Tag Archives: inFamous

Best of 2014 #2: Infamous: Second Son

Infamous: Second SonThat this is the only first-party game to make my list may be an admission that I don’t have a Wii U more than any lack of trying from the platform holders, but the fact is Microsoft and Sony haven’t been particularly prolific in 2014.

But even without caveats, I thought Second Son fulfilled the promise that the Infamous series had had since the beginning. The first two were good but saddled with a bland protagonist and a uninteresting, half-baked apocalyptic story. Delsin liked having powers, just like the player does. He’s like Spider-Man rather than another tortured hero.

Second Son was, in fact, the first game in which I bothered to earn the Platinum trophy. That means I finished it twice, when most games don’t even move me to play through them once. Even if it still suffers from the rather binary morality of the other Infamous games, the good and bad paths were enjoyably different.

It was gorgeous too, of course. One of the first games to restore some faith in what these consoles are capable of when they’re not running another remaster.

Reports of my demise and so on…

It’s funny how getting out of the games media, despite leaving this site as largely my only outlet for writing about games at a time when a long-overdue generational shift has left plenty to talk about, has led to me writing almost nothing. Seriously, apart from last year’s top ten and coming out of retirement for one freelance review, posting on GAF is all I’ve done.

I aim to change that. I’ve given the place a facelift, and now I’m going to be more regular in posting impressions and opinion pieces. Honest.

My biggest dereliction of duty has been nothing about my PS4, as letting the opportunity to post impressions on  a new piece of hardware would once have been unthinkable. I’m more positive than a lot of places have been, being happy with the price/performance ratio and the focus on gaming at the expense of multimedia functionality, which will no doubt come through future firmware updates. It’s nice to have a non-evil Sony back, and I’m even hopeful at the prospect of the benevolent dictator situation that gave us such a great library in the PS2 generation. But maybe that’s from spending too long on NeoGAF.

The biggest criticism of the new hardware has been entirely predictable, as it happens every single generation: no games. I disagree. I loved Infamous: Second Son enough to make it my first platinum trophy, have put over 120 hours into Battlefield 4, and enjoyed Ground Zeroes (don’t pay more than £20), Assassin’s Creed IV, and the freebies from PS Plus. I liked Tomb Raider enough to give that another crack once the definitive version reaches a more justifiable price too. Just don’t be tempted by Killzone; any reviewers who scored it higher than a 5/10 are insane, and Infamous has supplanted it as the essential eye candy.

Admittedly I have been playing the PS3 more than the PS4, but Dark Souls II and Final Fantasy X HD are no mere games. The former captured my interest more than either of its predecessors and will happily be upgraded if the rumoured PS4 version turns out to exist.

But like I said, a software drought happens every generation, so you should at least give it a year before you start worrying. If you bought a PS4 without expecting this, you must be new at this early adopting lark.

In other news, a little over a month from now I’ll be heading to India for a fortnight, spending time in the Himalayas and the desert of Rajasthan. I’m not sure what sort of network access I’ll have apart from the odd forays into towns with Internet cafes, but whether they come before or after my return, this and Twitter will be my main repositories for photos for those at home. I hope you’ll enjoy them.

And no, I still haven’t given up on Shenmue.

The Witcher 2 and Playing a Character

RPGs have been in what you could charitably call a transitional generation, somewhere between when Final Fantasy and Dragon Quest dominated and a place where role-playing and all that it entails is less a genre in itself and more a set of conventions to be adopted by others. I don’t like it, but it’s true.

Two elements that actual RPGs have been pioneering this gen, though, have been morality and branching. They go hand-in-hand to a certain extent, but for me they’ve become an integral part of the role-playing experience, mainly because they actually entail playing a role. Previously even silent protagonists have been stretching the definition of roles, being that you’re along for the ride and doing nothing to put your mark on the character.

The Witcher 2

I’ve been playing The Witcher 2 over the last couple of weeks, now that I can play the incredible Xbox 360 port – seriously, there must have been some actual witchcraft involved there – and it puts to shame most games in their attempts to get these new mechanics right. It shouldn’t be so, because this is the RPG where you’re actually playing a defined character with an established personality and back story, but by casting you as a protagonist who is by default a neutral outsider in all conflicts, CD Projekt Red has its cake and eats it, as Geralt, and therefore the player, can do what he likes without breaking character.

Morality in games has only recently become fashionable, and it’s often depressingly childish in how binary it is. Mass Effect is another offender, where your character genuinely starts to look scarred and glow with an eerie red light if you decide not to take the recklessly moral ‘Paragon’ route. The morality in that game is literally reduced to a number, your responses adding a +1 to your Paragon/Renegade bar depending on whether you prefer the recklessly idealistic absolute moral code of ‘good’ Shepard or the cackling villain of the ‘bad’ route, wherein you have to wonder about a galactic society that lets such an unhinged individual be in charge of the fate of everything. The series actually rewards you for picking one extreme over another, suggesting that Shepard is deliberately set up to be either Mary Sue or space Hitler. Continue reading The Witcher 2 and Playing a Character

2009’s Honourable Mentions

For every one that made it, many more didn’t, but some came closer than others…

  • F.E.A.R. 2: Project Origin – I deliberated whether this or Killzone was more deserving of the final spot for a while, but it was Killzone’s technical advances as well as its fantastic multiplayer that swayed it. Even so, F.E.A.R. 2 impressed me back at the beginning of the year with its intense action and clever storytelling – not so much on the story itself, mind – and it actually had a less intrusive version of that game’s weighty-feeling gameplay, so it deserves at least a little recognition.
  • Grand Theft Auto: Episodes From Liberty City – This was in there right until the end, and it was only the facts that (a) I don’t actually own a copy of this exact game – I downloaded both individual episodes – and (b) I decided that a full game was more worthy than a glorified expansion pack that swayed it. Nonetheless, this is as good as GTA IV – maybe better in the case of the phenomenal Lost and Damned – and gives us more of an adventure in Rockstar’s still-stunning Liberty City. It’s still unparalleled as a gaming environment and it’s going to take something special to top it for me.
  • Left 4 Dead 2 – I have no doubt that L4D2 justifies its status as a sequel rather than DLC; I just didn’t get enough chance to play it. Its proximity to Modern Warfare 2 and the perception that a worthy sequel couldn’t be produced in such a short period of time meant that very few of my usual gaming crowd bought it, and Left 4 Dead is something that you can’t completely enjoy with random people on Live. I think that Valve has the game where it wants it, though, and should it follow the game’s release with a steady stream of good content in 2010, I’ll be sure to give it the credit it deserves.
  • inFamous – This game suffered by not being Crackdown, which remains one of my favourites of this generation so far. Although it was technically far more impressive, this didn’t have the same sense of fun and took itself far too seriously for the ultimately silly subject matter. I enjoyed it – don’t get me wrong – but bolting more stuff onto an existing simple and perfectly good framework isn’t always a recipe for success. inFamous is still great, though, and I hope that Sucker Punch can build on this foundation, whether it’s in inFamous 2 or a returning Sly Racoon.
  • Mario & Luigi: Bowser’s Inside Story – Believe it or not, this was actually the first Mario & Luigi game that I’ve been there at the beginning for, which is strange considering how much I’ve loved the previous ones. It kept me going for a good ten hours solid when I was in transit from the States and it’s everything you can expect from the series: the brilliant, self-aware humour and writing; some of the best animation around; and a way of gently ribbing those well-loved characters without taking away from them. It’s still very much new Nintendo, from the same box of games that would have never happened in the NES and SNES era as Smash Bros, and it’s even more insane than its precursors. Imagine all the gags that can come from being inside Bowser – the title is only the beginning, believe me – and they’ll pretty much all be there. Except that, you dirty bugger.
  • Trials HD – I deliberated for a long time whether this or Shadow Complex deserved a spot more, and the fact that Trials HD was left out shouldn’t take away from it. I knew it was going to be good when I first stumbled across it on PartnerNet and found that anyone who saw it was instantly enthralled, and so it proved because I still see people playing it today and the developer seems blown away by the reception and the boost in profile that its once-niche PC title has received. Proof that retro gameplay – and the insane difficulty that goes with it – isn’t dead. It just got pretty.

As happens every year, there were plenty of big hitters that I just didn’t get to play – Assassin’s Creed II and Dragon Age: Origins to name two – and that’s unfortunate, because I think that at least some of them would have had a good chance. Maybe if some of them had been delayed until early 2010… Oh…

inFamous: It’s Not Crackdown but…

The above post title pretty much sums up how I feel when playing through inFamous.

I loved the feeling of freedom that Crackdown cultivated. I loved its comic book style. I loved how the story didn’t matter and was simply an excuse to move forwards. I loved how you could do it in any order you liked. I loved how it didn’t take itself too seriously and so ended up being quite charming.

inFamous

None of the above statements apply to inFamous – or at least not to the same extent – and when you’re as blatantly in love with Realtime Worlds’ adventure as I am, it’s immediately on the back foot. But despite this, I still really enjoy it. Is it something the game does right or is it just that the free-roaming city-’em-up is a genre that can’t fail to be brilliant and addictive in my eyes?

It’s probably a bit of both. inFamous also goes for a comic style, but it’s far more gritty and tries to do it more literally with story scenes presented as animated comic book panels. The story is complete nonsense, and I challenge anyone to recall the details. It takes itself kind of seriously here, trying to tell a forgettable conspiracy story with another gruff-voiced protagonist, and it does sometimes get in the way when you take time out from collecting agility orbs blast shards to spend some time wondering around in a daze because you got hit by mind-controlling tar – yes, really – again. The developers of Crackdown realised that running around with super powers, exploring the rooftops and mowing down largely helpless, dumb enemies was where the fun was coming from, whereas Sucker Punch has made enemies who are actually capable of fighting back against a powered-up Cole.

Fair enough, this isn’t an attempt to remake Crackdown, but that game’s a clear inspiration. Crackdown’s sense of humour was exemplified by its achievements, which went a long way to convincing a lot of the system’s doubters that well-designed rewards that often came out of cool stuff that you wanted to do anyway – climbing the Agency Tower and jumping off is the most obvious example – could become an important part in of the game in themselves. inFamous’s trophies, similarly, are indicative of the way you go through the game: beat this boss, clear this area, unlock some powers…

Even the trumpeted morality system is incredibly binary, not really forcing difficult decisions on the player or bringing about any real consequences. It’s mostly quite heavy-handed, and the only ones that actually offer a morality option are the designated ones: on the second island a side quest tasks you with saving a guy’s brother who has been dressed up as an enemy, and the only way to complete it is to save him. Where’s the evil option to execute him for collaborating? That’s just one example.

I’m sounding incredibly down on the game, I know, and I’ve got my work cut out to make this sound positive because I really do like the game a lot. The fact is that when you’re not bogged down in story the fun of charging around a city without limitation is still there, and when a mission doesn’t take you underground, away from the best part, and instead has you climbing some of the tallest buildings in the game, which are usually far more complex than Crackdown’s fairly basic geometry – although generally less impressive in scale and with a far more limited draw distance (check out this video to remind yourself just how far you could see in Realtime Worlds’ game), as each of the islands is more firmly segregated – it’s got the same feeling of barely constrained freedom.

Sucker Punch has also leveraged its experience from the Sly Cooper series to make the precision jumps very intuitive, as the game will make slight corrections to your trajectory if you’re heading, say, a little to the left of that climbable drain pipe or are going to overshoot the power line. Cole isn’t as agile as a powered-up agent from Crackdown, but this is done just right to keep the platforming effortless and allow you to feel unencumbered even despite the arguably smaller scale and certainly smaller jumps.

I know I should let it speak for itself and I know that it’s not Crackdown, but it’s such a clear inspiration here. Rest assured that inFamous is an excellent game in its own right and is thoroughly recommended. Just think of it as a way to keep you going until Crackdown 2, which must surely be announced at E3. This has to mean something, right?