[PS3] Infamous 2

None of this footage impresses me much. He fights like 5 of the exact same enemies (look like they are from Dante's Inferno) and then runs through the street and a bunch of scripted stuff happened, besides the character jumping from wire to wire. Um, am I missing something?
Those aren't scripted events, Cole actually triggered them to happen by throwing electric waves at them if you paid attention. The trailer made it look scripted by toggling perspective and fancy cuts but everything still happened realtime as gameplay, Geoff Keighley confirmed that already.
 
I'd say it's as scripted as Uncharted 2. Which might or might not be everyone's cup of tea. If somehow Infamous 2 is as much of an improvement of the first one as the Uncharted series was, then i'm a happy boy, regardless of the scriptness (is that a word?).
 
I'd say it's as scripted as Uncharted 2. Which might or might not be everyone's cup of tea. If somehow Infamous 2 is as much of an improvement of the first one as the Uncharted series was, then i'm a happy boy, regardless of the scriptness (is that a word?).
Like Ultra said how Infamous 2 does it is different, U2 is a linear story experience where cutscenes and moving/falling objects is happening on queue. Infamous 2's stuff is happening realtime (since it's an open-world game), and if you shoot at buildings anytime in the city it'll fall apart (not whole buildings I think). It's all dynamic use of camera angles during story-based missions, but other than that everything is happening from an open-world game's approach.
 
The video didn't look overly scripted to me. In fact, some parts were a bit janky -- like the two rocket blasts. The first one it kinda looks like he took it on purpose, the second he dodges at the last minute just to show off (which you actually could have done in Infamous).
 
As long as Cole can pull a cyclone from his pocket anytime, anywhere, I don't think the cutscenes are a bad thing. They are there to dramatize the combat and guide the stories. I think some are narratives like Uncharted 2, and some are gameplay from cinematic camera view like GoW3.
 
As long as Cole can pull a cyclone from his pocket anytime, anywhere, I don't think the cutscenes are a bad thing. They are there to dramatize the combat and guide the stories. I think some are narratives like Uncharted 2, and some are gameplay from cinematic camera view like GoW3.

This is what I wonder? Can he really pull of this lightning cyclone everywhere and anytime??
 
This is what I wonder? Can he really pull of this lightning cyclone everywhere and anytime??

Technically, If Ratchet & Clank could do it - and yes it was smaller but it did attract all sorts of objects and moved a hell of a lot of material around - then i'm sure that Infamous 2 can pull it off.
 
Technically, If Ratchet & Clank could do it - and yes it was smaller but it did attract all sorts of objects and moved a hell of a lot of material around - then i'm sure that Infamous 2 can pull it off.

Hm, I did not thought about the technical issue - but rather the gameplay gamedesign issue?! This attacks seems to be like a smart bomb, which cleans the whole screen.

I remember (if I am right) that you have this ligthning storm attack in inFamous 1, which was a huge area attack - but I cannot remember if you could pull it of in every situation, or if you have to wait a long time until you could summon it again (I hardly used it due to some reasons?)?
 
Given enough energy, you could use the storm any time you wanted.

This attack will probably replace it (having both seems redundant).
 
Ah, thanks for the info...damn, I should have used the storm!!

It's by far the most powerful attack in the game, but it drains your energy big time. Provided you have enough energy sources around you, you could use it quite extensively :)
I remember one of the missions which even allowed you to pretty much keep using it as your energy was refilled automatically, until you killed all the hundreds of enemies that ran towards you. Pretty cool!
 
The fully upgraded version of that Ionic storm must be insane, imagine tearing buildings apart like in Twister though it might be out of PS3's reach for destruction like that.
 
The fully upgraded version of that Ionic storm must be insane, imagine tearing buildings apart like in Twister though it might be out of PS3's reach for destruction like that.

Right now they said that there would be 1000s of destructable terraces, balconies and such. The footage seems to confirm that. So I don't think we'll see full buildings come down. I'm willing to bet that most or even all rails on which the player can travel by gliding will always stay in place too, no matter what destructive forces you unleash on it. ;)
 
Probably better that way, especially if the damage is persistent (I think Sucker Punch said it would be) Causing mass mayhem is great fun, but it can get pretty annoying to make your way past all the debris.
Different game, but I remember leveling an entire forest in Bulletwitch. It was awesome at first, but then I realized I was hopelessly stuck between all the trunks and branches and ultimately had to restart the level.
 
There's likely to be some scripting in the mission scenarios, the same way there is scripting in the missions in GTA and Red Dead Redemption. And that's not a bad thing. There have to be queues for enemies to appear during heavy combat missions etc, and there are likely to be some environmental changes (explosions etc) that will be scripted.
 
As for persistence, I kind of hope it's not session-to-session persistence. Red Faction's destructibility was great, but sometimes I wished I could destroy some of those really impressive bridges and structures more than once.
 
As for persistence, I kind of hope it's not session-to-session persistence. Red Faction's destructibility was great, but sometimes I wished I could destroy some of those really impressive bridges and structures more than once.

I think it'd be funny if things got repaired and you could smash it again, especially if you could smash it while the repair crew was working on it.
 
There's likely to be some scripting in the mission scenarios, the same way there is scripting in the missions in GTA and Red Dead Redemption. And that's not a bad thing. There have to be queues for enemies to appear during heavy combat missions etc, and there are likely to be some environmental changes (explosions etc) that will be scripted.

But of course, otherwise the pacing will appear scattered/random. They need to have narrative cutscenes to compel me to go forward too. If that's what it is, the GoW3 style cinematic gameplay is the new thing here (in an open world game).

I remember why I stopped playing I1 the first time round. I couldn't find some of the enemy entrances. After repeated death for 2-3 entrances/rally points, I eventually grew tired and jump to another game. ^_^

If they have scripted scenes to show me where exactly to go, that would help. They could make it as a user-initiated help.
 
Probably better that way, especially if the damage is persistent (I think Sucker Punch said it would be) Causing mass mayhem is great fun, but it can get pretty annoying to make your way past all the debris.
Different game, but I remember leveling an entire forest in Bulletwitch. It was awesome at first, but then I realized I was hopelessly stuck between all the trunks and branches and ultimately had to restart the level.
I think they said in some interview that the destroyed objects will be regenerated after you've moved away from a particular area and after a certain amount of time.

If there's one thing I hated about Just Cause 2 it's the fact you run out of destructible objects.
I think it'd be funny if things got repaired and you could smash it again, especially if you could smash it while the repair crew was working on it.
What if you could destroy objects half way through their reconstruction, make the workers pissed, and it increases your evil karma lol.
 
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