Review: Forget Phelps – Infamous 2's McGrath is the only Cole that feels truly electric.
The original Infamous game – released way back in the dim dark ages of 2009 – was a surprise hit, coming essentially out of the blue as a PS3 exclusive and a fresh take on the concept of the reluctant hero. People are usually cautious about new IP, but the game was so universally loved that it was destined for franchise-hood. But sequels to good games can be tricky beasts, often held to far higher standards than other games – just ask BioShock 2.
Thankfully, Infamous 2 is a very worthy successor to the original title, with enough new mechanics to make sure it feels fresh, but without the sense of gameplay elements that worked perfectly being ‘fixed’ for the sake of it.
Welcome to New Marais Infamous 2 kicks off with the almost-clichéd ‘beginning boss fight’ where Cole battles the prophesied Beast from the first game, before having his rear firmly handed to him and his powers severely reduced (c.f. God of War and Darksiders to name just two examples of this). While it may seem initially frustrating – especially for those who have played the first game and slowly built a gormless bike courier into an electrical powerhouse –it actually works well in terms of the gameplay and plot elements for the sequel. In the wake of his defeat, Cole and Zeke relocate from Empire City to New Marais (New Orleans in a pair of fake glasses and a moustache), where Cole slowly prepares for Round Two.
Unsurprisingly, this preparation will involve large amounts of climbing, blasting baddies, making moral decisions and collecting blast shards as Cole slowly repowers. It’s this sense of familiarity that keeps Infamous 2 fun – you’ll need to repower darkened areas of the city, help (or hinder, depending on your moral compass) the populace and, yes, scale buildings and grind cables to your heart’s content. It helps that New Marais is a beautifully realised city – from the main tourist town area, through to the Flood Town slums and even the Swamplands, it’s stunningly designed and the sheer act of exploration is enormously enjoyable.
Getting zapped Of course, Cole is nothing without his electrical abilities. While many old favourites in the power department make a return, Cole also gets access to an extended range of powers and more emphasis is put into the different powers available based on his karma. Powers can be unlocked with experience points, but for some you’ll need to meet the stunt pre-requisites (x number of headshots, y number of enemies hit in midflight etc) or for others you’ll need to be good or evil enough. There’s also a mid-game story point that opens up even more options (which would be a little spoilerific to mention here) It all makes for a very varied Cole by the end of the game.
Speaking of moral choices, while the karmic options early on can still be a little fatuous in a ‘pat the puppy or kick the puppy’ kind of way, later narrative elements add a clever complexity to these, giving you genuine pause to really think through the consequences. It’s not Sophie’s Choice by any means, but it certainly gives the game more depth than before.
Infamous 2 isn’t perfect of course – controlling Cole can still be a lesson in frustration at times, especially missions when the clock is running and he’s rushing in every direction except the one you want. His tendency to grab any available surface can also ruin well-timed Thunder Drops. Overwhelming enemy numbers are also a niggle at times, although the game usually ameliorates this by having two factions fighting each other and Cole mopping up the survivors. Civilian casualties still count as bad karma as well, meaning some of Cole’s better AoE powers need to be reigned in if you’re taking the good path on the moral road.
But all in all, Infamous 2 is a great game and a worthy successor to the original. Cole himself is a far more likeable character and it’s easy to get caught up both in the story and the gameplay. Solid writing, good characterisation and great game mechanics all combine to make Infamous 2 a highly enjoyable (and detailed) romp.
Issue: 137 | June, 2012