Excerpt: Can someone please explain to me why inFamous 2 received a ‘T’ for Teen rating instead of an ‘M’ for the Mature rating? This game is ultra violent, bloody, contains enticement to lust, and tons of bad language. Playing inFamous 2 is like watching ‘R’ rated movies for twenty hours. It is spiritually draining to the point of exhausting.
Excerpt: inFAMOUS 2 continues Cole MacGrath’s story, and sees him leave behind Empire City, where he changed the world by detonating the Ray Sphere in Empire City and ultimately has left chaos in his wake on his way to New Marais, the setting for inFAMOUS 2. Aside from the game’s setting, not a lot has changed from the first game to the second; Cole’s powers remain basically in-tact from the ending of the first game to the beginning of its sequel, a familiar faces comes along for...
Excerpt: Two years ago, Sucker Punch, known from the Sly cooper franchise, very unexpectedly came up with a new IP. As a lightning strike Cole McGrath was dropped in the open world game InFamous and delivered us a couple of hours of gaming fun. That the gaming industry suffers from sequelitis is proven by the Autumn lineup as with games like Uncharted 3, Mass Effect 3 and Battlefield 3 the 3’s are flying around heavily. However, InFamous 2 does things good on all accounts.
Conclusion: inFAMOUS 2: Festival of Blood is an enjoyable adventure that fans of the will thoroughly enjoy. It is a tongue and cheek side-tale in an already entertaining world. If you love inFAMOUs, you will love this chapter as well.
Summary: Oh Zeke, what are we going to do with you? True fans of the inFAMOUS series will tell you that Zeke Dunbar is as important to the games’ formula(s) as Cole McGrath himself. Cole’s best friend and sidekick is an integral part of both the inFAMOUS lore and Cole’s life. The thing about Zeke is that although he means well, he ultimately creates as many problems as he helps resolve.
Summary: It must be tough to make a video game sequel. When you’re making an original IP, you have the benefit of presenting something entirely fresh to audiences. If your game becomes popular enough to warrant a sequel, you have to execute a tough balancing act. Stray too far from the previous game and you anger gamers who want a familiar experience. Make it too similar and then people complain they’ve played it all before.