It’s frustrating to me that the game is marketed as choice driven when really it's not. A player makes a decisions in the beginning whether to play blue or red from then on everything is just following the pre-laid out path. So the decision making process is just an illusion. Players want to fill up their bar because it unlocks more powers and making an opposite choice would only hinder that. There is no reason a player would change their choices dependent on the story because it’s still most beneficial to go all the way good or all the way bad. The decisions, which I felt they failed to capitalize in the original inFamous were just as lame and uneventful in the sequel. They could have just as easily been more electrical powers and no one would have been the wiser. The addition of fire or ice, although explained story-wise, makes almost no new impact gameplay wise.
While I’m glad they didn’t strip Cole of all his powers, the combat is the same. Where I thought Sucker Punch would make improvements or take some chances, I found things to be nearly identical to the first game. Had they put it in earlier, I think it would have made a significant difference. But unfortunately the power wasn’t obtainable until near the end of the game when much of the world had already been traversed. Sucker Punch did implement a sort of grappling hook power, which I absolutely love. Or take the long way around because it’s not worth the risk of missing a gap and having to scale the building again. I have to be careful to measure my jumps because the float might not carry far enough. I never feel like a super hero jumping from building to building. I always feel like I’m grabbing onto something I don’t want to be grabbing. Navigating around the world always seems like a chore. This is my biggest knock against inFamous. Other times I just want to fall directly to the ground. For every one time it does save me from falling, it messes up my timing on nine other jumps. It’s a good idea and I know why it implemented, but this mechanic frustrates me to no end. The main purpose for this system is to be forgiving towards players who might make mistakes while climbing. Your character will automatically grab things around the world when climbing.
The inFamous series implements what I call sticky mechanics. It’s a formula that I enjoy but can’t stop complaining about while I’m in the process of playing it. In a nut shell, that is the InFamous series to me. In the case of InFamous 2, a giant being of energy is on a destructive path to the city of New Marais.
I’m not exactly one for side quests, especially when more dire situations are at hand. The objectives are clearly marked and I enjoy the brisk pace of simply going from checkpoint to checkpoint. Albeit that inFamous is not as smooth or satisfying as another one of my other favorites, Crackdown, it’s still far better than the tedious travel in a game such as Grand Theft Auto. Unlike a lot of open world games which rely on vehicles as the main mode of transportation, super hero games like inFamous allow the world to be traversed in a much more interesting way. If there’s one thing I like, maybe even love about InFamous, it’s the pacing. Publisher: Sony Computer Entertainment of America But somehow I’ve managed to play through the entire first game and still come back for seconds, so I figure Sucker Punch must be doing something right. The characters, the story, the combat, and even the good/evil decisions all seemed to be pretty mediocre. Initially I played the first demo and I already knew I wouldn’t like the controls. InFamous is a series that I’ve long had problems with.