inFAMOUS: Fun, Obnoxious, or Both?

Robert Newbie

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On a whim, I loaded up Sucker Punch's debut PS3 game inFAMOUS.

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In some ways, the 2009 game holds up. It looks pretty darn good, and the movement mechanics, from running to climbing, feel fairly solid. The game has plenty of 7th gen niceties, such as using R3 to switch between left- and right-handed views. The available upgrades are solid and encourage the player to advance for more abilities.

What's strange to me is how Sucker Punch approached difficulty in inFAMOUS. Despite using a circular reticle, shots only connect in the event of a direct center hit. Therefore, aiming is deceptively harder than expected. This is compounded by enemies constantly taking potshots at the character offscreen, wearing him down fairly quickly. This exacerbates otherwise-simple tasks, such as scaling a building.

How Cole magnetizes to surfaces and ledges is convenient for general climbing, but positioning for precise segments (usually for a collectable Shard) is noticeably difficult. In fact, it's not uncommon to fall instead of grabbing a desired ledge.

Maybe I'm just burnt out by Achievement hunting, but I found the Trophies in inFAMOUS to be mostly busywork, emphasizing smaller mechanics (such as healing bystanders) that are better left as gimmicks than quantified sidequests.

Though minor, the game's framerate fluctuates. At its best, the game runs at about 30fps, and I swear that in some less-populated alleys, the game hits 60fps. Like MGS3 on the PS2, the game gives an occasional glimpse into its full potential. However, inFAMOUS frequently dips below 30fps.

I feel like the general design of the game invites the more unhinged chaotic gameplay of Just Cause 2, but the developers wanted something more challenging and focused. The result is a game that's fun but feels restrained and frustrating at the same time.

Am I just a naysayer and need to git gud, or is inFAMOUS a flawed-but-entertaining experience?
 
The gameplay is alot better in 2, though the story suffered in return.
Spent a bunch of time with both them.

Never played first light or second son so I cant comment on them.
 
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I admit that I wrote the OP in a slight rush, and I think I jump around on my points. I do think the game wants to be moderately paced, but its action gets hectic enough that the player may feel constrained by its faults, such as enemies having excellent long-range accuracy and the aforementioned "circular reticle" aiming situation.

In terms of design, the game does have lots of random electronic devices that can be used to quickly refill health. However, in my opinion, it simply offsets the issue of being quickly overwhelmed by aggressive (and accurate) enemies. One or two enemies can be safely dispatched, but three or more test the limits of the mechanics. (This could be on me, since I generally used the basic attack more than any others.)

I'd definitely like some points and counterpoints because inFAMOUS feels like a mixed bag of design choices to me. Sucker Punch put a ton of effort into the game, and I consider myself a fan. (I played through both PS3 games, way back. I know I played through inFAMOUS 1 multiple times to do both paths.) I'm just trying to wrap my head around the good and bad points of inFAMOUS' design.
 
AS someone who played the games back in the day, I thought they were ok.

Towards the end, I found both games quite tedious and just finished both to get them over and done with. I do think the shift to PS4 did benefit First Light and Second Son as the type of game did benefit from the tech upgrade.
 
They really ought to release this on the PC. People would pay to stuff it in the ol' backlog, even if they did nothing to the graphics.
 

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