Infamous

There have been few games out on the PS3 that I have seen and immediately said, “I must play that.” Infamous was one of those games. As soon as I saw the demo for it, I was hooked. Playing through solidified my first impression, and I soon had a brand- new copy in my grubby little hands.

Upon first play of the demo I realized that this would be a game that would be great, and the sandbox style of the game kept it interesting. Instead of forcing a linear path, you were able to pick what mission to do next, where to go, what side mission unlock you wanted to find and even the karma level you wanted to be at.

You play as Cole Mcgrath, a messenger who wakes up to find himself at ground zero of a large explosion that mysteriously took place in the middle of a crowded city. After you arise and start to flee, the first thing you will notice is that the bustling city is now reduced to what looks like a war zone.

You are then informed through a cleverly stylized “cut scene” that the explosion turned the city to ruin and chaos while Cole has earned new powers.

Using only these new powers, it is up to you to defend the city and destroy the villains… or become one yourself.

What really captivated me about this game was that even though it seemed like it was building off of older game ideas, it was still a fresh and new video game.

I know there have been games that relied on a “good choice / bad choice” system, but I haven’t seen one that made it such an integral part of the game.

From the first time the game pauses and gives you the choice to be good or bad, you are able to change your karma based on your actions.

Heal a person who is on the ground dying, and it gives you good karma xp.

Drain a bad guy to take their health, get bad xp.

Either way, you go through the game gaining xp by playing missions, helping people, and killing bad guys. The xp is used to buy upgrades to your unlocked electrical super powers.

Your karma also affects how the citizens of the city view you, by applauding and taking pictures when you have good karma and throwing things at you when you have bad karma.

Also new is that you don’t have to search for a restaurant, food vendor, or hospital to heal (I’m lookin’ at you GTA: IV). Since you’re Electricity Man, you can pretty much heal anywhere there is an electrical source (granted, you’ve turned the power back on for that area), even using people to replenish your health (if you choose to go down the “dark side”).

The game is also fun in that you can run around like an electrified Spider Man and “blow things up,” which was actually one of the main ideas the developers tried to center around, contrasting with their previous endeavor (the stealth-based game Sly Cooper). You can grind along power lines shooting bolts of electricity at guys who want you dead, and even fling them off of a tall building by shooting a shock wave in their direction (one of the the more satisfying attacks of the game, in my opinion).

I always enjoyed battling the enemies and finding new ways to destroy them using environmental elements to help out, such as blowing up a generator or oddly-placed gallon of gas, or throwing an electrical grenade and blowing up a car around three bad guys.

This is definitely a game that I will be re-playing, as I am already planning on playing again, taking the alternate karma route (I chose the utilitarian “Good” karma path for my first play-through).