Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it,
follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given
their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
[Infamous 2] Festival of Blood DLC out now!
Posts
I didn't have the shield, so I just ducked behind stuff. And I think there's something you can drain.
That.. was a mighty fine game. Damn fine even.
It's more that they made it an actual choice. Evil is often easier or gives you more immediate/better rewards...But being a hero makes you a symbol to the people, it makes you fighting for JUSTICE instead of just powerlust.
Anyways, I personally went Good and found it very satisfying, but Evil works too.
The blast shard sense ability is so nice
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
Pokemon Black code - 3009 7390 5907 Send PM if you add me
I guess? Hey, ramming a bus through a gate and crashing into a building with a big explosion is effective. It's not Cole's fault people were too dumb to move out of the way. And how about them musicians? Those jerks had it coming. As for the bystanders, hey, a bunch of dudes are firing their guns at a guy with massive AOE lighting effects, and you're not moving your ass out of there? You were kind of asking for it. And what's the deal with these jerks holding out blast shards from me? It's not like THEY need it.
If I had to guess, I'd say the good ending from Infamous 1 is canon while the evil ending from Infamous 2 is canon if they make a third
Makes sense considering the series is called Infamous to force you into the evil ending of the second game by the time the third hits
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
:^: it makes the fire power look like a lame duck.
'Chance, you are the best kind of whore.' -Henroid
So it'd be like
A four-story building
Xbox: UnbreakableVows | PSN/Wii U: UnbreakableVow | 3DS: 1521-3241-9354
They did what now? I do not remember this.
The UGC editor let's you instantly teleport to pretty much anywhere. You enter the UGC editor, fly your cursor to anywhere on the map, exit, and boom, Cole is there.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
The news was probably trying to play down the seriousness of the situation, to avoid panic. In another news report, they refer to the Empire City Incident as a "result of a terrorist named Cole McGrath, also known as the 'Electric Man' for reasons unknown. Scientists have stated however that the idea of people with superpowers is quote: "absurd""
You can't take the information gained from the TV news too seriously. It's pure propaganda.
occasionallywearsahat.com, my rambly ramblings of ramble
Just finished it this afternoon; it's definitely a marked improvement from the first game, though there's still a lot of room for improvement. Having to spaz out on the X button to move up a building is almost painful to endure, especially in a post-ACII/B era. Plus, the two abilities you get to mitigate that frustration come too late in the game (one of which is only possible depending on a certain choice in the story) in my opinion.
The enemy AI is at once frustratingly precise and unbelievably stupid. Every third enemy has a fucking rocket launcher, and though they're part of a militia, apparently no one ever thought to tell them that it might not be a good idea to fire one off at point blank range, yet they do so all the time. They're not quite the dead-eyes they were in the first game (thank goodness for that), but it doesn't matter if you happen to be in close range and they fire a rocket anyway.
Also, the late point at which you obtain rockets in the game is disappointing, considering you get three or four upgrade possibilities almost right away. You never really get an opportunity to 'enjoy' them, though at their high cost (two nodes, really SP?) I suppose that's probably for the best. I think my biggest beef with this game is the one that I had with the first, which is that I never really felt like a superhero. Unless you play like an asshole, you have to restrain yourself from ever really being able to 'unleash' on your opponents (except in certain circumstances), so I never felt like a badass. When Jimmy Jo-Bob with a standard issue machine gun can light me up like a christmas tree in a handful of seconds, there's something wrong. Prototype suffered from this same ailment, albeit for a different reason - the enemies just never stopped fucking coming if you dared to be in the same spot for more than a minute. If they make a third installment in this series, I really hope they ditch the collateral damage mechanic. I understand why they wanted to do it, but it really doesn't fit with this type of game in my opinion.
That said, I'm happy to see that just about everything else was improved upon. The overall VA was vastly improved, but the new VA for Cole is a pro - he nailed each of his lines convincingly (a rarity for game VA, for some reason) and aside from his behavior in one particular scene, I always felt as though he behaved as I had directed him based on his morality choices. In many games with the morality mechanic, it seems as though the developers give you the choices to make but ultimately the main character behaves how the devs want him to regardless of your choices. Some of the better abilities (once you actually got them) were a lot of fun to use, though I'd preferred to see them increase in strength alongside being able to just choose different powers.
Here's hoping it does well enough to warrant a third entry and more.
I've never had this issue. I've never 'spazzed out' on 'X' to get to the top of some really tall buildings even before I got Ice Launch. Just jumping hand hold to hand hold, pressing X once for each, it's very tiresom. If you time it right, you jump really quickly between the hand holds. I've actually found zig zagging my way up a building, jumping diagonally to handholds, is faster than going straight up though, since there's more handholds that way than going directly up.
Yeah, haven't felt like this yet. I've never felt, even as a 'good' Cole, that I've hada to restrain myself. I'm standing 4 stories up, and I see someone getting mugged, I can hit the ground with a shockwave behind the bad guys, barely touching the civilian, and unleash on them at leasure. Prisoners being escorted? Ice launch on top of something, kill one mook then ice grenade the others as they scatter away from the prisoners.
As for dying quickly. You're not superman. Not many superheroes are, and still act like superheroes. I never even expected to be able to survive a rocket blast to the face, it's not the kind of super powers you have.
Each time I've tried the shockwave on a mugging, the civvie always gets hit, and it's not as though I'm landing right on top of them - I try to give a good bit of space, but apparently it isn't enough. The point being, it's a little silly to give the player abilities, even on a 'good' playthrough, that cause widespread destruction, and then penalize them for using those abilities in what appear to be appropriate situations.
I wasn't expecting to survive a rocket to the face. I was expecting to not get shot in the face with a rocket, especially by someone who would/should know better than to shoot a rocket at point blank range. But that's not really the part I was referring to when I was complaining about dying quickly - I was referring to just the amount of damage you take overall before being killed or reduced to very low health. It seems to happen extremely quickly, and in many other games you have means to increase your health (or at least your defensive capabilities), you really don't have that here.
Oh, and I'm reminded of one more minor issue with the game: the seemingly mysterious equation that the game uses to tally your overall good/bad rating for finishing missions. It seems unbelievably erratic - one mission I'll have 26 kills, 10 live captures and 4 revived citizens but one accidental death (again, collateral damage) and receive the 'your actions have made you more evil' message. Conversely, I've had other missions end in literally more dead civvies than anything else and I'll get the 'your actions have made you more heroic' message. Very oddly inconsistent.
Sure, you can let loose and you'll end up with a few "injured civilians" stunts, but it doesn't really ever detract from your karma.
Pretty much the entire world being a cover system, health packs literally everywhere, and powers that send explosives back at enemies at the touch of a single button aren't good enough defensive capabilities?
Oh I know about that power, but I did take enough hits to my karma (though not enough to shift its overall direction) for it to be noticeable. Still, if you're going to include a power (odd as it is) to do 'less damage to civvies', why even have it there as a mechanic in the first place? Again, just seems an odd choice to me.
Recharge everywhere. Spam everything. Throw tornadoes at everyone who even gives you a passing glance. Fuck yeah.
Still an incredible part of the game. How badass do you feel when that ice soldier exclaims "Shit! He's drawing power from the storm!"
Cluster grenades really take care of the minibosses though. So that's nice.
Solution to Titans during that mission: MISSLEMISSLEMISSLEMISSLEMISSLE RECHARGE! MISSLEMISSLEMISSLEMISSLEMISSLE.
So it turns out being MISSILEMISSILEMISSILE OWOWOWOWOWOWOWOW RUNFORCOVERHIDEWHIMPER RECHARGE IAMTHESTORM?
To be clear, I didn't hate it, I enjoy the boss battles in the game. It just slowed the pace down a bit and I felt that it detracted a little from the feeling I think you're supposed to have at that point in the game. Cole McGrath, walking event of unending electrical fury.
Also, after finishing my evil run and getting my platinum, I started a new game. I'm addicted.