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"inFamous 2 - Review "

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Sun 31/07/11 at 15:23
Regular
Posts: 34
When InFamous was released back in 2009 it had you engaging in tense exciting combat with electrical superpowers, scrambling up buildings with climbing abilities that would put even Spiderman to shame and searching every nook and cranny of the fictional Empire City for collectibles, all this was wrapped up nicely in a decent story told via comic book style illustrations, it was a winning formula and it was going to be hard to top but developers Sucker Punch managed it, they went back to the drawing board and either improved, expanded or altered everything in some way, and interestingly decided to include something that aims to keep us playing long after we’ve finished the story and found every last collectible which we’ll get into a bit later.

While the action does kick off in Empire City, the New Orleans inspired city of New Marais will be Cole McGrath’s new stomping ground and the first thing you’ll notice is how much more colorful and diverse it is than the former, it features locations ranging from a neon drenched Red Light District to a sprawling Industrial Zone crammed with towering cranes and huge gas tanks, there’s even a flooded suburbia to get to grips with and since water ruins the day of anyone lucky enough to wield electric superpowers, navigating it is going to be a challenge, but what sets the place even further apart from Empire City is the more destructible enviroment, sadly you can’t go around ripping buildings apart Mercenaries style but you can send things like guard towers and verandas crashing down, it’s really not groundbreaking stuff but a nice touch nonetheless.

Perhaps the most notable changes however are to Cole himself, the “new and improved” tracksuit sporting Cole has received several new powers, these along with his existing ones have a few unique variants that all excel in different situations, as if that wasn’t enough some of these new powers are based on different elements like fire and ice, saying that though, Sucker Punch has wisely decided to keep the focus on electricity because after all, it’s an important part of Cole’s iconic status, and taking that away would be like replacing Solid Snake’s cigarettes with a pipe and thus ruining his image, replacing Cole’s uppercuts and somersault kicks is a new weapon called the AMP and it packs a lot more punch, knock enemies about a bit and you’ll be able to unleash some outrageous finishing moves, it reduces your reliance on using powers and ensures you won’t be running off to street lights every five seconds to recharge.

By far the biggest new addition is User Generated Content (or UGC), which allows you to either create and share your own missions with the world or play missions other people have created and provided they aren’t “locked” by the creator you can remix them to improve bits you don’t like about them, for example, I played a Pacman tribute mission that had you collecting orbs dotted around the mission area while being chased by monsters, it was good fun but to up the chaos factor i decided to remix the mission by adding some propane tanks and a small army of RPG wielding cops, while it’s no LittleBigPlanet beater it’s a novel idea and should keep fans occupied long after the missions are done and the last blast shard has been found.

Sucker Punch are still on to a winner with InFamous 2 and they’ve sorted out a lot of the problems that plagued the last instalment but some still remain, the control system that frustrated players (including me) has been improved but it’s still sometimes a bit iffy and imprecise, the karma system is completely pointless, you can go through an entire mission frying innocents and chucking cars at cops only to still get a heroic outcome by simply doing things like restraining enemies.

In conclusion, despite it’s (relatively small) flaws, InFamous 2 remains a great game that has the potential to keep you going for a fairly long time and is a worthy addition to any game collection.
Mon 01/08/11 at 15:25
Regular
"How Ironic"
Posts: 4,312
Great review DK :)
Sun 31/07/11 at 15:23
Regular
Posts: 34
When InFamous was released back in 2009 it had you engaging in tense exciting combat with electrical superpowers, scrambling up buildings with climbing abilities that would put even Spiderman to shame and searching every nook and cranny of the fictional Empire City for collectibles, all this was wrapped up nicely in a decent story told via comic book style illustrations, it was a winning formula and it was going to be hard to top but developers Sucker Punch managed it, they went back to the drawing board and either improved, expanded or altered everything in some way, and interestingly decided to include something that aims to keep us playing long after we’ve finished the story and found every last collectible which we’ll get into a bit later.

While the action does kick off in Empire City, the New Orleans inspired city of New Marais will be Cole McGrath’s new stomping ground and the first thing you’ll notice is how much more colorful and diverse it is than the former, it features locations ranging from a neon drenched Red Light District to a sprawling Industrial Zone crammed with towering cranes and huge gas tanks, there’s even a flooded suburbia to get to grips with and since water ruins the day of anyone lucky enough to wield electric superpowers, navigating it is going to be a challenge, but what sets the place even further apart from Empire City is the more destructible enviroment, sadly you can’t go around ripping buildings apart Mercenaries style but you can send things like guard towers and verandas crashing down, it’s really not groundbreaking stuff but a nice touch nonetheless.

Perhaps the most notable changes however are to Cole himself, the “new and improved” tracksuit sporting Cole has received several new powers, these along with his existing ones have a few unique variants that all excel in different situations, as if that wasn’t enough some of these new powers are based on different elements like fire and ice, saying that though, Sucker Punch has wisely decided to keep the focus on electricity because after all, it’s an important part of Cole’s iconic status, and taking that away would be like replacing Solid Snake’s cigarettes with a pipe and thus ruining his image, replacing Cole’s uppercuts and somersault kicks is a new weapon called the AMP and it packs a lot more punch, knock enemies about a bit and you’ll be able to unleash some outrageous finishing moves, it reduces your reliance on using powers and ensures you won’t be running off to street lights every five seconds to recharge.

By far the biggest new addition is User Generated Content (or UGC), which allows you to either create and share your own missions with the world or play missions other people have created and provided they aren’t “locked” by the creator you can remix them to improve bits you don’t like about them, for example, I played a Pacman tribute mission that had you collecting orbs dotted around the mission area while being chased by monsters, it was good fun but to up the chaos factor i decided to remix the mission by adding some propane tanks and a small army of RPG wielding cops, while it’s no LittleBigPlanet beater it’s a novel idea and should keep fans occupied long after the missions are done and the last blast shard has been found.

Sucker Punch are still on to a winner with InFamous 2 and they’ve sorted out a lot of the problems that plagued the last instalment but some still remain, the control system that frustrated players (including me) has been improved but it’s still sometimes a bit iffy and imprecise, the karma system is completely pointless, you can go through an entire mission frying innocents and chucking cars at cops only to still get a heroic outcome by simply doing things like restraining enemies.

In conclusion, despite it’s (relatively small) flaws, InFamous 2 remains a great game that has the potential to keep you going for a fairly long time and is a worthy addition to any game collection.

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