Showing posts with label inFAMOUS 2. Show all posts
Showing posts with label inFAMOUS 2. Show all posts

Sunday, July 3, 2011

inFamous Review

I recently had the opportunity to play inFamous because of Sony’s infamous “apology package” for the infamous Great PSN Hack of 2011. But I realize I should shut up with saying “infamous” now because you’ll be hearing the word “infamous” many times in this review of inFamous. Infamous-cover

Introduction and Story

inFamous is an open-world game structurally more similar to the likes of Spider-Man 2 rather than Rockstar’s Grand Theft Auto series. The player takes the role of Cole MacGrath, a bike messenger who gains electrical superpowers after the package he was delivering explodes in his hands, taking out several blocks of Empire City and forcing the federal government to quarantine the city. What follows is an entertaining story that seems harebrained and inane due to its mixed narration. inFamous constantly shifts back and forth from a third-person present narration to a first-person past style in both its gameplay and cutscenes. The mixed perspectives make the game somewhat of a confusing mess of a tale, and while this is helpful from a gameplay perspective as it minimizes cutscene time, it detracts from the game’s story as characters, motives and events are lost in the inconsistent narration.

That said, when one extrapolates the plot, value is found in the game’s twisting and fun narrative. An excellent plot-twist at the game’s conclusion nicely wraps up the tangled threads in an epic fashion. Some vaguely emotional moments, coupled with the illusion of an open-ended narrative and amusingly black-and-white moral choices, make the game’s plot more involving than it has any right to be.

Gameplay

inFamous’s gameplay shows its greatest strengths and weaknesses. Combat and navigation, for the most part, is gleeful and exhilarating. Cole’s massive variety of cool, lightning based powers is a joy to use, from his static thrusters, to his precision power and megawatt hammer, effortlessly raining chaos and destruction upon enemies is an absolute joy. Without a doubt, upgrading Cole’s powers by gaining experience points creates a sense of progression, and as a result, us players are left feeling like true badasses.

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Unfortunately, Cole’s more useful powers are not introduced to the player until he has made significant progress through the game’s story, and as a result, early missions become more difficult than later missions. A high-powered sniper-rifle ability is given to the player about halfway through the campaign, thereby making the elimination of stationary turrets much easier. As a result, early-game missions featuring these turrets become difficult to the point of frustration. A lack of a New Game Plus feature feels like a missed opportunity, as the game would have greatly benefitted from the ability to replay the campaign with all powers unlocked.

The fundamental mission design is also problematic. While combat is exhilarating and free-running through Empire City collecting Blast Shards is undeniably fun, most missions come down to just these two elements, and, after playing Red Dead Redemption, a game in which I cannot remember doing the same thing twice, inFamous’s variety in its level design just doesn't measure up to other open-world games. That said, there are a few notable exceptions, including a mad rush across the game’s entire world to disable toxic balloons, a prison-defense scenario and some incredible boss battles reminiscent of Zelda.

inFamous’s gameplay makes it ultimately a flawed masterpiece, the mainstays of urban open-world games are missing here, such as reliable aim-assist, varied missions and vehicular navigation, but ultimately, inFamous proves that it doesn't need it.

Graphics and Audio

From an artistic perspective, inFamous is a bit of a mixed bag. Gorgeous hand-drawn cutscenes nail down the dark comic-book feel that the series tries to achieve, nonetheless, these moments of graphical brilliance are marred by a generically bleak urban world. Technically, the world is inconsistent and scattered with various graphical glitches such as textures that fail to load fast enough for the game, an occasionally stuttering frame-rate and environments that Cole can fall through. Bizarre facial and character animation leaves emotional moments adequate at best, laughable at worst.

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inFamous’s audio works very well for the most part, the music drums up appropriate dramatic tension at the right moments and there is little to object to about the excellent voice acting. Sound effects are visceral and contribute greatly to the feeling of power and weight behind Cole’s powers.

Conclusion

inFamous is not a bad open-world game, its just an unconventional one. By focusing on intense, stylish and gleeful combat and navigation in a comic-book world, inFamous effectively eschews what we expect from open-world games to create an fresh and fun experience. In a era where games are becoming increasingly similar to each other, inFamous comes as a heroic remedy to protect creativity in open-world game-design. Recommended. 4/5

Monday, June 6, 2011

Impressions from E3 2011

Sony’s press conference has concluded, ending Day 1 of the E3 conference. Lots of cool stuff was shown today, and a lot of uninteresting stuff was featured today.

Microsoft

First up: Microsoft’s conference. Two new Halo games, including a new trilogy of Halo games, starting with Halo 4, which will continue the story of Master Chief, which did end on a bit of a cliffhanger with Halo 3. Also coming out this year, is Halo: Combat Evolved 10th Anniversary Edition, a HD-remake of the first classic with complete online multiplayer. With this news, it would seem that Halo is now trying to compete with Call of Duty by releasing nearly annual installments. (2007: Halo 3, 2009: ODST, 2010: Reach, 2011: Halo: CE 10th Annivarsary, 2012: Halo 4)


As much as I loved the first Halo, I am not sure if it is up to the market of the highly competitive 2011 fall shooter market (MW3 and BF3 anyone?) Its linear and repetitive corridors reveal fantastic combat punctuated by insignificant environment design. The modern gamer demands scripted, sequenced levels devoid of the openness that characterized the first Halo game.

Kinect was out in full force today, and use in traditional Tom Clancy games was showcased for weapon selection, customization and shooting. From the conference, I cannot say that motion control would necessarily enhance the gameplay (it overuses it), but its a cool diversion.

Mass Effect 3 will use Kinect’s voice-recognition technologies for its conversation engine. The sad part is that the technology is used only for picking menu commands from the conversation wheel. So, sadly, we will not be able to have actual conversations with Mass Effect’s characters a-la Facade.

Also exciting, Minecraft for Kinect and a new Xbox OS, featuring all-new multimedia access and Microsoft’s search engine Bing for rich media through pipes like YouTube. Gears of War 3 is certain to dominate holiday wishlists.

Sony

It’s Ridge Racer, Riiiidge Racer!

Thankfully, Sony’s press conference was excellent. New footage of hardcore PS3 titles was showcased in full 3D. Among the titles were Uncharted 3: Drakes Deception, bringing with it flawless interactive action sequences that would normally be cutscenes in other games, and Resistance 3, showcasing a radically changed design featuring non-regenerating health. Overall, impressive games.

A full multiplayer beta for Uncharted 3 is coming out June 28th, and people who choose to participate in a Subway Promotion can get access to the full multiplayer game without any catches. A Playstation Move bundle for Resistance 3 is also avaliable with sick boxart. Two “compilation” packages will be released this fall, a “God of War Origins” collection, featuring HD-editions of both PSP games, will be available, as well as a “Team Ico” collection, featuring the masterpieces Ico and Shadow of the Colossus.

Frankly, Playstation 3’s 3D capabilities are wasted because the restrictive price of 3D capable TVs makes the feature inaccessible to all but the wealthiest of consumers. Sony will be alleviating that by releasing a relatively inexpensive 3D-Capable TV and companion set of glasses under the Playstation Brand. This is exciting news as it makes an advancing technology available to the mass market.

Playstation Move, like Kinect, was out in full force. An interesting demo by the team that made “Sports Champions” was showcased, called “Medieval Moves”, featuring cute characters in an action-adventure game. Not the most interesting use of motion control (it was a bit overused), but still fun. Also sweet: a phaser shaped Playstation Move controller to be packaged with a licensed Star Trek game out next year.

A few “packages” were announced that utilized Blu-Ray’s increased storage capacity to a great extent. Battlefield 3 will come packaged with Battlefield 1943 as a PS3 exclusive and Bioshock Infinite will come with the first Bioshock on the disc as a bonus to PS3 users. All good.


Personally, what I found most exciting was the promise of a new Sly Cooper game slated for 2012.

The biggest announcement of the night was the Playstation Vita, previously known as the NGP, the Vita will be Sony’s next-generation portable game platform. It will come in two models, a $250 WiFi only version and a $300 3G enabled version. A wide vareity of gorgeous games were showcased, including favorite series like Uncharted, ModNation Racers, Uncharted: Golden Abyss, Wipeout and LittleBigPlanet. Innovative controls, like a back-facing touchpad and cameras, make this a good competitor to the 3DS. 

I won’t be talking about the Ubisoft or EA conferences in this post. I’ll be on a ride down to San Diego tomorrow, so I won’t be able to watch the Nintendo Conference live. But I’ll try to have a Day 2 post available by then. Until then, peace.