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Thread: InFamous 2

  1. I can't get in to this series for some reason. I don't particularly enjoy the way the main guy manipulates his powers. His little energy sparks and shit are really chintzy looking. Now there's demons for some reason? Odd combo. It's getting good reviews, though.
    Quote Originally Posted by rezo
    Once, a gang of fat girls threatened to beat me up for not cottoning to their advances. As they explained it to me: "guys can usually beat up girls, but we are all fat, and there are a lot of us."

  2. Quote Originally Posted by Melf View Post
    There was nothing about Prototype worth copying.
    Seriously, one of my top 5 worst games I actually wanted to play.

  3. So I beat this yesterday, took the goody good route.

    I zapped the fuck out of Kuo when she turned on me. Fucking bitch. I went all Palpatine on her.

    So you're supposedly dead at the end, though there was a convenient lightning bolt at the very end of the final movie, so I don't think Cole be dead.

    The whole structure of the game was almost exactly the same as the first. Even the fucking town seemed the same for at least half the game. Everywhere I went I was feeling a bit of deja vu. But the whole good vs evil bit was really a little bit cheesy. Lets save the puppies! No lets eat the puppies! How about a little subtlety?

  4. Quote Originally Posted by Error View Post
    But the whole good vs evil bit was really a little bit cheesy. Lets save the puppies! No lets eat the puppies! How about a little subtlety?
    This drives me nuts in a lot of games, but Infamous more than most. RPGs especially are really obsessed with this idea of choice, but they're rarely ever tough choices, they're black and white moral choices. The Witcher 2 did a really, really excellent job of giving you choices that were morally ambiguous and difficult, but that's the only one I can think of in recent memory. Even well-written games like Mass Effect still break it down to good/bad.

  5. Two things I hated about the first game.

    1. The control. Cole would just stick to anything close by when you jump, weather you wanted him to or not. I hate this kind of guesswork control. Plan on jumping from one building to the next? Better hope there's no poles or power lines in the way cause you're jumping there instead.

    2. The snipers. Way to make the player not able to enjoy the world you created.

    Either of these fixed?

  6. Yeah, they fixed the sniper thing. The control not so much.

  7. I'm at the part in the 1st game where the main bad guy (I'm assuming) makes bigger version of the regular enemies at the bridge and you have to disarm some bombs. Not very fun and I have yet to finish the game, but saw it had potential. Hopefully I'll finish it and get 2 when it's cheaper.

  8. The second is more a refinement and continuation of the first, not a radically different experience from what I've seen. I'm also working my way through the first, actually only a little further than where you are, but I played some of the sequel to check it out.

    One thing they did that was really smart was not reset Cole back down to zero. You start with all your powers intact and then get new, more awesome powers. This is good, because the early parts of the game where you can't do anything are a pain in the ass in the original.

  9. I did like that they give you bonuses for starting the sequel based on your saves from the first game. You get XP and stuff for finishing the game, finding all the shards, etc. That was nice. You also have the choice of starting part 2 by continuing your karma choice from the first. I finished both sides, so it let me start as either good or bad. Cole acts and even dresses (at the beginning, at least) the way he did at the end of the first game.

  10. Quote Originally Posted by Frogacuda View Post
    This drives me nuts in a lot of games, but Infamous more than most. RPGs especially are really obsessed with this idea of choice, but they're rarely ever tough choices, they're black and white moral choices.
    The big problem with InFamous is because they're so much more ridiculous and forced onto the player than normal moral choices in games. It's usually a decision between saving an orphanage from a fire or raping a nun to death while laughing at the burning orphans, and the entire game pauses while Cole discusses it in his head like he doesn't understand the concept of choice.

    Not that I think InFamous' decisions need to be of RPG depth, but they could be implemented in a smoother manner that doesn't bring the game to a halt. Also: don't rig all the decisions so they mean nothing anyway.
    Yeah, they fixed the sniper thing. The control not so much.
    All the controls needed was that as long as circle was held down for Cole to not stick to things. It was the button to for him to let go, so why was it not set up so that you could just hold it and fall all the way down a building?

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