
Which side will you choose: good or evil?
"Infamous 2," the sequel to the sprawling 2009 PlayStation 3 video game, brings back electrifying (pun intended) action with a revamped karma system and a unique way of integrating user-generated content.
Cole MacGrath, the hero from the first game, returns and is on a quest to learn more about his electricity powers. He will need all the strength he can muster in order to battle the great evil known as the Beast.
Developer Sucker Punch Productions and publisher Sony Computer Entertainment wanted to improve on the critically acclaimed "Infamous" without creating a short circuit, Sucker Punch producer Brian Fleming said. Combat, powers, characters and story were all aspects that could be improved, he said.
"We're probably our own harshest critics," Fleming said. "Let's leave no stone unturned. Let's step forward in every direction. We were probably very aggressive about what we wanted to try with ('Infamous 2')."
The production value of the game is better than the original. The look of the open-world environment is appropriately detailed to represent New Orleans -- I mean, New Marais.
Characters behave and look more realistic because of the use of motion-capture technology. It helped make Cole's facial features reflect his moods and cut scenes look like they could have been straight out of a movie.
But character movement is twitchy. Cole does his best imitation of Spider-Man, climbing walls, walking along wires and power cables, and scaling poles, but the actions appear jerky and spastic.
Cole's powers get an upgrade, not only in their look but in how they are used during combat. Fleming said these "ionic powers" really have a big impact and flare in the heat of battle.
"The ionic vortex that Cole can unleash is one of a collection of powers that are a dramatic difference from the last game in terms of their scope," Fleming said.
The electric powers (and additional powers you get later in the adventure) can be exchanged or upgraded as the game progresses by performing certain actions -- say, knocking five enemies off a roof or levitating over a certain distance.
Combat is natural, doesn't feel like a button-masher and has a visceral effect in the game.
The enemies, though, get to be repetitive as the game progresses.
One adversary looks like an armored tank with a face poking out occasionally. Whether it was a glitch or a very unusual creature, the monster just stood there passively, waiting to be destroyed.
Groups of enemies ballooned in later levels, but their attacks didn't change much compared with earlier in the game. Still, using big-area attacks on a group of enemies was pretty cool.
A key feature in the sequel is user-generated content, which is available during the story and can have an effect on how the game plays out.
Players can create their own missions that show up in various locations throughout New Marais. These missions can involve combat, speed tests or special limitations on Cole that force players to hone other skills.
Fleming said he thinks "Infamous 2" is the first game to use user-generated content in an open sandbox environment in this way and presents a different take on how that content is integrated into the game.
"Whether you decide to make (user-generated content) in the industrial district or the flooded town or the French Quarter, those are your choices," he said. "Players who create highly rated missions will get those auto-populated into the city itself for players all around the world."
User-generated missions have a green icon to differentiate them from regular missions. I tried out a couple created by the Sucker Punch team, and they provide fun without getting in the way of the story's overall flow.
"Infamous 2" continues the use of the karma system, in which choices about whether to steal and who to kill affect how the story plays out, what missions can be undertaken and which powers Cole can use. The karma system in this game does a better job of reflecting relationship dynamics between characters.
"We wanted to make those choices seem more impactful on your heart and soul rather than on your brain," Fleming said. "You might be choosing to partner up with Nix (bad karma) or Kuo (good karma), and ... the other character will be disappointed or frustrated or angry with you. We felt like that added a component that made it more emotionally relevant."
I chose to follow the path of virtue in my quest. Because of that, the police and citizens of the city seemed to be more friendly and helpful in some missions. Cole's clothing also changed as I leveled up to the rank of "champion" in the karma system.
However, there were certain moments when I ventured to the wild side and racked up some negative karma points. Collecting blast shards throughout the game increases Cole's power, and it was hard to resist stealing from people who found them before I did.
Fleming said that about a quarter of the game's content changes depending on which way the player goes on the karma scale. He said fans of the game want the choices to matter, and karma-specific missions are one way to do that.
The story of Cole's search for more power and his ultimate showdown with the Beast seemed plodding at points. Some of the missions were rather blah and failed to advance the plot.
Besides the user-generated missions, there are plenty of side missions as well. These can affect your karma standing or can be easily bypassed in favor of the standard missions.
I can envision many reasons to want to replay the game, thanks to the alternative karma paths and the ever-changing user-generated missions. Completing the story takes quite some time.
"Infamous 2" raises the bar over its predecessor by improving the graphics, powers and, thanks to the user-generated content, collaboration. The combat is exciting, but enemy intelligence is low in later parts of the game.
Overall, it provides hours of enjoyment and an outlet (pun intended) for creating your own Cole adventures. Besides, who doesn't like playing with electricity with no consequences?
''Infamous 2" is an exclusive title for the PlayStation 3 available on June 7. It is rated T for Teen due to blood, drug references, language, sexual themes, use of alcohol and violence. There is no multiplayer option for the game. Testing for this review was done using a retail copy.
Cortsey: CNN
-BlackNinja.
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