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inFAMOUS

2009-07-14

Grade:  7.4

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Infamous screenshots:

Infamous screenshot 
Duck...Duck...Goose!

Infamous screenshot 
Leeeeet there be ligh-oh God I'm so sorry

Infamous screenshot 
Redrum, mofo.

Infamous screenshot 
Come on, Cole. No means no.

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The exact moment that Cole realized the danger his new powers posed to high fives

Infamous screenshot 
The only good compensation is overcompensation


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Cole shoots for the three-pointer

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Of all the trains of all the stations of all the cities of the world, she had to land on mine...

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I HATE CRAAAAAAATES!!!

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Back, foul Kraken! Theseus has come to protect his love!

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Hmm...I can't help but notice a surprising amount of this city is not being electrocuted. Let's fix that.

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Phoenix Down! Get it, because looks like a flaming bird and is going do-oh forget it

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Skateboards are for chumps.

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It's cool, dude, keep shooting. I've got all day, here.

Infamous screenshot 
Cole's solution to rush hour traffic


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A routine day on the job.

   So you're a bike messenger, ferrying mail and objects from point A to point B for little recognition or praise - but hey, a living's a living. One day you're given a package that feels like a heavy, round object. Maybe it's a soccer ball or something. Is it ticking? Oh man, maybe you're on a timer to deliver this thing! Better move fast! Okay, it's glowing now. This is weird. It's starting to shake and... - OH MY GOD! EXPLOSION! AAAAAAAHHHHHHH!

Cue the death, destruction, plagues, and kickass electrical powers, please.

   If that sounded like your little inside voice, then you just might be Cole McGrath, the protagonist of the PS3 exclusive title inFAMOUS. After accidentally setting off the bomb that you were unknowingly delivering to the middle of the city ($5 says the address was a P.O. box), you break all established rules of the universe by being the only person in a mile radius to NOT have been vaporized by the blast. In fact, aside from your hair and eyebrows getting flash-fried off, you come out of the whole thing pretty well: mostly unscathed, maybe a little weak in the knees and, - oh yeah! - you can now shoot lightning from your fists. With the omniscient eye of The Plot looming over you, you suddenly find yourself entangled in gang violence, government conspiracies, and the schemes of centuries-old organizations. Are you a bad enough dude to beat it all and come out on top? Of course you aren't, but you paid your $50, so you are going to try doing it anyway.

Speaking of being a bad dude...

   That sleek-as-steel transition leads us into a discussion on one of the main subsystems of this game, the Karma System. Now, karma systems have been implemented in many games before inFAMOUS, but on some level or another they have never quite succeeded, being that it is simply impossible to code human morality into a game. But hey, maybe inFAMOUS is the one to break that mold, eh?

   Well... meh. First, a quick explanation. The morality meter in this game has six different levels that can be achieved depending on how high (i.e. "Good") or how low (i.e. "Evil") you are on the meter. The "Good" ranks are "Guardian," "Champion," and "Hero" while the "Evil" ranks are "Thug," "Outlaw," and "Infamous." The first problem you may notice is the lack of any Neutral ranks. That's because Sucker Punch, the developer behind inFAMOUS, decided that nobody likes being neutral, and that corresponding ranks don't need to be included on the scale. Whether or not that's true, this decision most definitely made the entire system shallower. It took what is potentially filet mignon (or at least a decent strip streak) and reduced it to taco meat - and I'm talking the BAD taco meat here. The "a little bit of dysentery never hurt nobody" taco meat.

   The main reason I am using the taco name in vain here is that the karma levels are intrinsically tied to the upgrade system for your various powers. Now, in most (probably all) games with an alignment meter, certain powers and abilities are only available to you if you're on the correct end of the good/evil scale, which is an understandable attempt to make it seem like something more than window dressing. The problem in inFAMOUS is that the upgrade system is dependent upon the karma system completely, with the stronger upgrades only being available the higher/lower you are on the scale. This, in turn, doesn't encourage a player to make moral choices on a case-by-case basis by weighing the pros and cons of each decision; rather, it encourages them to pick a side and blast through the game being either dirty, pale McAsshat or Dr. Jesus, because if you choose a more middling path, you get lackluster powers and get your ass totally handed to you in the endgame.

So I heard you liked turrets.

   Let's move onto the real (not taco!) meat of the game: combat. Now, Cole has an impressive array of powers, from standard lightning bolts to shock grenades (don't even ask about the physics on that one) to, towards the end, calling down an entire damn thunderstorm on the unfortunate bastards that stand in his way. This all sounds fun, to be sure, but fighting in a game is only as good as the enemies that are thrown at you. So, how are the enemies in inFAMOUS?

   Just for the hell of it, let's make this into a little pop quiz. Question 1: Do you like opponents who can spot you from over two blocks away while perched on the top of a building, and shoot at you with near-impeccable aim? Question 2: Do you like two, three, maybe even four aggressors with rocket and grenade launchers firing on you at once? Question 3: Do you like finding turret guns in the most random of places (On top of a building? In the sewer systems?? ON ELEVATED RAILROAD TRACKS?!) that have a significant knockback, keeping you from jumping to cover if their fire is trained on you? Question 4: How about several enemies with shotguns knocking you on your ass at close range and then gathering around and continuously shooting you before you can stand back up? Do all those things sound enjoyable to you? Then, my friend, you might just love inFAMOUS.

   While this may seem like an exaggeration, fact is, anyone playing through this game will encounter those exact situations on more than one occasion. It became even more ludicrous towards the end, when the game threw in enemies that were invisible, with stronger shotguns that knocked you down and killed you in three or so hits. Some of these firefights ("muggings" is really more like it) were the reason that the term "ragequit" was invented. Running into bosses and minibosses instead of swarms of AK-wielding enemies suddenly became a relief, just because the bosses don't fire at you nearly as much.

The boy also climbs.

   Now to touch on another major gameplay elements: the open-world exploration. Empire City is basically a monkey's wet dream. You can climb almost anything you can see. However, "almost" is an important qualifier. The fine line between the things that Cole will latch onto and things he will just adamantly refuse to grab is simply insane. There is no reason at all for someone who can get his hands around a convex light bulb barely sticking out of a building's face to not be able to climb up a wire mesh grating over a window. And there is most certainly no reason why he can't climb fences. This guy finds it perfectly acceptable to jump from sewer pipe to sewer pipe with no objection, but he can't hop a six-foot wooden fence? Something is wrong here.

   On top of that, the amount of things that Cole CAN climb means that if you're trying to scale a building, you're pretty much just continuously tapping the X button over and over until you're at the top. This seemed very weird at first because the developer of the game, Sucker Punch, was the dev team behind Sly Cooper, which got climbing down perfectly. But after mulling it over, the reason that Sly Cooper does it so well while inFAMOUS falters is obvious: in Sly, the only things that you can scale have been specifically put there by the designers to be climbed, and exist for no other reason. The cartooniness of the series allowed them to do that without it seeming cheap or out of place. inFAMOUS, however, goes for a realistic approach, so every building is rife with moldings and pipes and other such things. With so many things to grab, it's no wonder that the rhythm of climbing is shot to Hell.

   Another weird aspect is how schizophrenic the grabbing/dropping system is. If you press circle to let go of whatever you're currently holding onto, Cole automatically reaches for the next nearest grabbable object and latches onto it like a parasite. The need for this is obvious, because you don't always want to drop all the way to the ground, but even if you jump AWAY from the building, somehow Cole will break all the laws of physics, managing to direct himself towards a light pole or something and hug it for dear life. What's worse, though, is that the few times you WANT to jump to something else and climb up on it, Cole will always just pass right by it and fall out of the air, nine times out of ten. I could almost swear that the game was deliberately doing the exact opposite of what I wanted, just to be a dick.

Meanwhile, at the Fortress of Solitude...

   Last, but not least, is the story. While suffering from a few clichés, the tale of Cole and Empire City is serviceable and even gripping at times. However, the narrative is bogged down by a few noticeable problems that can't help but be addressed.

   The first is that the dialogue, at times, suffers from what I like to call the "Redundant Recounting Syndrome." It works like this: two characters are reminiscing about an event that took place before the game started. Even though Character B obviously remembers what happened, Character A goes through his recollections in excruciating detail, as if Character B did not know what he was talking about. It's just a severely obvious way of trying to flesh the characters for the benefit of the audience. This happens in the very first few minutes of the game, while you're on your way to your first mission, with your friend Zeke telling you about the time you were both approached by cops while Zeke was taking a leak (heh, rhyme.) Even when Cole says out loud that he remembers what Zeke was talking about, the rotund sidekick continues to recount the entire story in needless detail. Bad writing.

   Another oddity is how some of the characters act in ways which are strangely disproportional to the events at hand. The main offender is Trish, Cole's ex-girlfriend who, for a significant chunk of the game, believes that Cole purposefully set off the bomb that he was unwittingly carrying in the introduction, causing the death of her sister. Yet, when you run into her on a few of your missions, she treats you not like a horrible mass-murdering terrorist who is personally responsible for her sibling's demise, but more like the two of you had a fight over the color of your sofa cushions. "Oh, it's you. What are YOU doing here?" she asks when she sees you, in a tone of voice that seems to say more "You know I'm right about the choice of babysitter" than "I hate you, you child-eating Satan-spawn!" Hell, she even helps heal you when you get a blast of toxic tar to the face! It just doesn't make any sense.

   Aside from that, the story chugs along fine, mostly. The plot twist at the end isn't necessarily horrible, but it's been done by a few other stories recently. It's been done by Naruto. I'll leave it at that.

Play me out, gents.

   All in all, inFAMOUS was a fun enough diversion. It didn't do anything groundbreaking or particularly memorable, and it feels like the things that it tried to do in terms of pushing the envelope ended up as the worst aspects of the game. Fear not, though - this was simply the first excursion, as the end of the story mode implies that there will probably be a sequel. Let's just hope the development team learns from their mistakes come inFAMOUS 2: Electric Boogaloo (which is the most appropriate application of that catch-all subtitle ever.)


       ... Jordan Gugliuzza

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. Summary: Moderately fun spiritual successor to the Sly Cooper series, if Sly were a human, and his cane were electrical powers, and Carmelita Fox was an even more annoying nurse, and Murray was an equally annoying fat guy, and Bentley didn't exist.

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Systems: Playstation 3 exclusive

Genre: Third person action-adventure.

Setting: New York City's sick, decrepit, creepy younger brother: Empire City.

Mood: Dark. Cole is a real downer.

Story: Quick, choose if you want to be the devil or the second coming in this game about a guy who mysteriously gains lightning powers after a horrible explosion seals off his city from the outside world. Have you chosen yet? No? WELL THEN YOU'RE DEAD.

Graphics: Pretty good, even by PS3 standards.

Music/Sound: Almost non-existent, except for a few key scenes in which you're too focused on not getting your ass fried to notice.

Voice Acting: Tolerable, if you can stomach Cole's "I smoke so many cigarettes, my urine has tar in it" growl.

Script/Dialog: Passable, aside from obvious weak spots when a character explains a situation to another character who already knows about it, just so the player can learn what happened.

Similar Games: Sly Cooper, if Sly were a human, and his cane were... - oh you get the point.

Gameplay: ...Like...Like Sly Cooper if Sly were...

Strengths: Moderately fun city exploration, easy radar, some cool powers.

Weaknesses: Karma system, asshole enemies.

Depth: Pretty much everything you see can be climbed on in some way; the city is pretty complete.

Length: 15-20 hours, depending on how many side quests and collection benders you complete.

Pace: The pace gets wonky in several places, but overall moves at a reasonable speed.

Difficulty: Not too hard, but the annoying enemies will make a few sections a real pain.

Control: Mostly good, but it can become a serious annoyance when climbing or dismounting.

Learning Curve: Minimal. The game makes sure to go over everything for you.

Replayability: The only real replayability revolves around getting the trophies for the different karmic endings.

Will keep you up until (a.k.a Fun Factor): GameFly finally sends you Prototype

Notable Features: The ability to heal an injured pedestrian, then immediately zap them. Then heal them again, then zap them. Then...

Fav. Character: The Reaper Conduits. It's pretty badass to do the few Evil missions where they assist you and are sliding all over the place around you as you run around.

Instant Classic: Not quite.

Publisher: SCEA

Developer: Sucker Punch

Release Date: 2009-05-26

Players: 1

Multiplayer: No

ESRB: T

Target Audience: 13-30 year old males.

Recommended For: People who know who "Electro" is.

Not Recommended for: People with a fear of the sick and dying.



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