inFamous 2 Karma System Detailed

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



  1. wow

  2. I’ve got to say it does look a hell of a.lot better than the first, graphically at least. Still looks like just the same gameplay and mission structure though which is a bit tedious.

    • which can be said for just about every other game made.

      looks great.

  3. bloody hell… that looks really good. my interest has just been reignited :D

  4. but is it still going to mean that if you do good and bad choices that you can only get ‘half strength’ powers??

  5. It seems Zeke has a new challenger as most obnoxious sidekick…

  6. Can’t say I’m feeling the love for this for some unknown reason. Certainly looks very pretty though!

  7. I loved the first game, and it’s one of the few games I’ve played twice (once as “good” and once as “evil”). I’m interested to see how the new karma system works in this one. In any case it’s looking great!

  8. The karma system looks just as crap as it was in the first game.

  9. Woah, Zeke has changed quite a bit.
    InFamous definitely had potential and I think this game will fix many of the things they got wrong and it looks like they have massively improved the karma system. I’ll definitely get this.

  10. To be honest, Peter, I can see why they took the easy route first time around. Two clear paths to follow so the devs could get on with building the actual game world. However, it was very simplistic (something, that for me, was never a problem) but I understand why people want more subtlety and to feel a more organic system that shapes with the game as oppose to two distinctive metaphorical paths beaten through the game play itself.

    Irrespective of this, I am utterly blown away by the graphical upgrade. I’m not sure I could name you another franchise which has learnt so much inside of one generation. The game engine is throwing stuff around with such aplomb I can’t quite believe what I’m seeing. The smoke trails are beautiful with how thick and acrid they look let alone all the lighting and general detail on each and every object.

    No matter what happens, I have to give Sucker Punch credit for churning out something visually awesome.

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