So I finished this.
It was great. It was so great, I'm going to lead with my minimal list of complaints:
I'm trying to be a Good Cole from start-to-finish. When I eventually play PROTOTYPE, apparently I'm going to be an asshole from start-to-finish, and being a good guy in a sandbox game seems rare enough, so I'm trying to be a good guy.
- YOUR ACTIONS HAVE MADE YOU SLIGHTLY MORE EVIL - "What? Huh? How...?"
The most common cause of this is FOOLISH PEDESTRIANS. I'm having a full on firefight, and there are still idiots out walking their dogs or something. There's machineguns and an electrical firestorm going on, but Muffin needs to have her bowel movement, apparently. I got an EVIL result from one of those Reconnect-the-Generator missions. How does that even happen? I think it must have been the Thunder Drop I used to leap onto the mission start, as it was surrounded by bad guys. I stopped using Thunder Drop because of this.
The missions where Cole escorts a bus by riding on top of it, too. Is this the stoner bus driver from The Simpsons? "Hey, Otto, seriously, can you drive just a little faster?" The bad guys swarm the streets and I am lobbing Shock Grenades and whatever Triangle-Button launches, and because I am having to hit the same area twice, it's
executing the guys who were subdued by the first Shock Grenades. And all those shit heads out walking their dogs.
My only other complaint is the auto-grab. All those times I just want to get to cover, and I'm soaring over a bunch of mooks who are shooting UP at me from the street. I'm flying, heading for a rooftop, about to get into cover, and GLOM! I'm standing on top of a streetlamp. For those of you unaware of the profile of a streetlamp, it is VERY, VERY THIN. Standing on top of one provides VERY MINIMAL COVER. Thanks, Cole, for getting your ass shot to hell.
Um, what else? Trish is not a sympathetic character, and Cole's transformation to Bad Cole doesn't seem as though it is well-served by his mewling approach to Trish's unreasoningly horrid treatment of him. Blaming Cole for what happened is like
blaming the FedEx guy for handing over the envelope full of anthrax powder. Trish has missed the point. In the hostage mission, I was hard pressed to think why I'd want to save Trish, but I knew that Cole would. God only knows why.
OK, on to the good:
http://www.penny-arcade.com/comic/2009/3/27/I felt like a hero. I did honestly feel like the moral choices were not sufficiently anguish-driven. These weren't hard choices, they were simply ways to tell the game if you were being a Good Guy or playing as a Bad Guy. I'd have liked to see just a few more choices of "Save the busload of nuns -OR- catch the bad guy before he escapes." Things that would change the public opinion of you, or change a faction's reaction to you: the busload of nuns example, maybe the police would blame you for letting the baddie get away, but the public would see you as their protector.
The boss battles were fun, and largely felt like comic book battles.
Actually, the whole enemy progression felt pretty good. Just about the point where I felt the enemies were a cakewalk, the game introduced a new type which was much more challenging.
The balance of new power introduction was also exemplary.
The comic-style cutscenes were very well done and engaging. I imagine they were pretty inexpensive in comparison to mocapping a scene, rendering it in engine, correcting the lipsynch, etc.
inFamous 2's demo shows that it's a much better looking game than the original, but anyone who says the first one is ugly is on some serious hallucinogens.