Author Topic: That Infamous thread, now with less mongos talking about Prototype  (Read 38573 times)

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Third

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #480 on: June 24, 2009, 08:15:59 PM »
Yeah, got the Platinum too. Second game after RE5 where I got a platinum.

Only one trophy away from getting the Demon's Souls platinum trophy too.

I'm afraid I'm becoming a trophy whore. :'(

duckman2000

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #481 on: June 25, 2009, 01:44:25 PM »
It's embarrassing as hell, but I find myself wishing they were achievements.  :shh

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #482 on: July 02, 2009, 07:51:05 AM »
Finally made it onto the third island and now the story is just getting distinguished mentally-challenged. I don't even want to finish it, I hate these people and their stupid story.
itm

duckman2000

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #483 on: July 02, 2009, 11:43:24 AM »
I don't understand how anyone can get involved enough in the story to where it actually affects the enjoyment of the game. Trish and Zeke made me like the world a bit less, that much is true, but the story itself is typically so non-intrusive that it just serves as a propellant connecting missions and power upgrades, and the rest of the supporting cast is cool enough.

I liked the story well enough in a comic book sort of way (although reading DMZ afterwards makes it clear that it's of the long term serialized variety), but even if I didn't, I don't think it's intrusive enough to make it a hindrance. It's not a Gears 2/KZ2 situation of constant interruptions for forced important story, that's for damned sure.

AdmiralViscen

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #484 on: July 02, 2009, 11:50:38 AM »
Agreed

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #485 on: July 02, 2009, 09:21:39 PM »
Of course it's not forced, it's just annoying. John is awesome though and it's encouraging me to get the dead drops.

I wish they'd given you the power shield earlier too, it's so late in the game now. Considering how easy the game is just using your initial powers upgraded

I liked the ray sphere tower platforming. But if you're going to have an open world game, at least there should be more than one way up the tower. That's where I missed Crackdowns platforming, and it's so unlike the rest of the world where you can grab on to pretty much anything. The actual platforming is great though, lots of timing required even if for some reason you cant grab something when you're floating.

That said, jumping off the top and floating down is awesome :bow2

It probably sounds like I hate this game, but I really don't, it's easily my favourite PS3 game so far. I have really enjoyed it but there's just some things that annoy me because it could be improved easily.
itm

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #486 on: July 04, 2009, 05:30:11 AM »
Fuck these last few missions on the third island are awesome.

This last boss is a fucking disgrace

:lol: @ the ending. get fucked.

last island ruled
« Last Edit: July 04, 2009, 06:13:14 AM by pilonv1 »
itm

Kestastrophe

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #487 on: July 10, 2009, 09:39:25 PM »
I cleared the first island and I have some questions (game is awesome so far, btw):

1.) Can I go back to the first island at all? I had completed all but 3 of the side missions

2.) Does your Karma increase very slowly? I got to chamion rating (the second bar with good karma), but it has hardly moved even though I have been saving citizens like crazy. Should I even bother doing arc handcuffs and reviving citizens?

3.) How do you do the spy sidemissions? I must have tried one on the first island about 10 times before I gave up. I was completely out of eyesight hiding behind a dumpster when that fucker turns around and rushes at me. What is the trick?

I really like the game so far. The framerate seems to be all over the place, but I really like the lighting. This game needs antialiasing something fierce too.

I don't really mind the auto-platforming for the most part, its ok. But a few times I have auto-jumped into nothingness and those moving platformers that spray shit require way too much jumping accuracy and it doesn't really fit with the forgivingness of the rest of the platforming.
jon

duckman2000

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #488 on: July 10, 2009, 09:51:12 PM »
You will go back to the first island pretty quickly. As for the spy games, which everyone but me hate, just stay high above. You can do the typical running behind dumpsters if you want, but it's more fun jumping and floating out of sight above.

Kestastrophe

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #489 on: July 11, 2009, 08:24:27 AM »
As for the spy games, which everyone but me hate, just stay high above. You can do the typical running behind dumpsters if you want, but it's more fun jumping and floating out of sight above.

I would be alright with it if staying out of eyesight actually worked, but it was obvious that there was a specific way to beat those side missions
jon

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #490 on: July 17, 2009, 03:20:00 PM »
I have pretty much written off completing all of the sidequests now. Even with the float power and sticking to rooftops, that fucker in spy games can still magically see me. At least their optional  :-\

This and the occasionally shitty platforming are pock marks on an otherwise great game (the story and characters are shit too, but I can ignore it for the most part)
jon

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #491 on: August 31, 2009, 04:52:35 PM »
I played inFamous again the other day, for the first time in a few weeks. It reminded me all over again why I stopped playing it in the first place. It's really, really...not that good. To be fair to the game, there ARE elements of the game that are good. You've got all the various powers that are all pretty cool and, for the most part, useful and you've got this cool overworld where everything's pretty much gone to Hell.

On the other hand, it always feels like I'm fighting against the controls and trying to aim a well-placed blast of electricity to kill some thug is always frustrating. Anytime I want to go somewhere, I get shot at by dead-shots that will quickly flee anytime I try to take them out. Trying to take out bad guys also highlights how worthless your powers are. Toss an electricity grenade at a group, it explodes, and one of them is slightly injured. Zap a guy five times with electricity and he still shoots you. Blow up a car and a few guys get knocked down, only to quickly get back up again and shoot you. Your "partner" is an annoying idiot rivaled only by Roman from GTAIV.

It amazed me that this game got 9's from most sites.
dog

duckman2000

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #492 on: August 31, 2009, 04:56:54 PM »
The grenades upgrade to include automatic capture. Well, if you play on good. Not sure what's up with your control complaint, the targeting is absolutely spot on. Unless you want lock on combat, I suppose.

Bebpo

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #493 on: August 31, 2009, 05:18:43 PM »
Yeah, I had no problems with the controls  ???

Great Rumbler

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #494 on: August 31, 2009, 05:21:11 PM »
Not sure what's up with your control complaint

Sometimes my guy tends to do things that I don't want him to, particularly when I'm getting smoked by a group of guys with guns. Or the camera will twirl around and I can't find the guy I'm trying to punch.

Quote
the targeting is absolutely spot on. Unless you want lock on combat, I suppose.

That would probably be an improvement. On more that one occasion, meaning: dozens, I've tried to blast a guy with electricity only to miss him by a pixel or two. By the time I've fine tuned my aim, he's moved elsewhere, forcing me to repeat the process.
dog

duckman2000

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #495 on: August 31, 2009, 05:29:05 PM »
Alright, but that doesn't sound like it's an issue with the game so much as it's an issue with your targeting. I mean, it shoots where you point, without delay or sway. There's a power later on that allows you to zoom in and slow down time a bit, though.

As for controls in general, the only problem I ever came across was the sometimes too sticky platforming mechanics. But that's the Sly heritage for you.
« Last Edit: August 31, 2009, 05:31:10 PM by duckman2000 »

Great Rumbler

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #496 on: August 31, 2009, 05:43:32 PM »
Anyway, those are fairly minor issues overall. The main one that just kills the game for me is how you get shot at ALL THE TIME by guys with near-perfect aim.
dog

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #497 on: August 31, 2009, 08:23:56 PM »
What level are you playing on? I thought it got pretty bad on the second island but by then you're powers should be high enough where it doesn't really matter.

Controls are quite low on the small list of issues that infamous has.
itm

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #498 on: August 31, 2009, 08:32:37 PM »
What level are you playing on? I thought it got pretty bad on the second island but by then you're powers should be high enough where it doesn't really matter.

Controls are quite low on the small list of issues that infamous has.

I think it's set to the medium difficulty. It started me out at the highest difficulty, but I was getting murdered left and right so I turned it down. Turns out, the game is still unmercifully cheap.
dog

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #499 on: September 01, 2009, 02:14:37 PM »
I still consider this to be my favorite game this year, but yeah, the controls were ridiculous.  Even using in your middle fingers for L2/R2, you would still need an extra two thumbs to play it properly.  To snipe, you hold down up on the d-pad, moving your thumb from the left analog, yet if you did have a another thumb on your left hand, you could still move your character using the analog.  It really seems like they didn't notice how the human hand works.  I mean, maybe it's nice that it let you have access to all the powers at once instead of relying on selection, but still, it was fucked up.

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #500 on: June 09, 2011, 06:01:17 AM »
First Banjo Kazooie: Nuts and Bolts, and now Chronovore continues his "Fiesta de LTTP" with inFamous. Next up, Kameo. No, really. I'll probably slum it up with Kameo.

Anyway, inFamous. This game is bad-ass.

So far I feel like I've just scratched the surface of inFamous; I'm really hoping this isn't like getting the "broad variation" of Assassin Creed 1's FOUR gameplay types, only to figure out that's all there is...

There are a number of really good choices about the control scheme and UI. I like that L1 basically weaponizes Cole, so you keep your controls focused on traversal, except for one button on melee.

It's a little sad that Triangle Button is reserved for contextual Actions, such as Point of Interest, collecting Dead Drops and starting missions. It feels like they could have had it be some other action; it could easily have been the L3 "Active Ping" which displays shards, energy, and Dead Drops, since that would not be needed during contextual actions.

Speaking of the Active Ping feature, I like that it not only shimmers out across the radar, but each marked item also glows briefly as Cole's power ripples over it.

I'm not getting the Assassins Creed + Crackdown vibe described in this thread. It feels more like a Spider-Man game, except no webbing. AC gets a lot of crap about their combat model, which has always baffled me. I like the combat in AC, and inFamous' actually feel much more button-mashy, less tactical. dd

It's also a huge relief to be playing a platformer / traversal game after so much time with Banjo, which I thought was going to be a platformer, but was not.

naff

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #501 on: June 09, 2011, 08:33:29 AM »
Wow I wonder if they patched the shit out of this. I didn't play inFamous till last month and didn't have any of the problems people on this page were having in 2009.

inFamous :bow2 One of the best sandbox games this gen fer sher
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chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #502 on: June 09, 2011, 11:07:09 AM »
Before I could play it, there were three MASSIVE patches. It took overnight for it to actually be playable.

I could have disconnected from the network and just played it as-is but: (a) bugs, and (b) patches always seem to eat my current save file.

So, yeah, they patched the shit out of it.


chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #504 on: June 13, 2011, 06:43:42 AM »
Wrapped up the first island, met the first boss, and got to the second island.

Enemy costumes are great, all around. If I was into cosplay, I think these would be the costumes I'd trot out.

Dustmen are tougher than Reapers. The Dustmen Conduits are a PITA. I think I smashed about 60 scarabs before I figured out that they were coming from the guy with the rocket launcher. I think the next time I see the Reapers and Dustmen duking it out over a territory, I'm going to wait until they thin their own numbers out before I wade in.

Got gliding powers now. Cole had about the same reaction I did: "OH, HELL YES."

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #505 on: June 19, 2011, 09:42:31 PM »
There are some missions where it just gets crazy. The armored bus run for Trish, and the defense of the prison, it seems like there are a lot of well-intentioned idiots running into the line of fire between Cole and rocket launchers or Golem Conduits. Is there a strategy for finishing missions like that with Good Karma, or is it just a given that you'll take the karmic hit?

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #506 on: June 19, 2011, 09:51:26 PM »
Have you been getting the dead drops chorno? I found they were the only interesting part of the story.
itm

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #507 on: June 19, 2011, 11:54:22 PM »
holy god the "spy games" side missions where you have to track a reaper courier without being spotted are dreadful
sup

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #508 on: June 20, 2011, 12:01:31 AM »
Did I rage about them in this thread? They seem to spot you no matter what. It's like Rockstar designed them :yuck
itm

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #509 on: June 20, 2011, 12:05:03 AM »
i don't understand why developers keep trying to cram awful stealth-lite missions into games, they never work right and everyone hates them for being the bullshit filler they are
sup

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #510 on: June 20, 2011, 12:07:14 AM »
The best part is when you're about 10 stories up where they would have trouble spotting you but somehow their radar vision knows it's you from 200 feet away.
itm

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #511 on: June 20, 2011, 04:18:42 AM »
I've been getting the Dead Drops. I've got 22 so far, and am just wrapping up the 2nd island, so I'm probably getting most of them so far. I like looking for them. The exploration is fun, the rewards are tangible. It's a little annoying when they're placed in spots where you'd really only go during a mission -- it's a little distracting to hear bits of the narrative out of immediate context. But, hey, it works. They are interesting, but then again I was a fan of Bioshock's recorders, and System Shock 2's diaries... ;-)

The first time I had a surveillance mission, I was pissed. It seemed like the guy could see through walls and ceilings and nothing worked. So I started to give a lot more distance, more slack. The target was always shown on the mini-map, so I'd just stay as high up as possible, and follow the blip. If I lost line-of-sight, it would do a countdown, at which point was the only time I'd go near the edge of a building. With this strategy, I've nailed most of them on the first attempt.

Thanks for the feedback on the karma. I also botched a "Good Side Mission" by starting in a hostile territory and deciding to clear the street with a Thunder Drop. Apparently there were people walking their dogs while everyone else was shooting at me. Hopefully I can still get 15 Good Side Missions for the big power-ups, but I'm not holding my breath.

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #512 on: June 20, 2011, 07:11:22 PM »
really starting to remember why i disliked this game the first time

so i'm fighting a bunch of generic hoodie dudes in a tunnel, and i climb onto a bus to get a better vantage point

the hoodie dude who sends out shockwaves hits the bus, which throws it into the roof of the tunnel, and somehow sends me through the roof of the tunnel into the water above, killing me

basically, i died by clipping through the scenery

now i have to go all the way back through the tunnel from the beginning because the checkpoints in this game suck a weeping scabby dick
sup

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #513 on: June 21, 2011, 12:14:47 AM »
That's sad, but my experience has been "Oh, hey. Thank god for checkpoints!"

The GTA model is "You're dead/You're arrested/The guy you were guarding is dead/The guy you were following lost you"
Then:
RESTART THE MISSION?
HOW ABOUT DRIVE BACK TO MISSION START PLACE?
HOW ABOUT RE-PURCHASE ALL YOUR WEAPONS, THEN DRIVE BACK TO THE MISSION START PLACE?

This is even true in GTA4, where you can re-start missions from your phone -- but they'll start you with your armor-less ass.

So each time I take down a Terror Bus, or throw a switch, I think "OK, if I blow it, here's where I'll restart" -- and I'm -so- cool with that.

Mupepe

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #514 on: June 24, 2011, 11:57:37 AM »
I started playing this last night.  Seems neat so far.  I'll get further into it this weekend.  But from what I've played it seems like Crackdown with annoying characters some outdated mechanics.

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #515 on: June 24, 2011, 08:06:27 PM »
Crackdown is basically "jump/climb these to find orbs" or "go here and shoot that guy" -- that's it. It worked /swell/ for me and I'm still in love with the game. So many impressive things for a game that early in the console's life cycle.

inFamous shares the superhero and open-world genres with Crackdown, but there are plenty of differences. (deletes long diatribe on deep gameplay decisions) - what it really gets down to is the variety of mission type. There are so many different things to do in inFamous, but in Crackdown it's usually "go there and shoot that guy" (mission) and "if you want to power up, climb some things" (side mission).

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #516 on: June 27, 2011, 02:23:09 PM »
Yeah, I take that back after I got into more.  Even the platforming is different.  It's more of a mix of Assassin's Creed and Crackdown.  Story is crap, but who cares?  Game so far is hella fun

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #517 on: June 27, 2011, 07:43:17 PM »
Glad to hear it. Yeah, AC+Crackdown is a pretty good description of inFamous' platforming.

Crackdown feels really stiff, but considering the bulked-out nature of the Agent, it feels like it should. Assassins Creed is honestly a little too auto-platformy for me. I quite like the climbing bits in AC, but the running around rooftops stuff is a little stress-inducing; there is always just a slight wrong turn from where I want to go, and where Altaïr/Ezio actually moves.

So I actually quite enjoy the more directly controlled running, and the jump/glide combo to get to the next roof, adjoining wall, etc.

The combat /does/ feel like Crackdown, in that there are weapon analogs for pistol, sniper rifle, rocket launcher, but the Shockwave skill feels like it changes the ranged combat into a skeet shoot. :lol

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #518 on: June 27, 2011, 09:36:25 PM »
climbing this tower and raising these elevators for that fucking redneck is one of the least fun things i've ever had to do in a video game

hey, you're a supercool parkour who automatically sticks to everything

except when for some reason you don't stick and just pass right through it
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Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #519 on: June 27, 2011, 09:57:06 PM »
C'MOAN COAL WE GOTTA GET THIS ELEVATOR A'MOVIN

C'MOAN COAL WE GOTTA GET THIS ELEVATOR A'MOVIN

C'MOAN COAL WE GOTTA GET THIS ELEVATOR A'MOVIN

C'MOAN COAL WE GOTTA GET THIS ELEVATOR A'MOVIN

C'MOAN COAL WE GOTTA GET THIS ELEVATOR A'MOVIN





goddamn i wish i could kill him
sup

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #520 on: June 27, 2011, 10:08:48 PM »
so, you can stick to almost every fucking thing in the game world, all the time, even when you don't want to and you take a rocket to the back of the head because why wouldn't you grab that fully exposed light post instead of taking cover - except when there are parts requiring you to climb, then you hardly stick to anything because why wouldn't you just run right off the girder thirty stories up instead of grabbing it like you always did in the past

fuck you, sucker punch
sup

demi

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #521 on: June 27, 2011, 10:16:10 PM »
Except Part 2 is poop... man I loved the ending to 1.
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Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #522 on: June 27, 2011, 10:30:37 PM »
great, that tower part is followed directly by another part where you have to do a bunch of climbing with lots of cheap falls

this game was starting to get good again, with a lot of variations on enemies, then all this climbing stuff took it straight into the shitter

sup

pilonv1

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #523 on: June 27, 2011, 11:19:04 PM »
I can't think of a recent game with characters as unlikeable as Infamous. Zeke and his trashbag ex gf were the dirt worst.

Have you done the bit at the shipment yard with a bunch of containers yet?
itm

Eel O'Brian

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #524 on: June 27, 2011, 11:21:41 PM »
the hospital?  yeah, that was kind of a cheap bullshitty section
sup

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #525 on: June 27, 2011, 11:24:56 PM »
I remember the exactly second when Zeke became unbearable.  It was when he made a Michael Phelps joke.  I said 'fuck you' out loud. 

But somehow, Nix in Infamous 2 is worse.  Nix is concentrated bad design, so dense that anything half-decent can't escape its pull. 


 

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #526 on: June 28, 2011, 09:44:02 PM »
climbing this tower and raising these elevators for that fucking redneck is one of the least fun things i've ever had to do in a video game

hey, you're a supercool parkour who automatically sticks to everything

except when for some reason you don't stick and just pass right through it

Wow, how weird. You and I are playing through the same sequences at the same time.

I just did the Alden tower climb this morning, and had a glitch where I'd killed a conduit, but he was still showing up on my radar. So he's lying there, dead, not subdued and rolling around, just inert. But the blip is still there. So I go up the tower, just the same way you're describing, but NO he's not grabbing onto the vertical I-beam placed perpendicular to his grab angle. That's seriously dickish game design.

I finally got to the next level, only to find that nothing would start. The elevator couldn't be charged. It just sat there. The Zeke marker was still in the old location, too. I ran all around, looked for what would trigger the next bit, or even just a way to climb up to the Clearly Very Important Object around which this stage had been set.

Finally it became obvious that it was a bug, caused by the dead-but-not-dead Conduit. I went BACK DOWN to the Conduit, did a Thunder Drop which I was afraid would kill Zeke. It worked, and it didn't kill Zeke, and now all I had to do was CLIMB BACK UP to the platform, with its dickishly placed I-beam. Fell several more times, and finally made it to the platform again. At which point everything magically worked.

Yay, scripting.

The next part, on the bridge to the Historic District was actually pretty fun for me. I like the climbing and platforming, it works well most of the time, but you're right -- when I'm being shot at, I really want to head towards a rooftop, not alight on the streetlamp where everyone has full line-of-sight.

chronovore

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Re: That Infamous thread, now with less mongos talking about Prototype
« Reply #527 on: July 08, 2011, 09:15:21 AM »
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.