You'll like Infamous 2 more without the user-generated content

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Thursday, June 30, 2011

User-generated content isn't inherently a bad thing. Sony's "Play. Create. Share." initiative works beautifully in games like LittleBigPlanet and ModNation Racers because creating new levels and challenges is integral to their design. But the whole idea goes horribly wrong when it's injected into titles that have absolutely no business being tampered with -- like Infamous 2.

Devastation

The problem is that Infamous' strength lies in exploration and well-crafted scenarios. This is not to say that all UGC is poorly made, but it can often feel less refined and engaging than content designed in a studio. In Infamous 2, the creation tools don't allow for character interaction as Cole never talks to anyone face-to-face outside of a voiced cut-scenes. When players create missions with a semblance of story (as is often the case), the game relegates their dialog to uninteresting, scrolling text moving over in-game action.

 

In simpler terms, the whole venture seems very artificial and distracting. For a game series that's so heavily motivated by choices and how your NPC allies respond to them, including voiceless add-on content is just a frustrating mess. I grew so tired of seeing the extra missions on my mini-map as I explored that I completely disabled them. They added nothing to what I wanted from the game: poignant story-driven missions, evil or heroic side-quests, and tons of extras to seek and collect.

Infamous 2's core content is exactly what I wanted out of a sequel. Cole takes his extreme parkour and dangerous electric abilities to the "gorgeous corpse" of New Marias and engages in exactly the same building-climbing and power-line-riding action that made the first game so great. New Marias feels like post-Katrina New Orleans, complete with desolate, half-submerged neighborhoods, decaying southern mansions, and breathtaking architecture. It has a more down-trodden and desperate character than almost any video-game city and beckons you to explore it. It's very easy to lose hours to hunting down blast shards and dead drops without ever touching the story missions.

combat

When it's that easy to spend hours doing practically nothing story-related, the created content feature seems insignificant. I'm the sort of gamer who doesn't need multiplayer or artificial longevity shoved into what she plays. I've repeatedly returned to the first Infamous because the act of running around Empire City is the main draw. Infamous 2 has a brighter, more intriguing playing field yet is completely hamstrung by Sucker Punch trying to add an element of multiplayer through custom level design. It's unnecessary and tarnishes what could have been a truly brilliant sequel.

User-generated content doesn't have a place in every game. When your product proves that intense, single-player action can still move units, cramming the sequel full of distracting and unpolished extras doesn't feel like a progression. It isn't. It's a disappointing step backward. If you turn it off, Infamous 2 is a rewarding continuation of Cole's struggle to hone his powers and put an end to the destruction sweeping across the U.S. 

 
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Comments (8)
Meeee_at_outer_banks__edit_
June 30, 2011

I get what you're saying but I don't know if I could completely agree. I as well turned off the UGC notifications but only until I beat the game. They aren't as good as the "normal" missions. However I have found my share of fun levels. I think it was a rather neat little feature. It does add hours of play to the already very large game. I can agree to the boring as hell text to read if a UGC level has a small amount of plot but think of it this way, do you really want to hear the User try their share at voice acting? I'll take the text! 

There's obviously no way to compare the UGC feature without thinking of LBP or Modnation, so what I feel I was left with by Sucker Punch is a 3D version of LBP with super hero powers. Sure, it's not without it's faults but I'd take the UGC over an obligatory mashed in multi-player. This great game doesn't dare need that.

As a whole, I do understand your point though, this game doesn't by any means NEED the UGC feature. It's a rather long game already if you only follow the story missions, they alone equated my $60 spent. With all the numerous sidequests, it's possibly 3 to 4 times longer of a game and you more than feel rewarded for the completion of each quest. However and regardless, I still support the feature with open arms. It's a great way to expand the playibility of your game as a developer without having to just throw in multi-player for the hell of it. So to that I say kudos to Sucker Punch and I loved both games in the series. I completed the game once already as a hero and recently started my 2nd playthrough where Cole McGrath is an asshole to everyone. I can't wait to see how it will turn out.

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June 30, 2011

I am in complete agreement.  After doing 3 UGC missions all from the developer, I now avoid them completely.  They break the experience of the game... one moment I'm helping to save the city, the next I'm completely detached from it and flying through red rings for points.

I'd much have preferred them to spend the extra man-power making better and more unique in-game missions, and shoring up the weak elements of the game.

I'm a huge fan of the original title, and while I enjoy inFamous 2, much of the magic is lost this time around.

Robsavillo
June 30, 2011

How could the missions you tried be user-generated content if they're from the developer?

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July 05, 2011

Because the developer obviously kick starts everything with quality content as when the game launches users wouldn't have had time to generate anything yet.  The UGC from the devs is good on its own, but it's not good in the scope of the game.

Default_picture
June 30, 2011

I disagree with the title of this article, and the points brought up within don't convince me of the title's accuracy either.

However, I have nothing to back that up with. Yes, most of the UGC missions aren't as good or engaging as the main storyline, and most of them tend to take you out of the narrative whole and whatnot, but that is just right now, not one month out from release. I guarantee that people will create missions that are better than the ones included with the game and they will not take people out of the game's story as a whole. I think of it as being similar to how different writers and artists often take over writing responsiblities for the various blockbuster comic books IP's. When these things come to pass, I will be able to back up my opinion of UGC in inFAMOUS 2.

Unless the main point of your assertion lies in the lack of voice acting in the UGC, in which case... you win.

Bman_1a
July 05, 2011

How does UGC 'tarnish' the game? It's not mandatory. I turned it off the moment I unlocked it. Now that I'm finished the (Hero) campaign, I've started investigating. It's an interesting feature. A bit convoluted from a user standpoint, and I haven't played any missions I'd consider 'fun' yet, but I really dig the idea. I would have far preferred Dead Space 2 to include UGC tools instead of the multiplayer it did have.

Importantly, with the feature turned off, inFAMOUS 2 is exactly the game I had hoped for, and my personal favourite of the year so far. I don't see how UGC lessens the experience, or why it's important to advocate for the removal of features you don't like but can be avoided completely.

Default_picture
July 05, 2011

I do say that the feature can be turned off.

My stance is that games like Infamous don't need ham-handed attempts at increasing the game's longevity. Infamous speaks for itself, and you'll play it again if you want to explore both morality paths or just want to collect the dead drops and blast shards.

It doesn't need it, and the UGC will always feel cheap to me as Infamous is a very interactive and story-driven game. The UGC has a completely different feel than the main story levels and that can be grating.

Bman_1a
July 05, 2011

It's totally fair to say it doesn't 'need' it, but I'm hung up on the idea that the inclusion somehow makes the game worse.

Does UGC make it so you can't play both morality paths or just enjoy the sublime experience of moving around to world to pick up collectables? No, that's still all there. I see UGC as another way to let people play around in the world of inFAMOUS 2 -- sure, maybe a lesser way, but because it only impacts the innate experience as much as you let it, I don't see the connection between 'it doesn't need it' to 'it tarnishes and lessens the game'.
 

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