Infamous Review: Cool Game In All, But Open World Games Feel Passé
Saturday, May 29, 2010 at 12:04AM
Isaiah T. Taylor in Gaming, Humor, PS3, Reviews, Sucker Punch
See Cole Jump. See Cole Smash. Now Do It Several Times Over While Levelling Up And Keeping A Close Eye On What Missions You Need To Complete In Order To Advance The Story.
 
Consider this a partial-review of Sucker Punch's geographically vast game. My type-A gaming personality would not allow me to complete such a rich single-player experience. That's what I tell myself. The truth is Infamous suffers from what this current 'evolved' state of game design seems all to eager to subscribe to. Infamous is a post-apocalyptic open world tale, in which you play as a character who may choose one of two paths: Heroic or Thug. Though this formula of game architecture has been seen in games like PrototypeRed Faction: Guerrilla, and Mass Effect -- Infamous's manner of storytelling is what makes this experience unique.
 
Cole is the character of focus in Infamous. His character design signifies all things bland I find with most stock male [and supporting female character] roles in this current trend in protagonist creation. Bald head, no discernable facial abnormalities and a sleek bike messenger leather outfit are the superficial pieces that make Cole's appearance. Because of this decade-long grip 3D realism has on our "bigger is better" gaming culture, the world Cole inhabits teeters between intriguing and daunting. Hearing Cole's narration through this literal comic book tale of his slum surviving a blast and being blessed or cursed to a life of being made of pure energy. Too bad his voice is shockingly reminiscent of Christian Bale's overly gravelly Batman growl.

 

Hair-Splitting Aside, Infamous Is Definitly Worth Your Money. Now The Playstation Home, Reaper Costume Add-On? Not So Much.
 
Husky tone aside, Sucker Punch's approach with Infamous ensures that the play will always have something to do. The ADHD design of having Cole complete pick-up missions in order to rid Neon City of Reapers is repetitive yet addictive. The Enemy A.I. is almost too unforgiving for an underpowered Cole at the game's start. Reaper's and Conduits terrorize citizens and depending on how you play as Cole they may look to you to protect them or flee at the sight of the greater of two evils. The Reapers and Conduits also function as Infamous' coolest character designs. Another trope being anonymously adopted by this current generation of game designers -- the enemies in Infamous are vastly more interesting characters both visually and as they pertain to the story.

 

Instead Of Being Met With Annoying Cutscenes, Infamous Tells A Vivid Tale Via High-Definition Comic Panels. Very Effective.
 
Infamous executes the "good & evil" aspect of decision making and levelling up with a refined skill. Side-missions typically give you the choice of looking out for the safety of the citizens or going ballistic and reckless on enemies no matter the casualties. Cole's friends have personality and a huge nod goes to the voice acting talent, which compensate for Cole's overly angsty performance. Every mission from the first minute of play has weight and relevance. The missions are directly connected to the story, be it a fleshing-out of the characters prior to the post-apocalyptic blast, or an illumination of the enemies pulling the strings of Cole.
 
The bad. Mission structure, at a certain point of open world games of this type will cease throwing new and creative tasks for the game; Infamous is no different. Turning on city lights will always result in having Cole having to venture to the sewers to charge up a generator. The melee combat is a joke, especially if you've decided to play heroically. Reapers running backwards firing off shots will always be faster than Cole running full-speed.

 

Luckily The Metropolis He Inhabits Serves As A Palitble Answer As Why He Dresses As A Bike Messenger Hipster.
 
Infamous is fun, but given the pleasantries of what this era of hi-def gaming and open world collect-a-thons have inundated gamers with, there are fundamentals missing. The alternative shouldn't be the strict, overly-doting, hand holding experience found in Final Fantasy XIII. There should be a tier of importance instead of everything seeming important. The mission structure is fantastic and repetitive, but giving the player so many choices can be just as harmful as not giving a choice at all. Infamous almost got it right. There is so much to do, that the glaring negatives will pale when the game is given an honest try. 

I Give Infamous
 
Cole Haskowitz At Your Service
The "This Is What You Looked Like Before You Became A Hero" Award

 

 

 

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