inFamous 2
In the sequel, Cole MacGrath moves to the fictional New Marais, inspired by New Orleans, where he faces the monstrous Beast and its army of mutants called the Militia, all while trying to find a way to protect humanity from an approaching apocalypse. Sucker Punch improved the movement system, added new abilities based on ice or plant control granted by allies, and expanded both combat and free-roaming traversal around the city. The two allies' powers are mutually exclusive, so the player has to choose which direction their arsenal will take, and that decision intertwines with the story. A new melee weapon, an improvised electric kinetic bolt, also added much-needed variety to combat.
The moral system remained a key element, with the player's decisions affecting not only abilities but also the world's final fate in an openly dramatic ending. The visuals built on lessons from the first game, offering a denser, more colorful, and technically more advanced open world, where lush vegetation and French-influenced architecture contrasted with the gray industrial atmosphere of the original. Reviews were largely very positive, with the game earning praise for its fluid action, visual style, and improved character writing, although it did not sell as strongly as some of the generation's other major exclusives.
inFamous 2 confirmed that Sucker Punch could systematically refine its own formula and cemented the series as a respected, if not massively commercial, PlayStation 3 brand. The game also introduced a UGC mission editor, letting players build their own quests directly in the open world and share them with others, further expanding the content available to the community. The choice between the good and evil endings fundamentally changed not only Cole's abilities but also the visual depiction of all of New Marais, underscoring the game's emphasis on the long-term consequences of the player's choices across the entire duology.
Game 10 of 293 for Sony PlayStation 3