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There are old favorites and many new ones, but eventually you get Lightning Tornado. A quick swap menu for easy access helps with power controls. It’s fluid and dynamic an improvement from the choppy and mechanical animations of the previous game.
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More importantly, the animations for melee combat were updated. An electrically charged katana is about the only thing higher than bare mitts on a scale of bad-assery. I was upset to hear that Cole wouldn’t be street boxing people to death anymore until I found out he could use a katana. I personally enjoyed the “samurai sword” skin. If you grow tired of the look of your “amp” you can reskin it (along with Cole sometimes). The result is a more defined melee system, with finishing moves and the like. Electrically charged fisticuffs weren’t good enough apparently so Sucker Punch added “the amp.” It’s sort of like a lightning rod, tuning fork, and a club all combined into one. Navigating New Marais is a blast despite Cole’s imported problems from the first game with getting around corners.Ĭombat has received an adjustment. A couple new powers and a new environment object that give him an electrically charged super jump tie things together nicely. He climbs noticeably quicker and crosses the map with ease. The overall speed and responsiveness of Cole’s platforming has gone up. They’re easier to get to and travel in more closed circuits. Trolley car lines replace the elevated trains of the first game. Fast travel should be easily accessible in an open-world game, and Infamous 2 agrees. Other than it’s positioning, the camera is otherwise responsive. It’s all at once minor, annoying, and constrictive. Sucker Punch just decided to move the camera closer to Cole. If, upon playing for a little bit, you begin to feel a bit claustrophobic, don’t worry you’re not developing a psychosis. Another unwelcome change in the gameplay department is (what else?) the camera. The cool comic book cut scenes take a back seat half the time to in-game ones in the third immediately noticeable amputation of style. It took a long time to get used to, and I never warmed up to it. This isn’t so much Eric’s fault (the lines are delivered professionally), it’s just that I lament the exchange of Jason’s deep, brooding baritone of a man who has zero fucks left to give for Eric’s nasally generic drone. Jason Cottle was passed up for Eric Laden as voice actor for the main character in a big downhill move. Worse than the visual restyling is Cole’s new voice. The final product presented in game, despite the rework, is still inferior to his original look. Fan displeasure caused the developers to redesign Cole’s image. Initial teaser art released as Game Informer’s July 2010 cover was heavily scrutinized. After the explosive opening, I was disappointed to find that Cole’s visuals went through some changes. Impressions of the game began to develop early. They leave the beast to lay waste to Empire City and set out for New Marais, a fictional version of New Orleans. Wolfe worked on the Ray Sphere and may have a way to amp up Cole’s powers. Kuo informs them that she knows a scientist by the name of Dr.
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He and Zeke are forced to retreat down the coast in the lamest of all transportation methods, a boat. A brief moment of triumph is rudely interrupted by reality: his best just isn’t good enough. Cole MacGrath lobs lightning arcs, electrically levitates, and otherwise gives The Beast all he’s got. The Beast, that big baddie Kessler alluded to in the first game, is wreaking havoc on Empire City. The game starts with a simple but dynamic boss fight – the definition of dynamic in this instance being both huge and exploding. Infamous 2 picks up where its predecessor left off – being awesome.