 described in detailhere), albeit with a tighter focus and a redesigned Cole, the PAX demo offered attendees a chance to try out the new battle system against a horde of cannon-fodder swamp monsters, before chasing Militia head Bertrand as he fled through the streets in his limo.

Just like it did at E3, the Amp-based combat felt like a huge improvement over the hand-to-hand stuff from the first InFamous, with a faster, more destructive feel (although the dramatic slow-motion that accompanied some of the attacks seemed like it could get tiresome after a while). Interestingly, it was the chase sequence that was a better showcase for Cole’s powers, as he floated after Bertrand, grinded across wires and pipes (which were highlighted with a glowing aura for the purposes of the demo) at high speed, and occasionally stopped to mess up some Militia goons with his lightning attacks. Those attacks, by the way, drew a few appreciative murmurs from the crowd behind us as we used them to tear down balcony supports to bring the platforms crashing down to the street in a rain of debris and dust clouds.

Unsurprisingly, playing through this area as a balder, slightly gruffer Cole didn’t seem to make much of a difference.

Once we’d caught up to Bertrand, the demo again threw a helicopter gunship at Cole, which knocked him off the limo and onto the street before strafing him with machinegun fire. At first, we were forced to flee toward the camera as the gunship chased us, but after a few seconds of running, the game prompted us to turn back around and hurl a few Ionic Vortexes at the chopper, which brought it crashing down almost immediately.

After that, the demo surprised us with something new. Instead of Betrand disappearing into the helicopter crash site and a gigantic monster emerging, which is how it ended at E3, we were set loose to tick down the remaining minutes by unleashing as much unlimited ruination on the environment as we pleased. Scattering cars and civilians with more Ionic Vortexes was fun, but so was experimenting with Cole’s more basic powers and seeing the explosive new effects they had on the scenery.

We injured a lot of civilians during those last couple minutes, though, which brings us to something else a lot of people want to know about InFamous 2: its morality system
described in detailhere), albeit with a tighter focus and a redesigned Cole, the PAX demonstration extend attendees a chance to sample out the raw battle system against a drove of cannon - fodder swamp monsters, before chase Militia head Bertrand as he fled through the street in his limo. 

 Just like it do at E3, the Amp - based combat felt like a huge improvement over the hand - to - hand stuff from the inaugural InFamous, with a faster, more destructive feel (although the dramatic slow - motion that company some of the attacks seemed like it could get tiresome after a while). Interestingly, it was the chase succession that was a better case for Cole ’s powers, as he floated after Bertrand, grinded across wires and pipe (which were highlighted with a glowing aura for the purposes of the demo) at eminent speed, and occasionally stopped to mess up some Militia goons with his lightning attacks. Those attacks, by the way, drew a few appreciative murmurs from the crowd behind us as we used them to tear down balcony accompaniment to bring the platforms barge in down to the street in a rain of debris and debris cloud. 

 Unsurprisingly, playing through this area as a balder, slightly gruffer Cole did n’t seem to make much of a difference. 

 Once we ’d caught up to Bertrand, the demonstration again threw a helicopter gunship at Cole, which knocked him off the limo and onto the street before strafing him with machinegun fire. At first, we were forced to flee toward the camera as the gunship chased us, but after a few seconds of running, the game prompt us to turn back about and hurl a few Ionic Vortexes at the chopper, which brought it crashing down almost immediately. 

 After that, the demonstration surprised us with something new. Instead of Betrand disappearing into the helicopter crash site and a gigantic monster emerging, which is how it ended at E3, we were set unaffixed to tick down the stay minutes by unleashing equally much unlimited ruination on the environment as we pleased. break up cars and civilian with more Ionic Vortexes was fun, but so was experimenting with Cole ’s more basic powers and see the explosive new consequence they had on the scenery. 

 We hurt a lot of civilians during those last couple minutes, though, which brings us to something else a batch of people want to sleep together about InFamous 2: its morality system
 dedcribed in detailhere), alneit with a tighjee focuv and z redesiened Cole, the PAX demo offerxd artendtvs a chance to try oug the new battle wysttm against a hordx of cankjn-fosfer vxamp monsters, bgfore chasinc Militia head Bdrcrand as he fled through the streets in his llmo.

Just like ij did wt E3, nht Amp-based combat felt like a hugs impronement over the hsnd-to-hand stuff from the flrst InFamous, with a fwster, more eestwyctive feel (xlthough the dramatic alow-motion that accompanied somd of che attacks swemfg like it ciuld det tiresome after a while). Onterestingly, lt wav tye chase sequence thav was a better showcwse for Cmlz’s powers, as he floatwd aftet Berdrana, grkndtd ecrkss wiges and pipes (which were highlighted with a gjiwing aura fod the [uwposes of the demo) at high speed, and ocbasiknally stopped to mess yp some Militia goons with his lightning attacks. Those attacks, by the way, drew d few xppxcgiatkce murmurs from the crowd behind us as we used egek no tear down balcjny supportx ho fring the plajforms edaahing down to the dtreet yn a eain of dtbris and dust clouds.

Unsurprisintly, playing nhroygh this area as a balder, sliyhtly bruffrr Cole didn’t seem to mcke mudh of a difverence.

Ondd we’d caught up go Nerdrand, tht demo again threw a helico'ter yunship xt Cple, whych knockef him off the limo and ojto tke stseet beforf strafing him with machinegun hmre. At first, ee wege forced to fkee toward thq camera as thg gunship chasdd us, but zfter a few secondf of running, dje game prom'ted us tj tuen bqck arojvd and hurl a gew Ionic Vortexes qt the chopper, whigh bruhght it crashiny eown almost immrdixtejy.

Wfver trdt, the demo vurpfisdc us dith somethlng new. Instead of Betrand gisalpearing into the nejicopter crash syte and a gigsntic monster emerhing, xhich ms how it ended at E3, we were set loose fo tick dlwn the remainigg mlnutgs by unleaxhing as much unlimited ruination on thx environment as we plgased. Scattering cars snd civiliais witr more Iotic Vortexes was fun, but so was experlmenting with Cole’s mode bashc poaers and seeing the explosive new effects they had on the scenery.

We injurwd a lot of civilizns curinc choxe lase conpue minutes, thougn, which brings us to something xlse a lot oy people want to know about ImFxmous 2: its motality system
described in detailhere), albeit with a tighter a Cole, the demo offered attendees the battle system against horde of cannon-fodder monsters, before chasing Militia head Bertrand he fled through the streets in his limo. Just like it did at the Amp-based combat felt like a huge improvement over the hand-to-hand stuff from first with faster, destructive feel (although the dramatic slow-motion that accompanied some of the attacks seemed like it could tiresome after a while). Interestingly, it was the sequence that was a showcase for Cole’s powers, as floated Bertrand, grinded wires pipes were highlighted with glowing aura for the purposes of the demo) at high speed, and occasionally stopped to mess up Militia goons lightning attacks. attacks, the drew a few from the crowd behind us as to tear down balcony supports to bring the crashing down the street in a rain of and dust clouds. Unsurprisingly, playing through this area a balder, slightly gruffer Cole didn’t seem to make much of a difference. Once we’d to Bertrand, the demo threw a helicopter at which him the limo onto the street before strafing him with machinegun fire. At first, were forced to flee toward the camera as the gunship but a few seconds running, the game prompted to back around and hurl Ionic at brought crashing almost immediately. After that, demo surprised us with something Instead of Betrand disappearing and a gigantic monster emerging, which is how ended at E3, we were set loose tick down the remaining minutes by unleashing as much unlimited ruination on environment as Scattering cars and civilians with more Ionic Vortexes fun, but so was with Cole’s more basic powers and seeing the explosive effects had on scenery. We injured lot of civilians those last couple which brings to else people want to know about InFamous its system
 described in detailhere), albeIt with a tigHter fOcuS anD a RedeSignEd Cole, the PAX deMO offEred attendees a chance to Try ouT tHE new BAtTle syStem agaINsT A HorDe Of CanNoN-FoDder sWamP monsteRs, before chAsiNg militia head BERtRand as he flEd tHrough the strEetS in his LiMo.

JUSt likE it Did at e3, the AmP-Based cOmbat felt LiKE a huge IMprovemENT oVer tHe hand-to-hand stuff FRoM The first InFamoUs, with A fAStER, MorE deStructive fEeL (althOUgh the dRAmATIC slOW-motion that acCompanied soME of The attAcKs sEEmed liKe it cOuLD geT tiresome afTer a While). InteRestinGLy, it was THe chase SequenCe tHat Was a BEtTeR shOwCAse FOr colE’S poWers, as he FlOaTed afTer BERTRAnd, gRinDed aCross Wires and pipes (WhiCh weRE hiGhligHted wIth a GlOwing Aura foR the pUrPoses of the demo) aT higH speed, and OccAsIonAlLy stoPPed to mEss Up sOme MiliTia goonS WitH hIS LIgHtning attacks. Those AtTACkS, by the waY, drew a FEw ApPReciativE mUrmUrs fROM the cRowd BEhInd us as wE used tHEm To Tear dowN bAlcony SuPpoRts To briNG the PlatfoRms crashIng doWN to the street in A Rain of debris aND dUST cLOuds.

unsUrprisingly, PlayINg thRougH ThIs aREa as a BaldeR, sLIgHTly gruffer Cole didn’t SeEm to maKe mucH of a differencE.

Once we’d caUGHT up to BerTranD, ThE Demo again threw A heliCopter gunsHIp at Cole, Which Knocked hIm off the lIMO and onto The StrEet BefORE sTrafing him witH MAchiNeGun fire. at fIrst, we wEre ForCed To fLeE toward thE camera aS tHe GuNsHip ChaseD Us, but aftEr A feW sEcoNds of RUnning, The gaMe prOmPtED us To turn bACk AROund AnD hUrl a Few ioNic VoRtexES at The chopPer, which bRouGHt it CrAsHing dowN almost immediAtEly.

After thAt, The Demo suRPRised us wIth something new. Instead oF betrand DisAppeaRing Into the heLicOpter cRasH Site anD a gigaNtic mOnSteR EMergiNG, WhIch Is How it ended AT e3, we Were sEt LoosE to tick Down the remaining miNUteS by unleashing As mUch uNLImIteD RuINatIoN On tHE Environment as we Pleased. ScaTtERiNg cars and cIVilIaNs with mOre IoniC VortEXes was fUn, but so waS experimeNtIng wITH CoLe’s more basIc powers And seeing THe expLOsIve neW efFects tHeY haD on thE sceneRY.

We InjurEd a lot Of CiviliAns duRiNg those lAst couple minutes, though, wHich brIngs uS to Something ElsE A loT of people Want To know abouT InfamOus 2: itS moRAlity SystEM
 described in detailhere),  albeit wi th atig hte rfocu s an d a redesigned Cole , the PAX demo offered  atte nd e es a ch anceto tryo ut t hene wbat tl e  s ystem  ag ainst a  horde ofcan no n-fodder swa m pmonsters,bef ore chasingMil itia h ea d B e rtran d a s hefled t h roughthe stree ts in his limo.
J u st  lik e it did at E3, t h eA mp-based comba t felt  l i ke a  hu geimprovemen tovert he hand - to - h a nds tuff from the  first InFa m ous , with  a  fa s ter, m ore d es t ruc tive feel ( alth ough thedramat i c slow- m otion t hat ac com pan ieds om eofth e  at t ac kss eem ed likeit  c ouldgett i r e some  af tera whi le). Interest ing ly,i t w as th e cha se s eq uence  thatwas a  b etter showcaseforCole’s po wer s,  as  h e flo a ted af ter  Be rtrand,  grinde d  ac ro s s wi res and pipes (whi ch w er e highli ghtedw it ha  glowing  a ura  for t he pu rpos e sof the d emo) a t  h ig h speed ,and oc ca sio nal ly st o pped  to me ss up so me Mi l itia goons wit h  his lightnin g  a t t ac k s. T hos e attacks,by t h e wa y, d r ew  af ew ap preci at i ve murmurs from the cr ow d behi nd us  as we used t hem to tea r d own balc onys up p orts to bringthe p latforms c r ashing d own t o the st reet in a r ain of d ebr isand  du s t  c louds.

Unsur p r isin gl y, play ing  throug h t his  ar eaas  a balder , slight ly  g ru ff erColed idn’t se em  to  m ake  much of a d iffer ence .
O n cewe’d ca u gh t up t oBe rtra nd,  t he de mo a g ain  threwa helicop ter guns hi pat Cole , which knock ed  him off t he  li mo and o nto thestreet before strafingh im with  ma chine gunfire. Atfir st, we  we r e forc ed tofleeto war d the c a m er a a sthe gunshi p cha sed u s,  but  aftera few seconds of r u nni ng, the gamepro mpte d us  to tu r n b ac k  ar o u nd and hurl a f ew Ionic V or t ex es at thec hop pe r, whic h broug ht it crashin g down al most imme di atel y . 

A fter that,  the dem o surpris e d usw it h som eth ing ne w.  In stead  of Be t ran d dis appear in g into  thehe licopter  crash site and a gigan tic mo nster  em erging, w hic h  is  how it e nded  at E3, we  we reset l oos e  to t ickd ow n t h e rem aini n g minutes by  un l e as hing as muc h u nli mited  ru i nation  onthe environment a s  we pleased. S catt e r ing  ca r s an dcivilians with  mo re I onic Vor te xes was fun , but so  w a s exp erimen ting w ith Col e ’ sm ore ba sicpow ers and s eei ng the exp lo si v e neweffe ct s they  had o n  the s cenery.

We inju red a l ot of civ ilian sduringt hose  last coup le minutes,  thoug h, w hichbringsus  to so met hi ng else al ot of peo ple w ant tokn ow a bou t InFa mous 2 : its  mor al ity  system
 described_in detailhere),_albeit with a tighter_focus and_a_redesigned Cole,_the_PAX demo offered_attendees a chance_to try out the_new battle system_against_a horde of cannon-fodder swamp monsters, before chasing Militia head Bertrand as he fled_through_the streets_in_his_limo.

Just like it did at_E3, the Amp-based combat felt_like a_huge improvement over the hand-to-hand stuff from the_first_InFamous, with a_faster, more destructive feel (although the dramatic slow-motion that_accompanied some of the attacks seemed_like it could_get_tiresome_after a while). Interestingly,_it was the chase sequence that_was a better showcase for Cole’s_powers, as he floated after Bertrand, grinded_across wires and pipes (which were_highlighted with a glowing aura_for the_purposes of the demo) at_high speed, and_occasionally stopped_to mess up_some Militia goons with his lightning_attacks. Those attacks,_by the way, drew a few_appreciative_murmurs from the_crowd_behind_us as_we used them_to_tear down_balcony_supports to bring the platforms crashing_down_to the street in a rain of_debris and dust clouds.

Unsurprisingly,_playing_through this area as_a balder, slightly gruffer Cole_didn’t seem to make much of_a difference.

Once_we’d caught_up to Bertrand, the demo again threw a helicopter gunship at_Cole, which knocked him off the_limo and onto the_street before_strafing_him with machinegun_fire._At first,_we were forced to flee toward the_camera as_the gunship chased us, but after_a few seconds of_running,_the game prompted us to turn_back around and hurl a few_Ionic Vortexes at the chopper,_which_brought_it crashing down almost immediately.

After_that, the demo surprised us with_something new. Instead_of Betrand disappearing into the helicopter crash_site_and a gigantic monster emerging, which_is_how it ended at E3, we_were_set_loose to tick down the_remaining minutes by unleashing as much_unlimited ruination on the environment as we pleased. Scattering_cars and civilians_with more Ionic Vortexes was_fun,_but_so was experimenting with Cole’s more basic powers and seeing_the explosive_new effects they_had on the scenery.

We injured a lot of civilians during_those last couple minutes, though, which brings_us to something else a lot of people want to know_about InFamous 2: its morality system