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GI July Cover Revealed: Infamous 2

Not a huge fan of the new character but being that Infamous and Crackdown were the only sandbox type games I liked this gen I can't wait to see what they have come up with.
 
the one thing i want improved the most is the sense of "place" and geographical landmarks around the city. it all felt pretty copy and paste in the time that i played (5-6 hours i think). i would ride the rails around the city and just sort of follow the blip on my radar, rather than understanding where i was or why i was there.
 
beelzebozo said:
the one thing i want improved the most is the sense of "place" and geographical landmarks around the city. it all felt pretty copy and paste in the time that i played (5-6 hours i think). i would ride the rails around the city and just sort of follow the blip on my radar, rather than understanding where i was or why i was there.
I actually thought that there was a pretty decent number of landmarks on the second two areas of the city. The first district was a little bit bland but I found the other two to be a lot more varied.
 
My only wish was that they made him look extremely campy. Leather spikes on his shoulders and underwear over his pants.

Make it so the powers kind of made him go a bit mental.
 
The only thing I want fixed in Infamous 2 are the damn enemies. Those enemies were some of the worst. Their design is so bad and for some reason they all have like 110% accuracy. That's what pissed me off. Everything else was perfect.
 
beelzebozo said:
the one thing i want improved the most is the sense of "place" and geographical landmarks around the city. it all felt pretty copy and paste in the time that i played (5-6 hours i think). i would ride the rails around the city and just sort of follow the blip on my radar, rather than understanding where i was or why i was there.
I agree. Part of this the way the world was put together though.

I believe I remember reading something about how the game was made up of sections. These sections were not shaped in a square way, so that the player didn't have long stretches of perfectly straight road out in front of them (more obtuse intersections). However, sections do get rotated and re-used.

I do remember recognizing certain areas, but only once I stumbled upon them. I couldn't remember how to get there specifically from across the map for example.
 
MvmntInGrn said:
I agree. Part of this the way the world was put together though.

I believe I remember reading something about how the game was made up of sections. These sections were not shaped in a square way, so that the player didn't have long stretches of perfectly straight road out in front of them (more obtuse intersections). However, sections do get rotated and re-used.

I do remember recognizing certain areas, but only once I stumbled upon them. I couldn't remember how to get there specifically from across the map for example.

yeah. and sucker punch is better than that, really. all 3 SLY COOPER games had better geography, albeit the latter two in much smaller sandboxes than INFAMOUS.
 
Can't say I'm a huge fan of the change...but he does look a little less 'rough'. Something about the original Cole's face was just very...unlikeable.

I'm holding off passing final judgement till I see the in-game model though.
 
Don't get all the hate for the character design imo.. well I guess I could if it's cole, but if it's an alt version of him in someway (i.e. tied to the story) than the clothes etc change would be justified.

I like this look a lot more though, and I think it may fit well into the new locals, which may be the point. Can't wait to see more though, so many great sequels being announced so fast. :D
 
The leather pants look pretty ridiculous though. And there's a lot of neon in the background. Is this going Batman + Robin styles? :lol

Glad to hear they changed the voice actor, wasn't a big fan of his grovel voice. Sounded too much like Bale's Batman or Rorschach.
 
It's quite funny for a concept art, there are enemies on a burning building and the crowds mindlessly walking by it.
 
You guys realize that he may look way different in-game, especially this early.. right? Remember how different concept art can be to in-game models?

D6q.png


infamous_fe001.jpg


567_large.jpg


B000ZK7ZOE.01.lg.jpg
 
So... Was this game meant for E3? :P
 
beelzebozo said:
yeah. and sucker punch is better than that, really. all 3 SLY COOPER games had better geography, albeit the latter two in much smaller sandboxes than INFAMOUS.
I think this is the main issue. Sucker Punch is very small, this allowed them to make a big world that had detail without needing a huge team.
I found some of the info I was talking about: http://www.gamespot.com/ps3/action/infamous/news.html?sid=6253412

Building an Open World Game Without an Army. said:
However, the team that built the open-world action adventure was actually on the small side, according to Fox, as a mere 12 artists fleshed out Infamous' sprawling city.
I think in total like 50 people made up the whole team or something.
To maximize reuse, Sucker Punch hit upon a hex-tile system to grid out Empire City, in a way common to board games, such as Settlers of Catan or Carcassonne. Basically, city sections are all built on a hex tile, which are then centered upon traffic intersections. Each edge on a hexagon was taken up by a road, alley, or elevated train line, so all developers had to do was make sure adjacent hexagon edges matched. The designers could then add the appearance of variety by taking clusters of hexagons, rotating or tweaking them slightly, and then pasting them down elsewhere in the city.
Fox also discussed the ways in which Sucker Punch made Empire City feel bigger, as well as give the sense of rapid movement. Namely, the team worked to eliminate straight line of sight by always using Y-intersections, a product of the hex-tile system. The Y-intersections are useful because they block line of sight, are ideal for camera navigation, and provide players with rewarding reveals.
I'd prefer a generally more unique world, but it seems like an interesting way to go about making a large game with a small team. Hopefully they have grown in size and that will be reflected in more variation.
 
I need answers to the following:

1. Is Cole still going to be so unlikable I want him dead?

2. Is Zeke in this?

3. Is the completely obnoxious chick still in this?

4. Did Suckerpunch hire some writers?
 
BeeDog said:
I'll just quote myself from the other topic:
lol Cole was the ugliest thing I've ever seen, this character design looks much better

infamous-ss-48.jpg

infamous-Cole-gas_station.jpg


He seriously looks like the Neo Nazi guy in prison who wants you to hold his pocket
 
ItAintEasyBeinCheesy said:
Hyped, who gives a fuck what he looks like? you're going to be looking at the back of his head for 95% of the game anyways.
I think maybe gaming people are conditioned to prefer bald heads or something.
 
Tobor said:
I need answers to the following:

1. Is Cole still going to be so unlikable I want him dead?

2. Is Zeke in this?

3. Is the completely obnoxious chick still in this?

4. Did Suckerpunch hire some writers?

1.Probably not.

2. Probably

3. Probably

4. Probably.

:D
 
Yoboman said:
lol Cole was the ugliest thing I've ever seen, this character design looks much better

infamous-ss-48.jpg

infamous-Cole-gas_station.jpg


He seriously looks like the Neo Nazi guy in prison who wants you to hold his pocket

which is why when you play evil. Its better. I think the best thing about infamous 1's cole is that he looked like a real bruiser and the story and world were all hellish. I thought Cole1 was fantastic.

I just don't see cole going out to buy beads post infamous 1.
 
Jax said:
which is why when you play evil. Its better. I think the best thing about infamous 1's cole is that he looked like a real bruiser and the story and world were all hellish. I thought Cole1 was fantastic.

I just don't see cole going out to buy beads post infamous 1.
Maybe he can shave his eyebrows and hair off for you in inFamous 2 again when you go evil
 
When I beat Infamous, these were my thoughts:

Anyway, I beat inFAMOUS this morning. I played good side. Overall, I'd give it like a 7/10. Some neat ideas, but in the next iteration, they should implement some of the movement skills from Prototype. Getting around in this game, even with railroad grinding and electric wire grinding, was simply cumbersome especially when it came to climbing.

On that note, I still think in inFAMOUS 2 they'll have to find some balance, since the absolute best parts of the first game was the platforming up that giant junk heap and the Prison. Unfortunately, that's about it for special platforming in the game (the sewers were a joke) and I wished there was more setpieces in that sense. I went to the Historic District think I'd be getting some even bigger platforming ala junkyard heap and Prison Building, but it wasn't to be. It never materialized. The Historic District in general was boring and uninspired.

For inFAMOUS 2, I'd like them to drive even more personality into the city they make, really making each area more distinctive. Side missions could use some fleshing out and polishing. They're kinda lame.

And also, the good/evil thing is nice on paper but it was just really poorly implemented in this game. Probably the worst implementation I've ever seen. The evil decisions always made ZERO SENSE. Even in the context of Cole "ANTIHERO OR SAVIOR OF EMPIRE CITY", the evil decisions were just fucking ridiculous. Never once would I have ever had even one reason to choose an evil decision, with one exception (
trish or THE PEOPLE
).

Anyway, outside of that, I appreciate increase in difficulty, and the game was easy, but the Sons of Whatever just really took more hits and weren't any more interesting to fight. Even though I was gaining power, due to the enemies frequently taking even less damage to my arsenal the stronger I got (as soon as I got to a new part of the city, the damage vs. enemies basically was reset. Even at max melee, for example, the Sons of whatever-the-fuck took 5 melee punches, instead of 2 or 3 for the Reapers and Dustmen), I still felt like I was making little to no progress.

The main story missions were mostly fun and I think the focus the game had on Cole's electric powers made for a more balanced and cohesive package than Prototype, but the game could borrow some things from that. For one, Cole should be able to hover cars or pick them up. Not just sonicwave them out of the way. And for two, running speed should be increased ten fold, like in Prototype. In Prototype you run so goddamn fast. It's so satisfying. inFAMOUS is the better game, but never be too big that you don't take good ideas from others.

Anyway, I'll probably keep my eye open for inFAMOUS 2, but I'm not a fan of the franchise yet. It's a decent start.

Basically, need better skills for moving around the city (borrow some of that from Prototype), and make the entire city a labyrinthine platforming insanity all akin to the junk yard tower from the first game.

The platforming was the only time I was really thinking the game was any decent. And there was almost none of it, and the sewers were ridiculously simple repetitious crap. I would definitely like a sequel with more emphasis on platforming, specifically scaling insanely monolithic, almost surreal architecture. It was the only time the game invigorated me at all.


P.S. The new Cole design is LOLOLOL

P.S.S. Co-signing the call for a new Sly Cooper (like Sly Cooper 1)
 
For moving around the city, super speed doesn't make sense for Cole. However, he should be able to use all his energy to electric zip line up to power lines. They'd probably need to make a couple balance tweaks because Cole is nearly unstoppable on a power line in the first game, but I'd definitely like to see a faster way to get on rooftops and powerlines. In fact, I'd love to see more mini-games (races, etc) based on power line grinding.
 
The old Cole design is just a rip off of Hale from Resistance 1, look it up they look like twins. I for one welcome our newly designed overlord...that has hair. Sick of bald douche bags.
The original game was fun, very rough but fun. Can't wait to see what Sucker Punch do to refine it, I'm holding out hope for some kind of cel-shading or Borderlands style rendering to match the cutscenes, but I think thats asking a bit too much.
 
shagg_187 said:
Demo does no justice at all to the full game. Demo feels like a training (no puns intended) sequence and was one of the most boring missions of the game. Seriously, the game is shit cheap now! GET IT! >:(
Thanks for answering. Yeah, I did have some fun with the demo but I had a feeling of "I feel there's more to this". And it's a Greatest Hit too, gonna have to try and pick it up. :D
 
the new design is terrible. he looks like cole's retarded brother "hipster doucheington"

cole in the old game looked tough and stoic. this motherfucker looks like he's popping out to starbucks
 
Tobor said:
I need answers to the following:

1. Is Cole still going to be so unlikable I want him dead?

2. Is Zeke in this?

3. Is the completely obnoxious chick still in this?

4. Did Suckerpunch hire some writers?
I never played it beyond the demo, but wasn't the game written by someone relatively well known?
 
I should be doing hw said:
sgt-hale-resistance.jpg


Screenshot leak! Looks like there is going to be some military sections? I'm glad they changed the design back to the original though.

For some reason, I foresee Cole becoming infected and ultimately meeting his demise.
 
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