
Sony have instead focussed on newer properties like Horizon: Zero Dawn and Days Gone, while it’s safe to say that, even though God of War is a successor to the PS2 and PS3 greats, it was ground up reboot of the series. Of course, Sony has plenty of other talented studios in its stable though it’s hard to imagine one of them taking point on an inFamous sequel. The Bellevue-based studio is knees deep in development of its biggest, most ambitious game to date: Ghost of Tsushima. Unless Sucker Punch has a secret second division, we’re not going to see inFamous 3 from them any time soon. It’s strange to think that inFamous is now a decade old, but what’s stranger is that, for almost half of that time, the franchise has been in hibernation. Blair was blown away by the superpowered sequel, scoring it a mighty 9/10. inFamous: Second Son had a far more likeable protagonist (starring Troy Baker in one of his best performances) and, next to games such as Driveclub and Killzone: Shadow Fall, it stood out as an technical showpiece for the generation.

It’s tough to get a read on which game in the franchise is the most cherished. We even saw Cole undergo a bit of a makeover, though Sucker Punch would ultimately cave to pressure from upset fans, reverting to his original design. Originally billed as DLC for the superb Second Son, it morphed into something much bigger that warranted its own standalone release.īefore that, of course, there was inFamous 2 which saw a welcome change of setting as we swapped the muddy greys of Empire City for New Marais. Zipping way ahead, the last we saw of the series was almost five years ago with inFamous: First Light. Needless to say, his review attracted a fair amount of discussion.

Scoring it a respectable 7/10, he wasn’t completely enamoured with it, stating that it was strictly one for Sony’s hardened fanbase. That same morality feature became a staple of the inFamous series.ĭigging through the TSA archives, Al was mostly positive about the Sucker Punch superhero sandbox in our review.

Still, at the time having that agency and sense of control over Cole’s story felt fresh and meaningful. As a gameplay system it wasn’t ground-breaking, presenting players with two contrasting ways of dealing with a handful of pivotal set pieces (handily marked in blue and red).
