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inFAMOUS - The oFFicial Thread

I wonder what role
Alden played in the original timeline where he wasn't displaced by Kessler. It's almost certain that Kessler used his advanced powers and knowledge of the future to displace someone who was already a very powerful Conduit, but not nearly as much so.

Also, we haven't talked about John's seeming ability to see the future and know when your conversations are going to end (unless he's just looking at the tracer or something, which would be less exciting).
 
Felix Lighter said:
When was that? I didn't notice.
I don't think the game does this either. I had to go into menu to invert the axis myself.
The very first movement you are told to do is "look up at the helicopter". People either push up or down depending on what they are used to. Then it checks x-inversion by getting you to look left.

But yeah. Extremely subtle. :D
 
Need some stunt help...

The one where you have to (in mid air while falling down) zap an enemy with your lightning, then hit that same enemy with the thunder drop. Any tips on that one?
 
Climb up a high building during a side mission and just jam on R1 and then drop 'em. :D It'll take a few tries, but it should work.
 
PLATINUM !!!!

well after my first run (normal difficulty, Hero 100% missions completed, all shards/dead drops and stunts) I went straight away for Evil/Hard and ended collecting 100% shards and stuff again, including side missions and stunts, I should have got two platinums for this damn it :lol

GOTY 2009, story, controls, gameplay, visuals, sound... FUN !! this game is another "Uncharted", a new franchise on the PS3 that was amazing right from the start but never got the love it deserved, brilliant game. Thank you Sucker Punch !! hope Sony goes all out for the sequel so you can make the best game even better !!
 
sloppyjoe_gamer said:
Need some stunt help...

The one where you have to (in mid air while falling down) zap an enemy with your lightning, then hit that same enemy with the thunder drop. Any tips on that one?
Try using Precision on the way down. Slowing down time helped me.
 
Lince said:
PLATINUM !!!!

well after my first run (normal difficulty, Hero 100% missions completed, all shards/dead drops and stunts) I went straight away for Evil/Hard and ended collecting 100% shards and stuff again, including side missions and stunts, I should have got two platinums for this damn it :lol

GOTY 2009, story, controls, gameplay, visuals, sound... FUN !! this game is another "Uncharted", a new franchise on the PS3 that was amazing right from the start but never got the love it deserved, brilliant game. Thank you Sucker Punch !! hope Sony goes all out for the sequel so you can make the best game even better !!

Congratz!!!

Yeah I loved it too! Can't wait for what is to come! :O

"I will be ready..."
 
awesome game

this and Burnout Paradise are my first open world sand box games

I think the games are similar in so many good ways.

awesome gameplay and controls

its fun to collect and find stuff

This game would be awesome even if it was just a linear type game.

I like how the combat feels so dynamic, there are a lot of different situations and
different ways to fight.

I only get to play a couple of hours every other day, it will take me forever to finish
 
Love the game. I got Red Faction to play after I beat inFamous, but after getting overly frustrated, I just went back to inFamous to start another play through as evil. It's nice not having to worry about pedestrians anymore! I love using the force push or electric grenades on enemies and watching cars go flying and exploding all around them.

Imagine inFamous with Red Faction's destructibility...
 
firen said:
Yea, that sucks. I wish it tracked the stunts with a clear list of cleared and not cleared. I also would have liked to see GTA-like stats. I dunno why but I really want to see it badly in the next one. Maybe its my ocd about but i loved that in GTA.
Well the game does track which stunts you finished it just won't spell out a list for you. There are only 21 and, while you can do some of them early, they're laid out in such a way that you can't even complete the last two without being near the end of the game, since they require you have the
lightning power
. They're in an order and as you complete them it will tell you what the next one on your checklist is. The problem comes when people skip the early ones until the end of the game (like knocking off 3 enemies from a roof) and then are trying to finish the others that come after that. I didn't even read a stunt list, I just used the in-game one on the pause screen and was able to finish them all in-order as I played... and the ones I did out of order on accident the list just skips for you.
 
Infamous for $29.99 at Best Buy. June 30th - July 2nd.
Might be Canada only.

infamous.jpg
 
Houston3000 said:
Well the game does track which stunts you finished it just won't spell out a list for you. There are only 21 and, while you can do some of them early, they're laid out in such a way that you can't even complete the last two without being near the end of the game, since they require you have the
lightning power
. They're in an order and as you complete them it will tell you what the next one on your checklist is. The problem comes when people skip the early ones until the end of the game (like knocking off 3 enemies from a roof) and then are trying to finish the others that come after that. I didn't even read a stunt list, I just used the in-game one on the pause screen and was able to finish them all in-order as I played... and the ones I did out of order on accident the list just skips for you.

yeah but i've done at least 14 stunts that i'm not even sure when i did it. It just skips it in the pause menu and you never really know what those 14 or so stunts are that just happened to trigger in battles.
 
It needs to be repeated how masterfully the ramp up has been executed, at least up until this point. I had half a mind of bitching about the lack of music and drab enemies after a few hours in the Neon district, but now halfway through Warren, it all makes sense. I don't know why I'm surprised, Sucker Punch has always been good at balance, but it's awesome nonetheless.
 
AltogetherAndrews said:
It needs to be repeated how masterfully the ramp up has been executed, at least up until this point. I had half a mind of bitching about the lack of music and drab enemies after a few hours in the Neon district, but now halfway through Warren, it all makes sense. I don't know why I'm surprised, Sucker Punch has always been good at balance, but it's awesome nonetheless.

What mission you on now?
 
Got almost every stunt naturallly without trying too hard ... except for the rail grinding one.. which was easy BUT i had to attempt to do it.

Only other one that gave me problems was ... Have a nice fall!!

what a ridiculous stunt... I've read every where that all you need is to trigger "high fall x3" to get it... But i've gone out of my way to go as far as to trigger high fall x5!! and nothing..

Soo i'm close to the end of the game and i decide to just roam around the place and finish off the islands 100% i start noticing that the Dark Water quests always have a bunch of people on the roofs.. and I found ONE that it had like 3 guys bunched up next to each other on a very tiny roof.. I decided that this was it for me.. I replayed that mission maybe 15 times untill i got the stunt!!

Note: the stunt only triggered when i knocked them all off using ONE shockwave

felt good when i got it too :)
 
Just beat it this morning, interesting twist, definitely did not see it coming. I can say I didn't like how they handled Zeke, his character was interesting enough to warrant a more fleshed out fate, so to speak.
 
Kagari said:
So uh...
how do I beat the boss in the Warren... the golem thing...

On the bridge or in the prison? There's really no trick to either one, just pound the hell out of them with regular lightning bolts and the hammer.
 
Wow @the trash tower, wow @the mission afterwards, wow @the story surpise. wow @this game. Not so wow @missing on shard on either island 1 or 2.

EDIT:

How can I get back to island 2?
 
Kagari said:
So uh...
how do I beat the boss in the Warren... the golem thing...

Use your shield when he fires those pellets at you (make sure you have the recharges energy upgrade) and he'll be a doddle.
 
edgefusion said:
Use your shield when he fires those pellets at you (make sure you have the recharges energy upgrade) and he'll be a doddle.

You don't have that as of the first encounter.

Best just to aim at the arms. Once you take them off they are limited to one attack and you can use shockwave to knock that attack back.
 
the_prime_mover said:
You don't have that as of the first encounter.

Best just to aim at the arms. Once you take them off they are limited to one attack and you can use shockwave to knock that attack back.

Oh I thought he meant
the one on the bridge
.
 
Kagari said:
So uh...
how do I beat the boss in the Warren... the golem thing...

Spam rockets, recharge, repeat. That's what I did anyways. :P Also you can deflect the boulders he throws at you with Shockwave.
 
I've been putting off the final mission for a full day now. I don't want to finish it. :lol
 
Rez said:
I've been putting off the final mission for a full day now. I don't want to finish it. :lol

I was doing the same thing, I put it off for a week and without spoiling anything

HOLY FUCKING SHIT PLAY IT.

GotY easily so far for me.
 
distantmantra said:
Beat the game last night. So I take it that the consensus is that a potential sequel would focus on the
red beast?

I don't think so. Cole still has to escape Empire city and Moya, and the government know of him very well. He can't simply wait for the Red Beast with the quarantine coming to an end. Also Alden and Sasha (?) are still alive so they may have a greater role yet. IMO the sequel should focus on Cole escaping from Empire City and finding out what to do next. He's lost everything and Moya and the Government obviously want his powers.


I still think Zeke would turn out to be the Red Beast, it is possible that Kessler didn't know it was Zeke was the beast but also when Kessler fled the Beast there was no mention of Zeke in there. We know that he would do anything to get powers liek Cole....Oooomaybe the government tries to recreate the Ray Sphere and Zeke is their test subject thus creating the Red Beast?
 
Is it at all possible that
Cole is the red beast through some kind of time paradox-y stuff?
. I think that'd be a pretty interesting twist,
in the end cinematic the beast sure does look a lot like Cole to me
.
 
Beat last week, and I've already posted my extensively positive impressions. But I've been thinking about this game quite a bit throughout this week, particularly in how it fails, and how I'd like to see it improved in the sequel we all know is coming.

On a purely technical level, I'd like the "vacuum" effect to the platforming toned done in a general sense, and changed completely specifically when using Circle to drop. I think tapping Circle to scale down a building or drop down ledges should basically work how it does now, vacuum and all. However, holding down Circle should allow us to ditch all vacuuming and grabs, and just freefall down the side of a building, or perhaps a slower, controlled wall-grab fall. All too often, it just felt like a lot of the platforming control was taken out of my hands, and it was a constant annoyance. This is really the only problem I had with the underlying gameplay, which was damn satisfying.

From a design perspective, I want to see the city(ies) layout radically reconsidered. Yes, there were three separate islands, and yes, those were further subdivided into various districts that you could optionally liberate, but those divisions felt completely arbitrary and haphazard. The net result was that every place basically felt the same, and there wasn't nearly enough variance; aesthetically and especially regarding platforming. Island 1 = "normal" urban landscape, for all intents and purposes. Island 2 = lower class slums. Island 3 = ground zero.

You'd think that'd make for radically different locations, but by and large, it all felt the same. You had docks/wharfs/warehouses ringing the islands along the waterfront. You had parks (or and/destruction) towards the middle. And the rest was largely composed of similar box-like buildings that mostly looked, felt, and played the same, with the exception of the occasional flashy neon sign. All in all, there was a sense of sameness that the occasional unique building did more to stress than break up.

It all felt too small and contained, in a sense, because ultimately there wasn't enough to see and enjoy. I would like to see different KINDS of districts next time. Residential districts, shopping districts, industrial parks. I want the NPCs (and enemies) to be varied according to districts. I want the side missions to cater to and further differentiate these districts. I want the act of retaking the districts to me something more complex and dynamic than a simple binary "side mission complete" flag whereby an arbitrary hexagonal segment is suddenly liberated. How does retaking three packets of medicines from three arbitrary Reapers in any way make that part of town safer?

I want to see the sewers/underground expanded. Here's how I see things playing out. The city is more clearly divided into true, non-arbitrary districts that help define the look, feel, combat, building types (and thus, platforming). Residential districts, composed largely of apartment blocks, some single homes, perhaps a restaurant or store here and there, and plenty of schools, parks, and playgrounds. Commercial districts will be composed of mass transit hubs, restaurants, stores, malls, hotels, brothels, etc.

Different gangs or factions will have sway over different districts, initially. The kinds of missions you'll need to accomplish in order to retake these districts won't feel so random and arbitrary, and they'll need to take the more differentiated settings into account, as well as the factions holding them, obviously.

Retaking districts won't be so black/white. Pushing a faction out of a residential district might cause additional strife and chaos as they retreat into a commercial or waterfront district you've barely touched. And which become increasingly tougher, as a consequence! Eventually, as you proceed in reclaiming that island (or part of the city, however the new game will be set up), the gangs will be marginalized and might be forced to retreat to the sewers or underground or to some out-of-the-way location. Things might culminate in a final battle (perhaps even involving multiple factions) that, once complete, shatters their hold over the island. And yet, there (or somewhere else) they'll remain, in diminished capacity; but still present in case you just want to walk into a seedy part of town and fuck shit up, once the game is over. They'll still be around to cause a bit of randomly generated mischief, but their hold over the city severely curtailed.

As it stands now, with all islands cleared at 100%, the game becomes infinitely less interesting, to such an extent that I couldn't even be bothered to play long enough to finish finding the remaining 15 or so shards I was missing. Nevermind that completing my stunt list is now basically impossible. Wandering around for 10 minutes only to see 3 or so random chumps spawn is just so... blah.

The only major fault I have with the game is that the side missions feel completely arbitrary and the city completely static and empty. Traversing the city gets more and more tedious and boring the further you get into the game. The ramping up of the story and main missions compensate quite nicely at times, but not enough, in my opinion. I'd love to see a larger, more diverse, and more dynamic city next time around, perhaps with the generating substations doubling as warp points...

Don't get me wrong, I love the game, and I plan to ignore some games in my backlog in order to replay as a villain... sooner rather than later. But as good as the game is, this feels like just a foundation at times. It could be SO much better. They just need to turn the city from a setting to a character, so to speak. Living, breathing, changing, and dynamic.
 
Mejilan said:
Don't get me wrong, I love the game, and I plan to ignore some games in my backlog in order to replay as a villain... sooner rather than later. But as good as the game is, this feels like just a foundation at times. It could be SO much better. They just need to turn the city from a setting to a character, so to speak. Living, breathing, changing, and dynamic.

I completely disagree about the city. Both on that it lacks character, and that it should have character by the means you mention. It's a backdrop with an identity stemming from a lack of identity. The focus is on Cole, not on a building in the background, and even the muted, dusty look works to enhance the feel of being a unique character in a place gone to shit. There's plausible detail (building signs, laundry between windows) and a few standout buildings, and much of the environment feels borrowed from old town areas of certain famous, major cities. I deeply hope that they do not decide to make the city a character, and keep the grimy, desaturated look.

The one thing it lacks is a sense of life in the illuminated areas, that much I can agree with.
 
I agree with all you said. I hope Sucker Punch reads GAF because I want them to listen to these criticism from people who enjoyed the game to make the sequel more kickass.
 
Then again, I also honestly feel that for as much fun as it is to grind on wires and float through the air, I think I would prefer it if Sucker Punch ditched the open world bit and focused everything on the action, in more linear settings. During missions, I mostly forget that it even is an open world game, and the format hasn't seemed necessary at all. And honestly, the compromises are too blatant for me to ever be happy about said format.
 
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