Refining an excellent template isn’t simple or easy, which is what makes Infamous 2’s success all the more thrilling. In countless ways (graphics, controls, environment, missions, cutscenes), this sequel is borderline identical to its predecessor, hardly a bad thing given that the first game was one of the few titles to ever provide a genuine, no-corners-cut sense of controlling a superhero in actual superhero circumstances. If you’ve played Infamous, there are no mind-boggling surprises to be found here. And yet in almost every crucial respect, Sucker Punch’s latest is a superior product that smartly builds on the original’s foundation, the most crucial being its decision to not have players start from scratch. Whether you’re a newbie or someone whose PS3 still contains save data from the follow-up (which this game recognizes, and customizes the action around), Infamous 2 shrewdly avoids resetting electricity-controlling protagonist Cole back to a powerless wimp who must, over the course of the action, turn himself into a badass. Kicking off with a monumental boss battle that’ll be revisited at the end of the lengthy campaign, this stellar saga commences with Cole fully powered, only to then continue to offer awesome additional enhancements as rewards for noble or evil actions in and around your current open-sandbox metropolitan home, the New Orleans-ish New Marais.
As a result, instead of striving to earn Cole’s core abilities (which include a variety of lightening bolt blasts, force-pushes, levitation, and a new melee beating-stick known as the Amp), one is compelled to work for even more outrageous powers, including a devastating tornado attack, that augment the overall impression of wielding a true superman. Just as engaging, however, is the series’s continued use of environment as an endlessly explorable playground that functions on dual planes; as before, Infamous 2’s urban jungle is a two-tiered landscape, with street-level action at once wedded to, and yet distinct from, rooftop mayhem. By stratifying its explorable area, the game actually winds up feeling twice as big as it actually is, lending further expansiveness to a title that affords not just satisfying story-forwarding main missions, but also a healthy dose of peripheral tasks that are geared toward advancing one’s progression as a do-gooder or a baddie. Such distinctions are made through rather simplistic dilemmas that will hardly challenge one’s moral compass. But because turning Cole heroic locks out evil side missions (and vice versa), this structure does create an extra layer of playability to a game already rich in variety, which also extends to collectible tasks, as well as myriad user-generated content missions created by other players that (if you’re connected to the Internet) crowd one’s map.
There’s so much to do, including halting muggings, saving hostages, and searching for glowing “blast shards” that augment one’s ammo meter, that Infamous 2’s plot—though multifaceted, engaging, and laced with an omnipresent mood of impending doom wrought from updates about an apocalyptic Beast’s approach toward New Marais—doesn’t have to carry the game’s entire burden. The city itself might have benefited from more well-placed cables and wires to facilitate long-range travel, and there’s a degree of repetition that no amount of large-scale battles can quite overshadow. Yet that action is often so hectic that its familiarity rarely becomes a hindrance. Moreover, the game smoothly incorporates its objectives within its narrative, making sure that every goal—be it large or small, honorable or disreputable—is always directly related to the primary purpose of turning Cole into a being capable of confronting the Beast and, more generally, achieving his (i.e. your) dreams of being a savior or scoundrel. As a beautifully rendered title that allows players to dictate the length, direction, and depth of their experience, as well as one that faithfully delivers larger-than-life comic-book adventure via a wholly original concept and character, Sucker Punch’s sequel has few open-world equals.