly-style chases as the defenders try to deny the attackers of as much information as possible. It's only a minute long, but there are a lot of subtle nuances in what walls to reinforce and where to place your traps that can differentiate the good players from the great.

Most of its levels are set in buildings with three stories, giving its gunfights a sense of height that many shooters lack. They're also littered with destructible walls and floors, letting you create your own paths with breaching charges or even break small holes in defending walls to create new lines of sight. It makes Siege an immediately more accessible game, empowering you with the ability to improve your win rate through learning the maps alone, even if your aim doesn't get any better.

There are currently 15 maps in the casual matchmaking queue, only nine of which are in ranked, each visually distinct and set in different locations across the globe, which results in a fantastic amount of variety every time I sit down to play. I love that I often won't see the same map twice in an evening of games, but the flipside is that it takes longer to actually learn the layouts of those maps. Still, it's a tradeoff that ultimately improves Siege.

Working with your teammates, either through voice chat, text, or just map markers and pings is a simple but extremely impactful thing you can do to get better at Siege. It can be a big ask to rely on the voices of internet strangers (and Siege definitely has its fair share of unfriendly and unhelpful players) but overall I've been pleasantly surprised by how this community understands and embraces good communication as a tool.

A great example of how communication can win games is with security cameras and drones. You can use cameras to mark the location of enemies for your whole team, but doing so will also warn the marked player that they've been seen, often resulting in them quickly hunting down and destroying that camera. But if you don't mark enemies, and instead talk to your teammates and tell them where that person is, you can give them the same information without alerting your opponent. You can still use those same cameras after you've died too, which cleverly cuts out a lot of down-time as you continue to help any surviving teammates.

Of course, you'll still run into plenty of people mindlessly tagging with cameras in public matchmaking. Like many competitive games, Siege is almost always more fun when played with friends I can comfortably coordinate with. Timing breaches and calling out flash grenades will let you get the drop on a defending team, but the short two to three-minute rounds and setup period between those tense moments also leaves room for goofing off in between.

Bringing the grenade-spraying Fuze into a Hostage situation is asking for trouble, so plan carefully.

Siege has just three PvP game modes, all of which revolve around one team protecting a room (or two rooms, in the case of the Bomb mode) and the other team trying to break through their defenses. They are different enough in subtle ways that influence what walls you want to reinforce or which operators you should use - for example, bringing the blind grenade-spraying Fuze into a Hostage situation is asking for trouble - but the general approach either team takes in a given mode can feel a little too similar.

As a side activity to the competitive battles there's the PvE Terrorist Hunt mode and the single-player Situations. Both of these modes are great, and I often find myself warming up for PvP by taking on the AI first. The Situations are runs through the same multiplayer maps against AI, and can feel as compelling as a fully built-out single-player mission at times, which makes it a bit disappointing that we haven't seen any new ones as everything else grows around it. (The first season of year three begins in March, and is expected to add a new kind of PvE mode called Outbreak, which will hopefully be a bit of what I'm hoping for.)

Another way Siege has grown is its ever-expanding cast of Operators. Sixteen new characters have been added so far, which makes a current total of 36 with eight more coming in the next year. The result is more dynamic and varied matches, both in how you play and who you have to play against. Unlike the maps, it's much easier to remember what each operator does, which helps the large roster not feel daunting to learn. You only really have to keep track of their special ability and what type of gun they might be using, but they're still unique enough to leave ample room for different playstyles and strategies.

An operator like Mira completely changes the landscape of a map when picked, with the ability to put impenetrable one-way mirrors into otherwise solid walls. Other operators like Caveira, who can silence her footsteps and then interrogate downed enemies to learn the position of their teammates, or Vigil, who can become invisible to cameras and drones, are built to be played as aggressive, roaming defenders. Their presence enables new strategies that simply weren't as viable at launch. Abilities like this have changed Siege in very real ways, and the increased options keep Siege from ever feeling repetitive.

Better still, the benefit of that variety can be felt even if you don't have these new operators unlocked for yourself. I didn't necessarily feel like I was at a disadvantage by not having any given character, as very few operators in Siege feel like either "must picks" or completely underpowered. I wished I could use certain locked operators, sure, but the 20 base operators that have been there from the beginning are still strong, fun, and varied enough to make the significantly higher Renown cost (Siege's in-game currency) of any that came after them less frustrating.

You don't start with any Operators unlocked, with the original 20 costing between 500 and 2,500 Renown, a relatively small amount that comes quickly enough from playing matches. All the new operators, however, are a massive 25,000. It can take at least 20 hours of play (on the low-end) to gather that much renown, but you also have the option to buy operators with real money for $5 a pop.

With only eight released in a year, 25,000 renown isn't so hard to collect for regular players who have kept up to date, but it's pretty steep for newcomers who are trying to catch up. Siege does feel like it has been set up to encourage players to spend real money on its year-long passes, which provide every new operator released in their given time period (plus some extra premium currency and other goodies) for $30. It's akin to an annual subscription fee, but nearly everything but some premium cosmetics can be earned without spending any money beyond buying the base game.

It's disappointing that the Year-One operators haven't dropped in price since their release.

That said, I'm disappointed that the Year-One operators haven't dropped in price since their release. The Year-One and Year-Two passes have both left the store, and the one option to get them cheaper is a slightly discounted bundle only available for real money. I'd love to see these older operators drop to a Renown cost to make them more inviting to new players once their release hype has long passed.

The store, in general, suffers from growing pains that Siege has yet to address. A massive amount of cosmetic gun skins, gun charms, and operator outfits are available, with new ones arriving as often as weekly. Nearly all of these cosmetics can be unlocked with Renown, and some of them are extremely cool. The gun skins, in particular, tend to be varied and gorgeous, everything from being textured like gems to having detailed tigers stretching up the barrel. Many of the most recent operator outfits and headgear options have started branching into cool and creative territory beyond just different shades of camo, like Valkyrie's Pop Art make-up or Blackbeard's dapper top hat.

The problem, however, is that the store itself has become a big pile of stuff that's nearly impossible to navigate. It's hard to browse and hard to search, especially when it comes to bundles. Items will helpfully tell you if they are available in a bundle, but there's no way to then go to that bundle directly, and the bundles tab is an ungodly long text list with a single image to explain everything that's in it.

Siege wisely keeps the items in its store away from anything that really affects gameplay. There are a variety of gun scopes and barrel attachments that can be unlocked with Renown that do offer mid-match advantages, but they are cheap enough that this power boost never felt walled off or like it was compromising balance.

And, once again, what your gun looks like and the scope you are using can mean next to nothing if your opponent can simply outthink you. Siege has continued to double down on that focus on smart play over the years, and it's made it a game I want to keep playing for a long time to come. Looking forward, Ubisoft has already laid out a free update plan for Siege's third year, including eight more operators, two new maps, and the Outbreak game mode, meaning things don't show any sign of slowing down.

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A deep, competitive FPS that rewards smart play as much as good aim. [Editor's Note: This review and score replaces our original November 2015 review. Read more on IGN's re-review policy.] The tension before you breach a room in Rainbow Six Siege is often palpable.

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The game i'm wanting to create has aspects from over-watch such as the team based game-mode with different characters with different ability's. some of  which are more useful than others in certain situations.

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Overwatch exists at an intersection between design and artistry, a crossroad at which pure tactile joy meets refined, intelligent design to create a rare spark of magic. As a 6v6 multiplayer, objective-based shooter, it finds accessibility not by lowering the skill ceiling, but by broadening the definition of skill. The person with deadshot aim is no more valuable than the person with the decision-making ability to know when a well-timed ability will turn an engagement, or the person with the map-sense to find the optimal locations to place sentry turrets. While it didn't exactly drown me in options, maps, and modes, it's blessed with a multitude of tactical layers, and none of them ever came between me and my enjoyment of its intense, swirling teamfights, and thrilling overtime comebacks.

Overwatch does a great many things well, but above all else, its success is built on the backs of its many excellent characters. It's fitting that the main menu is dominated by one of them at all times; their diverse appearances, origins, and personalities are all laid bare with every pose they strike. Reinhardt's rocket hammer lands on his shoulder with a meaty clank that invokes a broadsword resting against a medieval knight's plate armor, and Tracer's jovial smile is just briefly interrupted by a rebellious bang that slides across her face, tempting her to blow it back into place before re-addressing the camera and blinking all over the place. There's an intelligent gorilla scientist, a lithe, blue-skinned assassin, and a cybernetic, zen-practicing healer too. It speaks volumes that the one character that adheres to well-worn shooter tropes feels like the odd man out here. They're all so different that you'd imagine them looking silly standing next to one another, but through careful, subtle visual cues baked into their equipment and attire, they manage to appear as if they share a common world, even if they all hail from different corners of it.

It speaks volumes that the one character that adheres to well-worn shooter tropes feels like the odd man out here.

This diversity continues to bear out when you pick a hero and hit the battlefield with them. Though the 21 characters (all of whom are unlocked from the start) are roughly grouped into one of four "roles," no two feel alike. The robotic, transforming Bastion and the anarchic, explosive-tossing Junkrat are both technically Defenders, but they couldn't play any more differently from one another. The former looks for a cozy spot overlooking a key choke point and transforms into a minigun turret to run point defense; the latter plays an area-denial game by lobbing timed grenades over long distances, which then sit on the ground blinking angrily, as if to say "go somewhere else" to encroaching enemies before exploding. This strong sense of differentiation is important because it keeps team composition strategies from devolving into simple formulas. No, two Tanks, two Supports, and two Attackers is not the magic solution for a winning team. You have to look much deeper - and when you do, the true beauty of Overwatch's gameplay shines through.

One of the surprising keys to surfacing these nuances is its refusal to offer up crutches to lean on. With very few arguable exceptions, no character is focused solely around one catch-all gun or skill to the extent that you can find success by using it alone. Tracer's dual machine-pistols have a high rate of fire but poor accuracy, a short clip, and middling damage if you aren't scoring headshots. Genji's shurikens are highly damaging and boast unerring accuracy, but their slow rate of fire and long travel time can make hitting a small moving target difficult. Almost every primary weapon fits this mold: they're useful, and in the right situation quite powerful, but never versatile enough to be a security blanket to constantly cling to. Not only do these little details help differentiate characters, they pushed me to explore their other abilities in search of success.

You have to look much deeper - and when you do, the true beauty of Overwatch's gameplay shines through.

And once I started looking more closely, I couldn't stop discovering new things. Revisiting Junkrat's toolset, he doesn't have a single standard, reliable gun to just directly engage an enemy in front of him. Sure, he could skip grenades along the ground, leading his target as best he can, but even if you were good enough to reliably win one-on-one firefights this way, you wouldn't be realizing his full potential.

At face value his other two skills - Steel Trap and Concussion Mine - seem straightforward. One immobilizes enemies that wander into it, the other blows them sky-high when triggered. In practice though, they can be so much more. Steel Trap can be an escape tool, allowing you to disengage from fights with faster enemies trying to get in your face. Its positional alert upon being triggered allows it to double as an early warning system too, letting you know that someone on the other team is attempting to flank your defenses and holding them there long enough for you to respond. Or, plant a Concussion Mine on top of a Steel Trap and just detonate it when you see it triggered while you're off somewhere else peppering the objective with grenades. You can even use Concussion Mine as a regular old grenade by tossing it at a group of enemies and detonating it manually as it gets there. Perhaps most amusingly, you can detonate it under yourself to rocket-jump up to otherwise-inaccessible areas. Just two abilities on one character opens up all those possibilities, and as you might imagine, once you get 12 characters scrapping over objectives, using their abilities to help and hurt one another, further layers of tactical nuance begin to unfurl.

For example: On her own, Pharah can be a major headache by hurling herself high into the air and hovering there while raining rocket-propelled death down on opposing teams from angles that render both cover and positioning moot. But with Mercy the winged medic tending to her, Pharah becomes a whole different kind of problem. Mercy's Guardian Angel ability allows her to swoop toward any ally in range, even ones up in the sky. Combined with her ability to slow her descent with her wings, she's the only character that can follow Pharah wherever she goes. So you end up with a dynamic duo flying all over the place - the one shoving rockets down people's throats while the other switches between healing her up and buffing her already substantial damage output as needed.

The sum of all these minute details is that almost every action, even the ones you repeat again and again, feel just a little bit magical.

Overwatch is rich with synergies like this: Reinhardt and Lucio, Zarya and Reaper, Torbjorn and Symmetra...there's no shortage of opportunities for keen, coordinated play, and when you reach a point where you feel comfortable switching your character on the fly in the middle of a match to capitalize on weak enemy team composition, you feel like a tactical genius.

You could spend many hours playing Overwatch before getting to that point by properly wrapping your brain around all the little intricacies it has tucked away behind its approachable veneer, but you certainly don't need to just to have a good time with it. Just trying out different characters, popping off their abilities, and moving through their world feels almost indescribably right, and it's all because of tiny, almost imperceptible details. The lid on Junkrat's grenade launcher flaps and clanks about with his every move, Lucio's movement has just the slightest touch of inertia, so you actually feel like you're skating when you play him. Zenyatta's reload animation might be my favorite; I never got tired of watching him open his arms to materialize a new set of orbs before clasping them together with a satisfying, metallic thud. It's a small thing, sure, but the sum of these minute details is that almost every action, even the ones you repeat again and again, feel just a little bit magical.

Overwatch's 12 maps are similarly flush with luxuriant details, and they also play a big role in extracting further depth out of the cast's toolsets. The oppressive first chokepoint on Hanamura begs to have static defenses like Torbjorn's turret or Symmetra's sentries built around it, and for attackers with the right mobility skills (see Pharah and Mercy above) the long gap between the left side of the first and second capture point becomes a tantalizing opportunity to flank the defenders before they can reset themselves. Payload-escort maps like Route 66 provide high ground on either side of the attackers route, setting up paranoia-inducing ambush scenarios where Winston's spherical Shell Barrier becomes invaluable for protection against threats that could be coming from several angles at once. This adds another interesting layer of strategizing and decision making when coming up with team compositions. You aren't just thinking about how your character will work in the context of your team, but also about what opportunities any given map provides, and how you can exploit them.

You're always in the fight, never wondering where it is or how to get there.

Every map is directly tied to a specific objective type, so their construction is well-tailored to the action at hand. You never get that disjointed feeling of playing capture the flag on a team deathmatch map, like you might in other multiplayer shooters where maps have to accommodate a variety of modes. The upsides are subtle, but significant. Maps are focused without ever feeling constricted; there's never any question about where you're headed or how to get there, because every flanking path and side door eventually puts you where you need to be. In this way, Overwatch's map designs allow you to choose your vector of engagement without risking you getting lost where the action isn't happening. The result is zero wasted time; you're always in the fight, never wondering where it is or how to get there.

Tying modes to maps in this one-to-one fashion has a small downside too though: Overwatch doesn't have a ton of different modes to switch things up like most other games of its kind do. This isn't Halo where most maps support various team sizes, objectives, and a slew of different modified rules. There's only one way to play on Volskaya Industries: it will always be attack the first point, then attack the second. This lack of customization allows for finely tuned action, but also cuts into the overall breadth and variety of the experience when compared to other modern multiplayer games.

Overwatch takes just about every possible opportunity to make its cast and locales seem like people and places rather than puppets and scenery.

But like its characters, Overwatch's maps are filled with nuances that will take time and repetition to learn, and not just from a mechanical standpoint. Bits of story and world-building can be found throughout the beautifully conceived environments. Movie posters in the spawn room of one map reveal that the mech-piloting pro-gamer D.Va's real name is Hana Song, and that she had a movie career as well. Another map has a row of arcade machines, and if you happen to be playing as Genji, the cyber-ninja might start reminiscing about how many hours of his "misspent youth" he burned away playing there. Sometimes characters who have a past and don't like each other find themselves on the same team, and you'll hear about it. Overwatch takes just about every possible opportunity to make its cast and locales seem like people and places rather than puppets and scenery.

In terms of features, Overwatch is just a bit thin, but it meets most of the basic expectations of a multiplayer shooter and in some ways, exceeds them. Its impressive stat-tracking, per-character control mapping, and accessibility options stand out. It also does a great job of identifying and surfacing good play to teammates and opponents through a novel commendation system and a sweet "Play of the Game" highlight reel. Matchmaking is swift and reliable, and the cosmetic unlockables are surprisingly charming and come at a pretty decent pace without paying for extra loot packs. That said, I dug the characters' stock designs so much, I didn't want to stray too far from them anyway.

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Overwatch exists at an intersection between design and artistry, a crossroad at which pure tactile joy meets refined, intelligent design to create a rare spark of magic. As a 6v6 multiplayer, objective-based shooter, it finds accessibility not by lowering the skill ceiling, but by broadening the definition of skill.