I vividly recall some trials and frustrations in my time with the original inFAMOUS (not the least of which was that horrible spelling which will henceforth be abandoned), but overall I really enjoyed the game. As much as the sticky platforming, messy mission design, and transparent morality system bothered me, I ultimately had a great time surfing on power lines, tossing electric grenades, and guiding a concentrated lightning storm down alleys of soon-to-be-corpses. It was inevitable that the game would get a sequel due to its ending (and the sad, predictable nature of this industry), and I really hoped that Sucker Punch would iron out a few of the teeth-grating problems I had with the original.
Lo and behold, it's one month and two years later, and there's another Infamous game. Boasting a locale with more colors than gray, melee combat that's not completely worthless, and the promise of acquiring more elemental powers, Infamous 2 certainly seems like the kind of sequel that boasts incremental improvements over the original and hasn't yet worn out the franchise's welcome. Pretty typical of a "2," really.
I find it amusing that the game arrived in my mailbox last Monday, the same day that Sony featured a trailer from the game in its E3 conference. Shortly after their presentation, I had my first taste of Infamous 2. I grabbed three clips from my first hour: arrival at the new sandbox city of New Marais, the first new power tutorial, and an early choice between good and evil sidequests.
A year ago I played the first hour of Batman: Arkham Asylum. The conclusion was that I would keep playing “for a while,” and much of that decision rested on what percentage of the game would the stealth gameplay take up. I had to give the game back to who I was borrowing it from, however, and Arkham Asylum started burning a hole in my brain. I began to really want to play it again, but the opportunity never came up the rest of the year. When Christmas rolled around I said I wanted one game, and one game only: Batman.
I received the game but forced myself to beat Fable II before I moved on to something bigger and better (if I play more than one game at a time I’m bound to never play one of them again). The moment after I saved Albion again I switched over to Arkham Asylum and went to town.
Released in mid-2009, Arkham Asylum seemed to spring out of nowhere from absolute nobody Rocksteady Studios. Why and how these guys received the criminally under performing Batman license and then went out and made one of the best games of the year is a bit mind boggling, but a story for another day.
Here’s my full review of Batman: Arkham Asylum.