inFamous 2 Asks That You Look Before You Leap...Or Not - Review

By Ryan Winslett in Reviews
Monday, June 20, 2011 at 3:00 pm
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Shocking!
In the immortal words of Ben Parker, "With great power comes great responsibility."

 

While the idea of a karma system isn't exclusive to the inFamous games, much less super powers, I can think of no other series that more perfectly makes the player feel the meaning of those words.

 

Even for those who chose the evil route in Sucker Punch's recently released inFamous 2, you're still letting Uncle Ben's dying words ring true; you simply forfeited said responsibility and opted instead to revel in the sweet destruction of your godlike powers.

 

Don't think I'm judging you, though, as I fully intend to have a blast as "Evil Cole" in my second run through the game.

 

Where inFamous 2 truly shines is in how its karma system applies to the core mechanics. Going back to my opening quote, I can think of no other game that has made me so conscious of my every little move. Gunning for the good path, I literally needed to stay in complete control of my immense powers if I didn't want to accidentally fall out of favor with the fine citizens of New Marais.

 

inFamous 2 starts you off with some pretty explosive abilities, giving you more and more ways to make things go boom as you progress. The trick is that, if you want to be good, you find yourself thinking about your approach to missions more, looking out for innocent bystanders and, as much as it pained me, completely ignoring some of your favorite abilities.

 

The Thunder Drop, for instance, is an ability that lets you leap from a rooftop and come crashing down to Earth like an electric meteor. In one of my first missions, I saw the chance to unleash this bad boy on a group of passing baddies. I failed to consider the environment, though, teaching me my first lesson about being a super "hero" in inFamous 2. I took out my enemies, sure, but then I watched in terror as my karma meter went into overdrive with flashing red lights, signifying the 16 citizens who had also been caught in the blast. Less than an hour into the game and I understood that my actions came with consequences and, if I wanted to be this city's savior, I would have to control my powers.

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These types of self-inflicted restrictions applied to every mission I took on in inFamous 2. Every lightning bolt I fired needed to hit its target lest I zot some poor schmuck in the dome instead. Grenades had to be lobbed with absolute precision, car-chucks had to be used sparingly and only the most dire of circumstances would warrant the use of screen-clearing abilities like the Ionic Storm (Electric tornado.)

 

But the problem with in-game karma is that nobody has really nailed it yet, including inFamous 2. Even in Cole's latest outing, the big moments when a player must choose between two actions and thus affect the game's outcome and the world's perception of the character are still pretty black and white.

 

But thanks to the inclusion of secondary characters Nix and Kuo ("evil" and "good" personified) at least the presentation of those choices provides a little room for shades of gray. Both characters are relatable and easy enough to want to side with. Hunting that good or evil ending, though, you already know which route you want to take, and thus your decision is already made no matter which of the two characters makes the most compelling argument. Kudos to Sucker Punch for actually making the karma decisions worth considering, but if I'm going to be the hero of New Marais, I've made up my mind before either Kuo or Nix have tried to pursuade me.

 

Along with a decent narrative behind the karma decisions, inFamous 2 does a good job of weaving smaller choices into the fabric of "Electric Man" Cole McGrath's new stomping grounds. The Beast has destroyed Empire City (the first inFamous' setting), forcing Cole and company to pack up and head south in hopes of gaining new powers and the chance to save the world.

 

While Cole will encounter new enemies here -like a militia ran by a power-hungry politician, swamp mutants and a gang of ice-powered soldiers- the citizens must go about their normal lives as if a towering inferno of a monster isn't making a beeline straight for their homes. The city is full of muggings, bombs, people in need of medical attention, anti-Cole activists and more. While playing, any number of these quick karma moments will pop up on the screen, giving you the option to take a detour to defuse a bomb, steal a blast shard from a feeble citizen or even put a beatdown on a street musician (Sidekick Zeke, it turns out, has little appreciation for the fine arts).

 

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​For these little touches and more, inFamous 2 is exactly what it should be: a bigger, better, more refined experience than its predecessor. Sure, there are some wonky camera moments in the middle of intense battles, it's occasionally hard to get Cole to let go of the damn wall so you can get down to a much-needed charging station, and while nowhere near as bad as the original, the missions are still a bit repetitive.

 

But despite these faults, it's clear Sucker Punch have listened to the fans, learned from the past and utilized those lessons to make inFamous 2 a more enjoyable game. New powers make traversal and keeping momentum much easier, new mission types change up the gameplay from time to time, more dynamic characters give you something to care about, melee combat is actually fun and your super powers are more explosive than ever.

 

Add on an online mode that lets players build and share an infinite number of their own missions, and the original inFamous' greatest sin of running out of things to do once you're fully powered up has been negated.

 

I'm not a fan of the term, "It really makes you think." But when it applies to a game's core mechanics and how you use them, it's a fair assessment of inFamous 2. Cole's newest adventure makes you consider your actions, and for that it should be applauded.

 

Now that I've got my good ending, it's time to find out what antics I can get up to on the wrong side of the tracks. If you'll excuse me, I have a city to destroy. Sorry, Uncle Ben.

 

The Official Verdict: 4 out of 5

This review is based on a copy of the game provided by the publisher.

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