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Fighting as Fetch in the open world map is low-risk, because you can always just bail and heal if you get into trouble, but here you’re locked in with the enemies in a fight to the death. Not that I have anything against the three challenge maps, because they’re a great way to hone your powers and compete on leaderboards for high scores and unlock Trophies. Those are plainly padding, because they’re just the new challenge maps presented in a story context. Every few missions we’re brought back to the present, where Augustine puts Fetch through training missions.
![infamous first light dup fetch infamous first light dup fetch](https://gotgame.com/wp-content/uploads/2014/08/FirstLight5-e1409136171385.jpg)
I do like how the story is framed as Augustine prodding Fetch to recall her emotional effort to save her brother in flashback sequences. Too many of these missions are repetitive sniper-mode shooting galleries, too. That, and none of the fights against gangsters in First Light stack up against the more spectacular battles to take out DUP Mobile Command Units in Second Son. They’re neat, but not a big deal – I had to go back and check to see if some of these were in Second Son because they didn’t really stand out. There are some combat upgrades too, like neon homing missiles and melee finishers.
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Fetch has a few new tricks, like running through swirly pink clouds placed on the streets and rooftops of Seattle for speed boosts – that makes running from point A to point B a little more entertaining, because we have small objectives to go for, and hitting one gives a sense of speed that makes Fetch's normal pace seem like a jog. Maybe that would’ve been less of an issue if Sucker Punch had come up with some really new and interesting stuff to do with the neon powers, but there’s not enough of that here.