Finally beat it. Great game, and Im looking forward to go Expert Evil in the pursuit of an almighty PS4 plat, but four minor beefs:
1)
As far as villains go, Augustine wasn't very menacing, and only really became interesting after you know who died.
2)
I really wish that romance plot thread wasn't dropped immediately. Either do it all the way or don't use it.
3)
The ending felt a little rushed IMO. They could have at least given it 5 minutes of actual CG
4)
Reggie felt like the wrong person to kill. He's the best supporting character in the game, and although it was a touching scene, it also felt like there was more room to develop him in a potential sequel. It would be like killing Zeke halfway through Infamous 1.
Quoted from description:
"I came across this accidentally when I was playing Infamous: Second Son today on PS4. I haven't figured it out exactly, but when I try the following few steps a few times it leads to surprisingly consistent results.
1) Go to the place marked on the map. It's a huge building with the electrical wiring coming out.
2) Find the concave spot on the building with the rubble sticking out.
3) Using
*NEON*
, run up the wall on the inner left concave part.
4) When the electricity bumps you back, keep running up the wall in the same spot (you may need to try a few times).
Finally beat it. Great game, and Im looking forward to go Expert Evil in the pursuit of an almighty PS4 plat, but four minor beefs:
1)
As far as villains go, Augustine wasn't very menacing, and only really became interesting after you know who died.
2)
I really wish that romance plot thread wasn't dropped immediately. Either do it all the way or don't use it.
3)
The ending felt a little rushed IMO. They could have at least given it 5 minutes of actual CG
4)
Reggie felt like the wrong person to kill. He's the best supporting character in the game, and although it was a touching scene, it also felt like there was more room to develop him in a potential sequel. It would be like killing Zeke halfway through Infamous 1.
I thought she was ok but it would have better if there was someone behind the scenes or a conduit suddenly killed her and that conduit becomes the final boss.
2.
Agreed, they were buliding something and then Fetch is MIA for a while.
3.
The ending is mixed for me. Hooray all the conduits are free and conduits and humans living in harmony...OR DO THEY?
4.
I agree and disagree, I agree they should have save this until the 2nd time you face Augustine because fighting her after Reggie dies only to fight her again seems pointless only to give out the good/bad last mission. He's basically Trish from i1.Would have preferred he stayed until the next game but it gives a reason to after Augustine and end her crap.
After thinking on, I feel like I would have ended the game like this: (End game spoilers, big black bars all day)
Keep it all the same up until Reggie dying, let Delsin absorb concrete during the first augustine fight which can stay mostly the same, add in a mission with delsin running around town to absorb core relays to learn his concrete powers with the help of both fetch and eugene for some more development on their ends, Delsin did meet his goal of getting concrete power at this point but his immature self would be more interested in avenging Reggie, head off to the final battle, make the same decision, make the tower ascent one that primarily uses concrete instead of smoke, que final boss fight in the same way but change the structure of the fight in two ways, 1) let us fight augustine not some stone scorpion thing and 2) make it so all 4 of our powers are necessary to beat her, she has had years of training with concrete and we get the stuff and are whooping her ass in mere moments, make it so we have to use all 4 of our powers to our advantage to down here concrete skills. End the game in the same way, makes more sense all around IMO
After thinking on, I feel like I would have ended the game like this: (End game spoilers, big black bars all day)
Keep it all the same up until Reggie dying, let Delsin absorb concrete during the first augustine fight which can stay mostly the same, add in a mission with delsin running around town to absorb core relays to learn his concrete powers with the help of both fetch and eugene for some more development on their ends, Delsin did meet his goal of getting concrete power at this point but his immature self would be more interested in avenging Reggie, head off to the final battle, make the same decision, make the tower ascent one that primarily uses concrete instead of smoke, que final boss fight in the same way but change the structure of the fight in two ways, 1) let us fight augustine not some stone scorpion thing and 2) make it so all 4 of our powers are necessary to beat her, she has had years of training with concrete and we get the stuff and are whooping her ass in mere moments, make it so we have to use all 4 of our powers to our advantage to down here concrete skills. End the game in the same way, makes more sense all around IMO
I wish we could've fought Scorpustine in the city. That would have been epic. not sure if it would've worked in that form, but having a boss fight throughout the city would be super epic, like Superman vs Zod in MoS.
I wish we could've fought Scorpustine in the city. That would have been epic. not sure if it would've worked in that form, but having a boss fight throughout the city would be super epic, like Superman vs Zod in MoS.
Does anything happen if you don't respond to a D.U.P. raid? Does the D.U.P. take back that city?
Also if I've beaten the story once and want to go back and play it again and do the other side of the karmic storyline, do I have to start a new game? Is there any sort of new game+?
Just beat the game. Good playthrough, watched the evil ending on YouTube. Can't imagine why anyone would purposely choose to be a completely unlikeable irredeemable dickbag like that but whatever, I guess a lack of player freedom and arbitrary "choice" between two extremes is part of the "charm" of this series. ._.
I dunno. I might sell it. I really, genuinely wanted to love this game. I thought inFamous 1 was decent, didn't like 2, but was really excited about everything I saw of this one. Promises of a more serious story, a more interesting and lively setting, a more interesting and likeable main character, and a variety of fun powers to use. ... Except, I ended up wanting to use neon the whole time because levelling up powers is time consuming and boring, and
video
was a shitty power to begin with that I actively avoided using whenever possible.
Traversal with neon was a ton of fun, as well as with smoke. Movement in this game is fantastic and a very welcome improvement over the others. I loved the setting and soundtrack, and I was initially interested in the story. Graphics were gorgeous as well, I'm amazed that a launch window open world game is such a vast improvement over everything from last gen visually.
Combat was mediocre though, and the story was unbelievable dumb. And... ugh, I can not stop going back to how much I hate the fucking karma system. The back of the box says that "the choices (I) make will affect everyone around (me)?" Bullshit. What choices?
I went into Seattle wanting to be a good guy, but ultimately kill Augustine. Not only was I heavily discouraged from doing this with Redneck Smoke (who I also wanted to kill) because of the dumb way the skill tree ties into the karma system, but I was also not even given the choice of killing Augustine
. Fuck that noise. Ugh.
Oh, and I loved how at the beginning of the game, I literally thought to myself: "
Haha, I don't care what arbitrary bullshit justification and tragic backstory they give her at the last second, nothing justifies what she just did.
only to see literally exactly that happen at the end. Was waiting for the part where she said "
Those humans... they hated us and treated us like monsters even though we did nothing wrong... that makes it okay for me to murder old women and innocent villagers...
"
In retrospect, that producer/director coming to the verge of tears during that PS4 conference is even more fucking embarrassing, considering the game's plot and theming is piddling.
It pains me to trash it so much, too, because I really can see how much love went into the game's development, and I appreciate that. But lord, with how awful the story is I don't know if I should just conclude that Sucker Punch decided that their audience is stupid, or they're just awful writers. The ultimately serviceable but not spectacular gameplay isn't enough to hold itself up on it's own imo, and coupled with the other stupid nonsense I just end up feeling extremely lukewarm toward it as a whole.
Sorry guys. :/ I wanted to like it. I really did.
edit - also Reggie was the only character I liked, just wanted to throw that in there
this game still amazes me.
The effects are just wow!
But im have Trouble with the cough drop trophy..
im Standing above a Group of Dealers and drop a smoke bomb on them. most of them have the triangle above them, so i guess they are coughing?
I drop into them with square, but I just dont get the trophy..
what gives?
this game still amazes me.
The effects are just wow!
But im have Trouble with the cough drop trophy..
im Standing above a Group of Dealers and drop a smoke bomb on them. most of them have the triangle above them, so i guess they are coughing?
I drop into them with square, but I just dont get the trophy..
what gives?
It took me a few tries, too. I finally got it during a drug bust when all dealers were huddled around the drugs. Just try it a few times and it will eventually pop.
I see this game will have a very high ratio of platinum trophy (5% as for now). It must make SP guys happy that they made a game people want to complete.
I see this game will have a very high ratio of platinum trophy (5% as for now). It must make SP guys happy that they made a game people want to complete.
It makes me mad because Sucker Punch has the potential to pull off such a better story. There were mind blowing or really masterful scenes in all the games but they are sandwiched in a bunch of forgettable stuff. In this game in particular I thought
Reggie's death scene was done great. Not too long yet it had a moment to breath before his drop. Afterwards though it feels like that was just a footnote and Delsin goes back to carefree dude, especially in the last mission.
I had same issue - got trophy in end but not every takedown seemed to count. Watch out if they drop board and try and run just before you zap them for example. Also other combat near their area seems to sometimes afffect it.
In the end i always sniped them from a distance when they were in the middle of a spin and that seemed to work every time.
I see this game will have a very high ratio of platinum trophy (5% as for now). It must make SP guys happy that they made a game people want to complete.
I'm not really a trophy hunter, and certainly don't have any platinums, but 5% seems like a really great percentage for SP! Can't beat replay value in a game, especially one as unique as I:SS. I'm almost done on the good playthrough, then to tackle evil!
Probably because the core game is no different content wise from the original Infamous. It really feels like they spent most of their time on this game just for the visuals than actually creating new gameplays. It's even a step back in complexity and amount of content from Infamous 2
It took me a few tries, too. I finally got it during a drug bust when all dealers were huddled around the drugs. Just try it a few times and it will eventually pop.
I never really played infamous 2, but i have had it for like 1,5year for my PS3 so I fired it up today.
I actually think it looks pretty good for a PS3 game, and plays ok.
Im gonna play thru it actually, but man, does the Dual shock for PS3 feel akward compared to the PS4 controller
Improved stealth is freakin' overpowered. You are literally unstoppable. Stealth -> Shackle, Shackle -> Dash out -> Repeat -> Kill the few that can't be subdued.
I see this game will have a very high ratio of platinum trophy (5% as for now). It must make SP guys happy that they made a game people want to complete.
Also helped by sensible trophy tasks that actually flow with the regular gameplay. Smart trophies can positively stimulate people to complete the list, and thus game, like SS, not frustrate like killzone. Whoever puts multiplayer trophies in their games that are not simple "try this" tasks should be smacked. PEACE.
But what is "next gen game play"? People throw that around all the time, but does anyone even know what it is they expect? How different does the game play have to be, while still resembling an Infamous styled game? It irks me a bit when people say things like, "It's pretty, but it has last gen game play", just sounds so dismissive to me.
But what is "next gen game play"? People throw that around all the time, but does anyone even know what it is they expect? How different does the game play have to be, while still resembling an Infamous styled game? It irks me a bit when people say things like, "It's pretty, but it has last gen game play", just sounds so dismissive to me.
I'd agree if it weren't for the skill tree's design, karma mechanic, and story. The game's design makes it feel like something made in 2006-2008, when dumb and arbitrary "you choose the story" mechanics were all the rage.
I'd agree if it weren't for the skill tree's design, karma mechanic, and story. The game's design makes it feel like something made in 2006-2008, when dumb and arbitrary "you choose the story" mechanics were all the rage.
So what exactly is the problem with the karma mechanic. Makes sense to give you the chance to be either superhero or supervillain in a game about superpowers, wouldnt you say?
people always complain about black and white choices, but that's really the only thing that makes sense for infamous. If you want to play a chaotic/lawful neutral character you're playing the wrong genre.
as for the skill tree...whatever. It's better than the xp mechanic in old games and there has to be some way to gradually unlock improvements for powers, so why not a throw in a skill tree.
Also helped by sensible trophy tasks that actually flow with the regular gameplay. Smart trophies can positively stimulate people to complete the list, and thus game, like SS, not frustrate like killzone. Whoever puts multiplayer trophies in their games that are not simple "try this" tasks should be smacked. PEACE.
So what exactly is the problem with the karma mechanic. Makes sense to give you the chance to be either superhero or supervillain in a game about superpowers, wouldnt you say?
people always complain about black and white choices, but that's really the only thing that makes sense for infamous. If you want to play a chaotic/lawful neutral character you're playing the wrong genre.
as for the skill tree...whatever. It's better than the xp mechanic in old games and there has to be some way to gradually unlock improvements for powers, so why not a throw in a skill tree.
And why does a Walking Dead approach not make sense for inFamous? Why is a poorly written and designed, jarring, bad system the only one that works for this genre?
The only thing that still bothers me about the inFamous franchise is that there is no penalty for falling. I understand he has powers to float of fly to a degree, but I feel there should be some damage if he falls from sky scrapers when his powers run out. He can receive damage from bullets and other conduits but he can literally fall from a building and land like cat with no damage? There is no real sense of danger when he is climbing buildings or leaping them.