I just realized Infamous 1 and 2 are a couple of the few games I platinumed, and even more rare games that I played through again immediately after finishing it the first time. Obviously the series really appeals to me, and I'm struggling to think of things I want changed beyond the obvious next-gen improvements like better open world visuals and no loading etc.
Destructible environments would be cool, but not sure how feasible that is in a persistent open world.
I'd really like to see the mission creator come back with improvements. I had tons of fun with it
and you could do some cool stuff if you figured it all out.
Go back to enemies from I1. I hated I2's enemies because you just fought glorified necromorphs or hillbillies with guns...I loved the 'homeless people in trash bags with powers' a lot more.
I really hope second son isn't just fighting military/police.
Probably the city and its inhabitants. Even with all the shine New Marais had it felt generic. Make the setting more dynamic, a la RDR. And allow for more interactions between the pedestrians.
Probably the city and its inhabitants. Even with all the shine New Marais had it felt generic. Make the setting more dynamic, a la RDR. And allow for more interactions between the pedestrians.
Also this. Aside from your key NPCs, it feels like the rest of the citizens are just worthless, and are just there to get caught in the crossfire of crazy powers. Need to have maybe some more dynamic little missions between random NPCs.
Yes! This simple addition would relieve a lot of stress. It's hard to get down from structures without just jumping way out into the open. You always grab onto something.
This might just be me, but I want more sense of scale when it comes to you and your powers. I2 did this better with the ionic things, but I just want to feel like a threat. Maybe it's just me.
A greater emphasis on melee combat will do too. Delsen's power looks like it moves fast so make combat feel faster.
More platforming. I see the Seattle Needle in one of the screens, I want to be able to climb it and I want it be an incredibly challenging climb where not making a jump means death.
Enough with this hand holding, auto pilot BS that's infected platforming of late.
I want to feel powerful by the end of the game. InFamous 1 did this well, but I have no idea what Sucker Punch was thinking with 2's difficulty curve. Enemies at the end of the game have more health than those at the start, even the same enemy types with the same character models. At the start of the game you might kill a guy with one headshot, whereas by the end the same dude will take four or five. It made me feel like a weakling, and I was constantly running out of power juice and eventually depleting everything in the area. Those Ice Titans were the worst bullet sponges in any game I can think of; not the tiniest bit challenging or enjoyable to fight, just giant, lumbering health bars.
Also, how about not putting all the best powers on the same button next time . InFamous 2 had, what, the ice jump, the telekinetic throw, the ice shield and the electric spiderweb on R2? I love the way InFamous controls, but it was so clumsy having to open that menu all the time.
Oh, and bring back the ability from InFamous 1 where your rockets would home in on whatever you hit with a basic electric bolt. Curving rockets around was awesome.
EDIT - Hey, while we're at it, how about a story where you don't spend 95% of the game working towards a goal (I2 spoilers)
and when you finally achieve it the game says, "SURPRISE, that thing that one guy said would make you super powerful will actually kill all humans or kill all superheroes. Make a choice right now on the spot and then have an awful bossfight the end!"
The city could be improved - Empire City was cool but the areas were kind of samey and the buildings took forever to climb. New Marais had more variety but most of the buildings were actually too small this time! There has to be a better way to do this.
Jumping power from the start - This wasn't a problem until my second time through InFamous 2, but the ice launch is amazing and I don't even want to play the game without it (or something similar to it). And it made my evil playthrough worse, because I went with the evil powers and they didn't have an equivalent. Anyway, this seems to be covered by the smoke powers already, so yay. And, actually, this would be a great way to have taller buildings without making them too much of an obstacle.
Ledge grabbing was too sticky in 2. If you near a building and is jumping/moving forward often times your character will grab on to the ledge of the building instead of moving forward as intended.
I don't think Sucker Punch has the budget to pull of the kind of stuff GTA does. Which is sad considering the potential of next-gen open-world design. Persistence, NPC variety and the like not to mention on a 2 year cycle is asking too much. I'd rather they make the character more focus and do away with recycled tropes such as "collect this, catch that".
Personally, this is what I want infamous to have:
I want every mission to be unique even at the cost of a shorter game. I'm not asking to have sharks or XX kilometers open-world the 8GB GDDR5 RAM could pull. The very least, to do something less "conventional" and open avenues not touched upon the current gen games.
Every mission should have a sandbox approach which will place more emphasis on player approach and not just eliminate X soldiers to finish mission. Not the kind of so called sandbox as in "I can attack in any direction I want + stealth lol".
Give me powers that can toy around that can then be emphasized in emergent value and not have a game with a false sense of progression because I got "God mode attack" in the end. For example, maybe I can destroy some environments to block the way, or set up traps to set up an escape route right before starting a mission.
That being said, even if the game lasts me 12 hours or less but with a very consistent appraoch to the "open-world" design. They will have a bigger respect because then I can only imagine what would happen if they could do if the game could have the production values of a GTA game.
Having my whole arsenal of attacks readily available without having to go to a menu to switch powers, make use of button combinations or something but make using my powers feel smooth, there are many moves I didn't use in I2 because I didn't like having to go to the menu and switch, I don't remember if there was a way to quick switch but what I'm talking about is keeping one power and upgrading it so you don't have to choose between 3 or 4 different versions in the end.
If they miraculously fixed all my beefs with Infamous I would be excited!
1. Characters: I can't think of a single character in the first two games that I didn't hate.
2. Powers: Way too many powers just felt like guns.
3. The "Moral Choices": Give me something with some grey area. There isn't anything interesting about Feed the starving civilians! vs. MAKE THEM SUFFER AND DIE.
Just finished inFamous 2 hour ago. Awesome fun!
I agree with Zabka that holding cirlce -drop buton- would preventcatching to anything.
That would improve flow of the game ridiculously awesomely much.
Also, keep Ice Launch forever and ever! Or change it for some differently named smoke power!
And on the sixth day the LORD David Bowie created man and woman in His image. And he saw that it was good. On the seventh day the LORD created videogames so that He might take the bloody day off for once.
Powers shouldn't really be treated as intrinsically good or evil, how you use them should be. Need to really rethink these kind of oversimplified morality systems in general.
More actual building interiors, and let the player use vehicles. That still seems like a major cop-out in the first two games.
And nothing would be stopping you from doing the usual parkour thing. The way you're looking at it is way too limited. Vehicles can be used for more than just getting from point A to B. They're also extras tools/toys at your disposal.
I agree. Using vehicles would be pretty fun in a game like this, especially motorcycles.
It really would be a cop-out not to include that option this time around.
And nothing would be stopping you from doing the usual parkour thing. The way you're looking at it is way too limited. Vehicles can be used for more than just getting from point A to B. They're also extras tools/toys at your disposal.
it could be cool but I'd rather Sucker Punch focus on improving the mechanics they already have and not have to introduce driving into the world and figure out how to make it work well
Usage of turning the screen black and white should be refrained. Sound effects are fine but in inF games it was a true pain to be able to ascertain sources of electricity quickly when you're being probed by numerous projectiles and your visual deteriorate making the job that much harder. Instead, they could highlight sources of health at the time if they're hell bent on going back to 1920s.
Damage taken the character should be visibly reflected (like regional blood, clothing tear etc). TLoU is dong it and it's a current gen game.