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Denny Markovic
21 Sep, 2009

Love to Hate #13

PALGN Feature | Lightning to the face of fury.
Welcome back to another episode of Love to Hate. Last week the PALGN overlord Jeremy once again took the reins of the hate-machine and plowed its mighty death-claws of holy justice through the critically acclaimed puzzle platformer, Braid. This week, I’m taking the reins once more and plowing through a fairly recent title, exclusive to the PlayStation 3. It’s electrifying, heroic and also pretty well rated too. If you haven’t already guessed, or you’ve just clicked the review link, it’s inFamous! So let’s continue onto bashing this game into submission shall we?

I’m a huge fan of super hero kind of games, especially ones that go into that whole sandbox/free-roam aspect. Crackdown was a giant can of kick-ass, as was the old gem Hulk: Ultimate Destruction, so hearing about inFamous and its whole moral choice system, good and evil possibilities and more in-depth story had me in pant-wetting levels of excitement, and I mean, it was called for, as the game is pretty freaking sweet. You can conjure entire lightning storms onto people, fire lightning grenades out of your hands, use phone lines and train tracks as transport by grinding on them, and even glide by repulsing gravity. Seriously? Repulsing gravity? Too cool.

You also had your parkour system, which worked really well too, what with Cole jumping around the city sporadically, clinging onto almost anything and everything and being an electrical monkey of doom. He made Altair look like a bit of a wuss with just his knives. However, Altair didn’t tend to end up looking like a total spastic with his parkour at points.



Yes, that is one of my prime hatreds of inFamous: the parkour. When it worked, it worked well, and things were smooth as butter. But when Cole suddenly can’t seem to grab onto anything and he slides down a wall scurrying his hands frantically like an angry chimp, frustration was had, because this always seemed to happen at the worst times.

See I played through inFamous the first time on hard mode, and yeah it was quite challenging. You were encouraged to take cover, be smart with your approach to things and most of all be precise. With these necessities, screw ups weren’t really tolerated unless you enjoyed getting a large amount of bullets lodged into your face. And this was when the acrobatics usually tended to screw up, big time.

Let’s set a scene: you’re taking on 50 thugs, they’re all firing at you and you’re firebombing them with electrical bombs. Things are going smoothly, with you flying through the air, grinding across rails, shockwaving people off rooftops and just generally being a total badass. Then suddenly you start taking a lot of damage and you need to get somewhere safe quickly, or find your nearest electrical appliance to leech off of. You begin pulling off your fantastic and spastic parkour, flinging across buildings and leaping onto rails. Then suddenly, Cole has some stupid fit and all he does is grind his face against a vertical wall which he could be grabbing with his damned arms. Thugs being thugs on hard mode, they aimbot your arse with bullets and you drop dead onto the floor, and they all laugh at you because you can’t grab onto rails. You are then furious.



It’s a real game breaker at points, because the game is so good when everything flows. And when something goes wrong like that, it feels so out of place and out of the blue that all you want to do is attack a polar bear or helicopter or something out of rage.

That’s the main problem I had with inFamous. The second problem which is a little less minor is the final boss. What the hell? I mean, the character was fine, and he went well with the story. He’s supposedly some really powerful dude who eats pirate ships and defecates grenades, so you’d totally expect a bad arse fight of super powers. Lightning vs grenade-poo, etc. But no, all you get is a really long boss bar that you grind down slowly, and a repetitive and somewhat irritating pattern of attacks from the boss himself. No use of super lightning strike from above (proudly brought to you by Thor), no crazy epic super fight, just grind and dodge. And though it wasn’t a deal breaker for the game, it was definitely a little disappointing, as considering the whole build up aspect, the fantastic story and the mostly great gameplay, you’d expect insanity and a half from the final battle.

But apart from these niggles and rage-fests, the game was still awesome, and I played through it multiple times. Cole had his moments of complete organ shutdown, and the final boss was continually a disappointing and repetitive bastard, but the core game was addictive and kick-arse. It really is a bit of a love to hate kind of title, because as much annoyance you get out of it, you can’t help but love it for its cool aspects. And I don’t think anyone can disagree that grinding on power lines to travel is awesome.

So until next time my fellow gamer fiends, Live long, Hate longer, and fuel the power of rage! Unlimited power!

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11 Comments
2 years ago
This is the first time I found that L&H is nitpicking. I have played through Infamous and really enjoyed it. I do understand about the face planting wall climbs but I quickly recognised what a good climbing route was.

The end boss was very low but I have come to expect this from games these days. This isn't the first to make an end boss a grind fest. The Matrix comes to mind straight away. The other is Infamous's brother "Prototype" which abused this much worse.

I felt there were 2 bigger problems in Infamous. One was the travel. Although very cool was painful to know which route to take sometimes. A nice small GPS with best path including rails would have been nice. The next is the amount of power. I always felt like a semi-hero in this game. Yes I could do some amazing stuff at the end of the game but not very long after I started I had to run away, find some electrical box where I wasn't going to get shot a bunch and take as much energy as possible before having to fight the horde again. Annoying, and probably my Love to Hate about this game more than the 2 issues mentioned.
2 years ago
Still waiting for that review of Soul Calibur: Broken Destiny. Did you want me to write it? Send me the review code and you will have your review in a week.
2 years ago
Dutch Rootsman wrote
Still waiting for that review of Soul Calibur: Broken Destiny. Did you want me to write it? Send me the review code and you will have your review in a week.
Well how about you go start your own website and do your own reviews then?

Also you're talking to the wrong person about PSP reviews anyway. Adam does them not Denny.
2 years ago
Dutch, the Soul Calibur review is scheduled for tommorrow. Why don't we get back to discussing Denny's fine article rather than telling me how slow I am? If you have a problem with me, I'm happy to discuss it over PM.
2 years ago
I don't have a problem with anyone, just wondering where the review was as it was mentioned in the last L2H. If it makes the writing staff feel any better I am reading the articles before I make my spiteful comments.

I think inFamous got off a little too easy with respect to the reviews it received (and not just from PALGN mind you).

Mediocre visuals (Cole excepted), an unlikable hero (or anti-hero, your choice) and repetitive core gameply which relied heavily on sandbox cliches (collectables, and side missions built around time-trials or eliminating groups of enemies). Also I thought the moral choices in the game were too simplistic, there was a Penny Arcade cartoon that nailed it: "The Law of Unintended Consequences." My greatest gripe with the game however was not the elements of parkour highlighted by Denny, rather the generic goons who could hit you from 3 miles away, shooting from the hip.

Sorry guys, just letting out some aggression. My house just got broken into and all my games were taken. Only consolation, all my consoles remain. Security door FTW!!!
2 years ago
I never had a problem with the Platforming. though i can agree with the end boss
2 years ago
if you're grinding and "shooting" shouldn't you be getting your health/electricity back simultaneously?
or was i the only one who upgraded that Grind ability as soon as possible?

cos i got that, and pretty much spent the rest of the game grinding around shooting from that. made me nearly unstoppable.

will agree with the end boss comments though, but doubly so for Prototype. that had 2 boss fights that were just cheap and annoying. i wouldn't have minded if it were simply that there was a strategy, but i couldn't find it, but after completing the game i looked them up, and no, simply chipping away their health was the strategy.
2 years ago
ObsoletE wrote
if you're grinding and "shooting" shouldn't you be getting your health/electricity back simultaneously?
It was a grind in the MMO sense of the word. The boss had enormous amounts of health and you could do very little damage. You simply had follow a pattern for about 5 mins (a long time in a game like Infamous) and shave his health off.
As for rail grinding and shooting, that was amazing icon_biggrin.gif Grind and electric missiles was godly, and I have to commend the game for never slowing down, now matter how much **** I was blowing up on screen.
As for the Prototype boss fight, I have to say I prefered it to Infamous as I found that it required far more use of the skills you had learned throughout the game. My real gripe with it was the time limit. The fight itself was rather difficult, but then to throw another artificial level of difficulty on top of that too took it to controller smashing levels of frustration...
2 years ago
actually both turns of the phrase were used - but i didn't notice it with respect to the boss until just now. i mean i saw it, but didn't click it was the same word.

the final boss of Prototype was alright, and you're right, it did force you to use a bunch of skills/moves you learnt during the game, but the Elizabeth Greene fight was quite possible the laziest bit of boss design ever - from strategy to actual art-design. so disappointing.
2 years ago
As far as boss fights go, nothing beats launching little men off Wang Tower.
2 years ago
ObsoletE wrote
but the Elizabeth Greene fight was quite possible the laziest bit of boss design ever - from strategy to actual art-design. so disappointing.
it wasnt that bad. all you had to do was hide in a side street, consume a few people, charge out dodging attacks as much as possible, and use a devestator near the base of the boss. then alternate between tanks/choppers/devestators for the rest of the fight. agreed on the art design of the boss though, just as bad as the bosses from resident evil 5.
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