Saturday, January 14, 2012

Best Surprise 2011 // inFAMOUS 2

The "Best Surprise" award goes to the game that didn't have a lot of hype behind it but turned out more awesome than anyone could've imagined. It went from being off my radar to taking up all my time.

I loved the first inFAMOUS.

Even after I'd beaten the storyline, I spent hours collecting the last of the scattered Blast Shards and finishing up any leftover side missions. Sometimes I'd just glide around, doing nothing in particular. Maybe I'd blow up a car or three. Maybe I'd do a Thunder Drop off the tallest building I could find. It didn't matter what I was doing, really; I just liked inhabiting Empire City and playing as Cole. Even so, I couldn't bring myself to feel anything more than dread for inFAMOUS 2.

Blame that on the first major reveal for inFAMOUS 2, which showed off a newly revised Cole, swapping out the bald, bland superhero with a gravelly voice for a trendy, tattoo-laden playboy with a cocksure swagger and a seemingly endless supply of clever one-liners, now fighting against the Reapers from Blade 2 with giant lobster claws for arms.

Uh, what?

It only got worse from there. The second major reveal detailed the characters who'd be surrounding Cole on his latest adventure. Even as the developers recognized that Cole's buddy, Zeke, had been one of the worst parts of the first game, they promised that he would still be a major character in the sequel. As well, they showed off the two new ladies in Cole's life, Nix and Kuo, who would represent the newly revamped moral choice system. You see, Nix, a sultry African-American character who wears revealing red leather, keeps her hair in dreadlocks, and has fire powers, would represent "evil," while Kuo, an Asian-American character who wears a business casual suit, is a government agent, and has ice powers, would represent "good."

What's that called, children? Say it with me now: subtlety. Very good!



It honestly felt like the developers at Sucker Punch Studios were trying to burn their own franchise to the ground. It was the only explanation. Then—suddenly!—as if the clouds parted to allow God himself to intervene, Sucker Punch came to its senses. Cole was turned back into that beautiful, bald man we all grew to love (or at least tolerate) in inFAMOUS. Nix and Kuo ended up having much more depth than we could've anticipated. Zeke got a true character overhaul that not only made him bearable, but likable. Even those dumb lobster zombies turned out all right.

But that's not all. inFAMOUS 2 represents a true distillation of everything great about the first game while still layering on smart changes of its own. Take Cole's new Ice Launch power. When he uses it, ice rises from the ground, thrusting him forward higher than he could ever jump normally. It's a satisfying move that removes one more obstacle in the player's exploration of the city. But the true brilliance of the Ice Launch comes with the new electrical wires placed above the street just out of jumping distance, but at the exact height of an Ice Launch. Rather than having to climb up a power line to start Cole's electric grinding, the Ice Launch allows players to simply tap a button and speed away.

It's that kind of brilliant design that led me to call inFAMOUS 2 "one of the most perfect games I have ever played" in my review. Once again, I found myself playing for hours with no real objectives. I'd see how long I could skate along power lines across the city without falling, then test whether or not I could throw a car and tether to it while it's still in the air.

Based on those initial reveals, I thought Sucker Punch had completely lost sight of what made the first game so special. I thought I was going to hate inFAMOUS 2. Instead, it absolutely blew me away and became one of my favorite games of the year. I'm sorry I ever doubted it.

If you want to hear how I chose inFAMOUS 2, you can download my deliberation process, subscribe with iTunes, or listen to it below:



Runners-up: Call of Duty: Modern Warfare 3, Catherine

        

Thursday, February 3, 2011

Best Surprise 2010 // Just Cause 2

The "Best Surprise" award goes to the game that didn't have a lot of hype behind it but turned out more awesome than anyone could've imagined. It went from being off my radar to taking up all my time.

I don't think anyone was prepared for just how fucking sweet that Just Cause 2 would turn out to be. That magical combination of a grappling hook that can attach to anything and an infinite number of instantly deployable parachutes proved to be the most exciting thing to happen to open-world games in a long, long time.

Just Cause 2 is a game that sacrifices basic logic in a relentless pursuit of fun. Everything in this game feels ridiculous in the best possible way, like the game designers found hilarious glitches that, instead of fixing, decided to expand upon.

For instance, deploy your parachute just before impact while free-falling next to a steep mountain slope and protagonist Rico will instantly go into ragdoll mode, tumbling down the mountainside without taking any damage, then get up casually and brush himself off. I can't even tell you how many times I've done that, but I can tell you that it hasn't gotten old yet.



Easily the best part of Just Cause 2 is how the toolset they give you -- grappling hook, parachute, vehicles, explosives -- encourages on-the-fly creativity. It's less LittleBigPlanet where you have to plan things out methodically and more Katamari Damacy where you set little goals for yourself and achieve them within minutes. Ideas just came to me naturally in Just Cause 2 and were always a blast to execute: "What if I tied this to that, then put explosives on it, then dropped it off a cliff and skydived after it, then detonated, then...?"

Along with the toolset is the genius ability to record footage of your stunts and upload it to YouTube. Nothing spurs creativity more than giving somebody a camera and an audience. There's just no better way to motivate people to pull off incredible feats of stupidity than the promise of saving the moment forever. The video above was just a little idea I had while messing around, and while I still think it's really cool, it's also one of the least impressive Just Cause 2 videos out there.

While the story and missions were unforgivably uncreative, the core gameplay here is so damn good that it makes up for it tenfold. I got Just Cause 2 as a rental, expecting it to be pretty good, but something I'd be returning after a few days. Instead, I ended up pouring weeks into it, messing around whenever I had free time and conceptualizing crazier and crazier stunts.

I expected Just Cause 2 to be good, yeah. But I definitely didn't expect to be calling it "the most fun sandbox game ever created," and that's why it wins this award hands-down.

Runners-up: Darksiders, RISK: Factions