What is inFAMOUS? Take the action of Crackdown, infuse it with the open world of Assassin's Creed, and add amazing controls, instant fun and a great comic book feel.
It's a game about instant reward. It's the type I can pick up and play for 30 minutes, have a great time and complete a few missions.
It's a great break from the heavy time-investment games such as Fallout 3. I could spend hours jumping from rooftop to rooftop trying to collect as many of the side items as I could.
I could totally ignore all missions available and concentrate on completing stunts or keeping the citizens safe. Speaking of which, keeping people safe is totally optional.
Never miss a local story.
This is one of inFAMOUS' selling points, but it's something so many other games offer that I wouldn't list it as one of its great attributes.
Sure, you can go "good" and save all the citizens or go "bad" and not have a care in the world. But this routine has been done so many times I'd rather concentrate on what separates inFAMOUS from the pack.
This is a game that's hard to complain about, as it does almost everything very well. It's not perfect — are a couple of minor shortcomings — but there are few other offerings in this genre that perform so well.
First, there are the tight and responsive controls, which are absolutely the best I've seen in a game with such a wide-open world to explore. I can tell Sucker Punch, the developers, really put a lot of time into the control of the main character, Cole. I can think of only a few times he didn't do exactly what I wanted, even in high-tension fights or platforming sections. In a game in which so much relies on Cole's ability to move around uninhibited, it performs wonderfully.
This is also a game for comic book lovers. It combines a good story with an impressive graphic novel touch. In so many games, the story and feel are all but forgettable. Not so with inFAMOUS. The cutscenes tie up sections of the game with impressive style and substance. I can only hope they are planning a dedicated graphic novel.
There are only two aspects of the game I could possibly complain about, and both are minor. The first — interaction with the world — comes from my love of Crackdown. There were so many times I would have loved to pick up that explodable barrel and hurl it at the group of enemies, or move that car out of the way, but I couldn't. Cole doesn't have the ability to "use" any of the items strewn around the environment. But I'll let that slide.
Second would be the side missions. They do play a bigger part of the overall game than many other offerings, but they get repetitive, and some are irritating. One in particular is disarming surveillance equipment.
In the grand scheme, though, these are only minor detractions from the fun I was having.