|Good or Bad: You Decide|
inFamous 2 picks up shortly after the defeat of Kessler in the first game. Cole is waiting in Empire City for the arrival of the Beast. After a bombastic opening sequence, Cole, Zeke and Agent Kuo make their way to New Marais city in order for Cole to train and earn new powers from Professor John Wolfe.
The story goes from there in a tight nit roller coaster. Like the past game, the player must choose between the path of a hero and the path of a villain. This choice determines the players powers as well as story progression. Unlike the first game, the player choices eventually change the story around the choices instead of one single story line with the player killing people to save the city or saving people to save the city. The ending in particular was extremely well written towards each moral theme.
|The Ravenger, a New Enemy Type|
These powers are put to great use fighting the new enemy types. Through out the game, new enemies appear in the form of mutants, which look like giant crazy insects, and conduits, which have ice powers. The enemy variety forces players to tackle each enemy differently, utilizing all the power types available. For instance, the Devourer is a large mutant that is the size of a 3 story building and has only one weak point: it's open mouth. By throwing rockets or grenades into it's mouth, the player can damage the creature. These new enemies make battles more interactive and engaging with less monotony than the battle of the first game.
|New Marais is Gorgeous|
Even the little things from the first game have been overhauled to be more interesting. The static Dead Drop satellites from the first game have been replaced with flying pigeons strapped with Dead Drops. Whenever the player enters a specific radius of the bird, the player gets a small icon on the map and must track down, stun and loot the pigeon for the Dead Drop. It sounds so small, but it adds so much to the enjoyment of the game.
There are plenty of side missions with plenty of variety, including the neutral, good and bad missions. Similar to the first game, the player earns pieces of the islands to eventually control the entirety of the game islands. Aside from the side missions, there are also now real time events that correlate to each Karma spectrum. On the map small blue and red icons will appear to portray these events, which range from diffusing a bomb to attacking the police. With each success, the player gets experience as well as Karma points towards the good or bad, depending on the event. This adds a smaller and quicker means of building Karma as well as make the city feel more alive and dynamic. Even finding blast shards has been streamlined, with a late in the game power up that allows the player to detect the shards across the entire map, ensuring that the annoyance of hunting down those last ten shards is still challenging but not impossible ( I still am missing eleven shards in the first game).
The final add on to the game is the User Generated Content (UCG). The level editor allows the player to craft their own missions and place them anywhere on the map. Using tools to not only craft the level design, but tweak enemies and even add story boards to add character to each mission, the tools themselves are fairly robust. However, the problem with the system is that is is highly underused. The amount of levels available is sub par with very little enjoyment or playability. Obviously, this is not the fault of Sucker Punch, but it feels like a very large wasted potential.
|A Snapshot of the UCG|
10 out of 10
Game Wiki Page: en.wikipedia.org/wiki/Infamous_2
IGN Review: http://www.ign.com/articles/2011/05/27/infamous-2-review-2
inFamous Wiki Site: http://infamous.wikia.com/wiki/InFamous_2