inFamous was a well made, if a little repetitive, super-powered open world romp. It was a solid game with plenty to get excited about but there were one or two areas which we thought could do with some attention.
So it’s encouraging to hear, from Brian Fleming at Sucker Punch, that the studio is focusing on fine tuning elements of one of the more frustrating aspects of the first game. The morality choices in inFamous (the first) were very clear cut with no ambiguity and not much incentive to play it your own way.
The player got more powerful the further down the scale of good, or bad, that they progressed. Making a mix of good or bad choices, depending on your personal preference resulted in a limitation of power. So most people would have started off down one path and stuck to that for the entire game, levelling up and maxing out on either the virtuous or iniquitous powers. Many people felt that this was something of an easy way out for the developers to take, something that they themselves seem to have recognised in their latest post on the PS Blog.
Citing an almost genre-defining praxis that sees super-heroes struggling with morality, Fleming insists that the studio are working to make the player’s choices more about personal relationships than simply about the mission at hand. You will choose methods of mission fulfilment and non-playable character alliances that dictate your route through the improved system of karmic reward.
These two videos illustrate the differences in how the options are presented and how the player will deal with them. We’re inclined to think that this sounds much more interesting than the clearly defined black and white options that we had in the first game. Oh, and the game is looking gorgeous too, these aren’t cutscenes.
You can read our hands-on with inFamous 2 here.
Source: PS Blog