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Infamous (series)

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Infamous
Logo used for the first two games
DeveloperSucker Punch Productions
PublisherSony Computer Entertainment
PlatformsPlayStation 3
PlayStation 4
First releaseInfamous
May 26, 2009
Latest releaseInfamous First Light
August 26, 2014

Infamous (stylized as inFAMOUS) is a series of action-adventure video games developed by Sucker Punch Productions and published by Sony Computer Entertainment for PlayStation 3 and PlayStation 4. The series follows the adventures of Cole MacGrath, Delsin Rowe and Abigail "Fetch" Walker, super-powered "Conduits" who must decide their own destinies of becoming either good or evil.

The series consists of three main games: Infamous, Infamous 2 and Infamous Second Son, alongside expansion titles Infamous: Festival of Blood and Infamous First Light. A comic book series of the same name was published by DC Comics.

Plot

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The series takes place in the present-day United States with real and alternate versions of real cities, such as the setting of Infamous, Empire City, which resembles New York City; and the setting of Infamous 2, New Marais, which resembles New Orleans (Infamous: Festival of Blood also takes place in this city). Washington, D.C. is occasionally mentioned, and Infamous Second Son takes place in Seattle. It features American government agencies such as the FBI, NSA and DARPA,[1] along with agencies fabricated for the series, such as the Department of Unified Protection (DUP), an agency with the sole purpose of stopping conduits, now labeled "bio-terrorists", from causing mass destruction similar to what was caused by Cole MacGrath.

Gameplay

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In the first two games, the player controls Cole MacGrath; in the third game, the player controls Delsin Rowe; in the standalone expansion First Light, they control Fetch. The player freely roams around the city, while fighting crime or creating havoc along the way. Cole and Delsin can use their parkour skills to jump and climb buildings throughout the city, along with their powers to help them fight enemies. Their powers come from a gauge which depletes whenever they uses various attacks, and refills when they absorb electricity, smoke, neon, video or concrete from nearby sources.

Morality, or "Karma", is a major factor in the gameplay and storyline. The player is able to control the course of the game by having Cole and Delsin use their powers for good or evil. The choice allows the player to have a different mixture of abilities, as both good and evil have their own set of powers. The game also uses a Karma meter which changes based on the main character's actions throughout the game and determines whether he eventually becomes a good or evil character.[2]

Games

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Release timeline
2009Infamous
Infamous: Precinct Assault
2010
2011Infamous 2
Infamous: Anarchy
Infamous: Festival of Blood
2012Infamous Collection
2013
2014Infamous Second Son
Infamous First Light
Aggregate review scores
Game Metacritic
Infamous 85/100[3]
Infamous 2 83/100[4]
Infamous: Festival of Blood 78/100[5]
Infamous Second Son 80/100[6]
Infamous First Light 73/100[7]

Main games

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  • Infamous is the first game in the series, released in 2009 to positive reviews.[8] Set in 2009, the game introduces Cole MacGrath, a bike courier, who gained his electrical-based superpowers after surviving a large explosion in Empire City caused by the package he was carrying containing the Ray Sphere. The Ray Sphere is an object of great power as it is able to consume the energy of the people around the user and transfer that energy to the user, making him immensely powerful at the cost of thousands of lives. After the explosion, the city was quarantined by the government causing organized crime groups within the city to seize control of Empire City from the local authorities. The game follows Cole's journey to obtain the Ray Sphere in order to escape from the quarantine as part of a deal he made with an FBI agent during his failed escape attempt at the start of the game. Cole eventually obtains the Ray Sphere and the player is given the choice to either destroy it or use it. Regardless of the choice, Cole will eventually come face to face with Kessler, the leader of The First Sons, the organized crime group in the city who had seized control of the city after the quarantine. Kessler duels Cole in a battle to the death and it is eventually revealed after Kessler is mortally wounded that he is in reality a version of Cole from the future of an alternate timeline. Kessler reveals his motive for the events throughout the game telling Cole that he was preparing Cole for an eventual battle against an entity known as "The Beast" who had destroyed Kessler's world. He had set the events of the game into motion by ordering the construction of the Ray Sphere as well as passing it to Cole for him to cause the explosion. The game ends when Kessler dies and Cole proclaims, "When the time comes, I will be ready."[9]
  • Infamous 2 is the second game in the series, released in June 2011. Set a month after the events of the first game, Infamous 2 follows the adventure of Cole once again as he escapes to the city of New Marais after the events of the first game to prepare himself for the eventual battle with "The Beast", a powerful being that obliterated Empire City and much of the U.S. Eastern Seaboard. New Marais was the location for the construction of the Ray Sphere and where Cole believes he will find more answers to the events of the first game. However, the city has been taken over by the Militia, who are controlled by an influential industrialist, while the city is being rampaged by beings known as the corrupted who became mutated by the leader of the Militia. The Militia's goal is to keep anything mutated or with superpowers out of the city which unfortunately includes Cole. Thus he must traverse the city fighting against both the Militia and the Corrupted to learn more about Kessler, the Ray Sphere and "The Beast".[1][10]
  • Infamous: Festival of Blood is a downloadable side story for Infamous 2. Set during the events of the main game, the game sees Zeke telling the story of what happened to Cole during Pyre Night to an attractive woman while sitting in a bar. Cole goes underneath St. Ignatius' Cathedral and is bitten by a vampire, and only has until morning to kill the vampire that bit him, Bloody Mary, or he'll be her slave forever. The game takes place all during the night, and introduces new elements, like flight, into the game. User-generated content (UGC) remains, but UGC from Infamous 2 and vice versa cannot be accessed. The Karma System was replaced by a blood meter, which fills as Cole drinks blood from civilians or stake vampires. It was originally rated Mature by the ESRB for its copious amounts of blood, which was eventually trimmed down to a minimum, giving it a teen rating. The game was released in October 2011, and was the bestselling PlayStation Network game, until the launch of Journey.
  • Infamous Second Son is the third game in the series, released in March 2014. Set seven years after the events of Infamous 2, the game introduces a new character, Delsin Rowe, a graffiti artist who absorbs the power from other prime conduits. After an encounter with Henry "Hank" Daughtry, he absorbs Hank's smoke and fire powers. Another prime conduit, Augustine, attacks the residents of Delsin's hometown, leading Delsin and his brother Reggie to go to Seattle to find Augustine, absorb her concrete power, and save the Akomish back home.
  • Infamous First Light is a standalone expansion to Second Son, released in August 2014. Set two years before the events of Second Son, the game follows the story of Abigail "Fetch" Walker and her neon powers. Fetch had an accident with her powers that changed her life, hating drug dealer Shane for tricking her. Due to this, she was incarcerated in Curdun Cay Station and trained by Brooke Augustine so that she could "learn how to control" her powers. While practicing, she escapes and ventures off, hunting Shane.

Web browser games

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  • Infamous: Precinct Assault is a browser Flash game. It was released in 2009 to promote the first game in the series, Infamous. The game is a 2D side-scrolling platform game played from a third person perspective. Unlike the main games, players must choose whether they want to use their powers for bad or for good before the game starts. The game consists of three levels.[11]
  • Infamous: Anarchy is a spin-off game on Facebook, released alongside Infamous 2. The game allows players to make a custom avatar, build their own city, help friends expand their cities, fight enemy players, and others. The game has since been updated with more features such as screenshot taking and competition among players. When players reached an unknown criteria, they are rewarded with a code that can be used to unlock additional items in Infamous 2.

Infamous Collection

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Infamous Collection cover art

The Infamous Collection is a collection of Infamous, Infamous 2, and Infamous: Festival of Blood, bundled together as part of Sony's line of PlayStation Collections for PlayStation 3. The collection, along with the God of War Saga and the Ratchet & Clank Collection, were the first releases in Sony's line, being released on August 28, 2012, in North America. The games feature the same features as their original releases. In addition to the games, the collection features bonus content, including extra missions, and additional character costumes, power ups and weapon styles.[12][13]

Other appearances

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Cole appears a playable character in the PlayStation 3 and PlayStation Vita versions of Street Fighter X Tekken, and as both his good and evil forms in PlayStation All-Stars Battle Royale.[14][15] The series is also referenced in the PlayStation 5 game Astro's Playroom with one of the game's robots dressed as Cole, mimicking his Induction Grind ability.[16]

Other media

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Comics

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The Infamous comic is a six-issue mini-series, released bi-monthly between May and July 2011. It was published by DC Comics, in association with Sucker Punch, to coincide with the release of the second game in 2011. The comics take place in between the events of the first and the second game, showing how Cole escapes from Empire City to New Marais. The comic series was written by William Harms, one of the writers for the original game, and drawn by Eric Nguyen, with covers drawn by Doug Mahnke and Ed Benes.[17] In 2009, a graphic novel titled Infamous: Post Blast was released on IGN, which serves as a prequel to the main events of Infamous. The graphic novel had four chapters, each focusing on Cole MacGrath and John White trying to survive in the quarantined Empire City immediately after the blast. The story of Infamous: Post Blast takes place between the first two missions of Infamous: Introduction and First Glimpse.

Film

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In 2009, Sony had chosen screenwriter Sheldon Turner to adapt Infamous into a feature film in a seven figure deal. Brothers Ari and Avi Arad were hired to produce, and Sony executives Matt Tolmach and Jonathan Kadin as handlers for the studio.[18] Turner told The Hollywood Reporter he was excited that the game had a "big idea and a character arc", which he believed was "the future of gaming".[18] He believed the game was essentially "a love ballad to the underachiever". As of 2024, no updates on the film adaptation have been made.

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The inFAMOUS series is a superhero-themed action-adventure video game franchise developed by Sucker Punch Productions and published exclusively by Sony Interactive Entertainment for PlayStation consoles.[1][2] Launched in 2009, the series explores the lives of ordinary individuals who awaken as "Conduits"—humans with extraordinary superpowers—in dystopian urban settings plagued by chaos and persecution.[3] Core gameplay revolves around third-person open-world exploration, combat, and traversal, where players wield elemental powers such as electricity, smoke, or neon to battle enemies, solve environmental puzzles, and influence the narrative.[4] A defining feature is the karma system, which tracks player decisions between heroic (good) and villainous (evil) actions, altering available abilities, story outcomes, civilian reactions, and even the visual style of the game world.[5][6] The franchise's mainline entries include inFAMOUS (2009) and inFAMOUS 2 (2011), both for PlayStation 3 and centered on protagonist Cole MacGrath, a former bike messenger who gains electromagnetic powers after a catastrophic explosion in fictional Empire City (later New Marais).[3][2] These titles emphasize themes of power's corrupting influence, redemption, and societal fear of the "other," with Cole's choices determining alliances, city restoration, and his ultimate fate.[7] The series expanded to PlayStation 4 with inFAMOUS: Second Son (2014), shifting to Delsin Rowe, a graffiti artist from a Native American reservation who absorbs and manipulates smoke, neon, video, and concrete powers while resisting the oppressive Department of Unified Protection in a locked-down Seattle.[8] A standalone prequel, inFAMOUS: First Light (2014), focuses on Abigail "Fetch" Walker, Delsin's ally, and her neon-based abilities in a story of vengeance and loss.[2] Beyond the core games, the series includes downloadable content like inFAMOUS: Festival of Blood (2011), a vampire-themed expansion for inFAMOUS 2, and user-generated content tools that allow community-created missions. Critically acclaimed for its fluid powers, moral depth, and immersive cities, the franchise has sold millions of copies and influenced open-world superhero games, though no new mainline titles have been released since 2014.[9][4]

Development

Conception and early titles

In the mid-2000s, following the completion of Sly 3: Honor Among Thieves in 2005, Sucker Punch Productions sought to transition from the stealth-based platforming of the Sly Cooper series to an original intellectual property that would allow the studio to explore new creative directions.[10] The team, including co-founder and producer Brian Fleming and game director Nate Fox, drew inspiration from superhero comics such as Batman: No Man's Land, which depicted a post-disaster Gotham, and DMZ, focusing on ordinary people amid extraordinary events, aiming to capture the essence of superhero action in an open-world setting.[10] Additional influences included the open-world structure of Grand Theft Auto III and the fluid traversal mechanics of Spider-Man 2, emphasizing player freedom and heroic movement.[10] Development of the first inFAMOUS began in 2006 as a PlayStation 3 exclusive, with Nate Fox serving as game director and leading a team focused on crafting a narrative-driven experience around protagonist Cole MacGrath, a courier who gains superhuman abilities after a catastrophic explosion.[11] The choice of electricity-based powers for Cole was deliberate, selected for their versatility in both ranged and close-quarters combat, as well as their ability to interact dynamically with the urban environment, such as drawing energy from the city's power grid to recharge or manipulate objects.[10][12] Early prototyping faced challenges, including difficulties in maintaining focus on core mechanics amid the ambitious scope of open-world design and the integration of a morality system that influenced player powers, story outcomes, and civilian reactions.[13] The game launched on May 26, 2009, marking Sucker Punch's successful pivot to a new franchise.[11] Building on the original's success, inFAMOUS 2 entered development shortly after, with the team expanding the engine's capabilities, including increased utilization of the PS3's Cell processor for enhanced graphics and physics, up from approximately 20-25% in the first game to 50-60%.[14] A key addition was the introduction of user-generated content (UGC) tools, which allowed players to create and share custom missions, ranging from combat challenges to narrative-driven scenarios, with a limited beta launching in March 2011.[15] Prototyping for the sequel's morality system presented ongoing challenges, particularly in making "in-the-moment" choices feel more authentic and impactful without overwhelming players, while ensuring they visibly altered the game's world, powers, and endings.[16][17] inFAMOUS 2 released exclusively on PlayStation 3 on June 7, 2011, further solidifying the series' foundation before the studio's acquisition by Sony later that year.[15]

Later installments and studio direction

Following the release of inFAMOUS 2 in 2011, Sucker Punch Productions shifted focus to leveraging the PlayStation 4's hardware capabilities for the series' next entry, inFAMOUS: Second Son (2014). The studio introduced a new protagonist, Delsin Rowe, as a deliberate fresh start for the franchise, motivated by the majority of players (78%) selecting the "good" ending in inFAMOUS 2, which resulted in the death of the previous lead, Cole McGrath.[18] This change allowed for a new origin story while expanding the established universe. Development emphasized a pivot to non-electrical powers, starting with smoke for its urban versatility in traversal, combat, and environmental interactions, and later incorporating neon for fluid, high-speed mobility.[19] The PS4's enhanced processing power enabled significant advancements in graphics and particle effects, particularly for smoke simulations that handled complex overdraw and fill rate challenges through close collaboration with Sony's hardware team.[19] The core morality system from earlier titles was retained to maintain narrative choice and consequence mechanics.[18] In 2014, Sucker Punch released inFAMOUS: First Light as a standalone downloadable title priced at $14.99, designed to play without requiring ownership of Second Son. The game centered on the backstory of Abigail "Fetch" Walker, exploring her origins and capture by the Department of Unified Protection (D.U.P.), serving as a narrative bridge that deepened character motivations within the series' lore.[20] Developed in the months following Second Son's launch, it represented an experimental format for the studio—a shorter, focused experience with replayable battle arenas and leaderboards—produced on a more modest budget and timeline to test potential for future expansions or sequels.[20] Earlier, in October 2011, Sucker Punch experimented with the vampire-themed DLC inFAMOUS: Festival of Blood, a standalone story set in New Marais that infused supernatural elements into the conduit framework. The project served as a creative side endeavor post-inFAMOUS 2, allowing the team to explore tonal variations like horror mechanics without the constraints of mainline continuity, using the opportunity to innovate on power sets and environmental storytelling.[21] Sony Computer Entertainment acquired Sucker Punch in August 2011, integrating the studio into its Worldwide Studios division to support ongoing PlayStation-exclusive development.[22] Post-2014, the studio pivoted away from inFAMOUS to focus on Ghost of Tsushima (2020) and its sequel Ghost of Yōtei (upcoming), adopting a single-project model that limited capacity for multiple franchises. In a July 2025 interview, creative director Nate Fox expressed enthusiasm for reviving inFAMOUS, stating he would "love to work on more" and support a trilogy rerelease, though the studio's priorities precluded it at the time. By September 2025, Fox indicated openness to another developer handling a remaster, provided it aligned with the series' vision.[23][24]

World and lore

Conduits and superhuman elements

In the Infamous series, Conduits represent a subset of humanity possessing a latent genetic marker known as the Conduit Gene, which enables the development of superhuman abilities tied to specific elements or forces upon activation. These powers, such as manipulation of electricity, smoke, video, or neon, emerge only after exposure to extreme energy events, transforming ordinary individuals into beings capable of extraordinary feats while often marking them as outcasts in society.[25] The pivotal event awakening this potential on a large scale was the Blast of 2009, a catastrophic explosion originating in Empire City that served as the series' foundational lore element. Triggered by the experimental Ray Sphere device—a compact generator designed to unleash concentrated ray field energy—the Blast obliterated several city blocks, resulting in thousands of deaths and widespread chaos. Its energy surge activated the Conduit Gene in survivors within the blast radius, creating the first documented Conduits and sparking a global awareness of superhumans, with ripple effects destabilizing societies worldwide as governments grappled with the sudden emergence of powered individuals.[4][26] In the aftermath, the United States government formed the Department of Unified Protection (DUP), a secretive federal agency dedicated to identifying, capturing, and neutralizing Conduits to prevent further disruptions. Established in the years following the Blast, the DUP reclassified Conduits as "bioterrorists" to legitimize their aggressive tactics, deploying specialized forces equipped with anti-Conduit technology and even derived powers from extracted Conduit essences. Under leaders like Brooke Augustine, the organization functioned as a primary antagonistic force in the lore, embodying institutional fear and control over superhuman evolution while suppressing Conduit rights and autonomy.[25][27] Conduits' abilities in the lore are inherently linked to environmental energy sources, requiring them to absorb ambient elements—like electrical currents from conduits or chemical compounds from smoke—to sustain and amplify their powers. Without access to these sources, prolonged use depletes their physical vitality, potentially leading to exhaustion or death, which highlights the precarious balance between their god-like potential and human fragility. This dependency reinforces the narrative theme of Conduits as evolved yet vulnerable beings, integrated into broader gameplay manifestations of power acquisition and management.[4][26]

Key events and settings

The lore of the Infamous series is anchored by the Empire City Blast, a massive explosion that ended an era of everyday normalcy and initiated widespread post-Blast chaos, awakening latent superhuman abilities in select individuals known as Conduits. This pivotal event divides the timeline into distinct generations, with the first centered on the immediate aftermath in the early 2010s, featuring quarantined urban strongholds amid societal collapse, and the second occurring seven years later, marked by government crackdowns on Conduits and hints of their role as the evolutionary "Next Humans."[28] The initial post-Blast generation unfolds in Empire City, a sprawling metropolis inspired by East Coast hubs like New York, plunged into neon-lit urban decay after the Blast's devastation. Quarantined by federal authorities to contain the outbreak of superhuman phenomena and riots, the city fragments into three key districts: the vibrant yet crumbling Neon District with its glowing signage and high-rises; the industrial Warren, a labyrinth of factories and slums overrun by militias; and the Historic District, ground zero for the explosion, scarred by rubble and makeshift barricades. This setting embodies the series' early themes of isolation and factional warfare in a once-thriving urban core.[29] As events progress, the narrative shifts to New Marais, a southern coastal city modeled after New Orleans, flooded and steeped in cultural mysticism following escalated post-Blast turmoil. Divided into districts like the lively French Quarter with its wrought-iron balconies and jazz-infused streets, the overgrown Bayou swamps teeming with hidden threats, the waterlogged Flooded Street, and the isolated Swamp Blockade, New Marais reflects a blend of voodoo traditions and resilient community amid encroaching waters and militarized zones. This locale highlights the spreading chaos beyond Empire City, with bayou expanses adding layers of secretive, fog-shrouded exploration.[30][31] The later generation transpires in Seattle, a rain-swept Pacific Northwest city reimagined as a high-tech surveillance state under the Department of Unified Protection (DUP), which enforces Conduit internment through pervasive checkpoints and holographic barriers. Featuring districts such as the neon-drenched downtown core, the misty islands of Salmon Bay with their ferry terminals and industrial docks, and expansive vistas of Puget Sound, the setting captures a moody, overcast atmosphere with interactive urban elements like traffic and destructible storefronts. This real-world-inspired locale underscores global escalation, where Conduits navigate a web of oppression in a bid for freedom.[32][33] Overarching the timeline is the Beast, a monstrous entity revealed as a Conduit gone rogue, posing an apocalyptic threat that decimates populations worldwide and accelerates Conduit awakenings as part of humanity's evolutionary shift toward "Next Humans." Its emergence ties the generations together, implying a looming destiny for Conduits as both saviors and harbingers in a transformed global landscape.[28]

Gameplay

Core mechanics and controls

The inFAMOUS series features open-world action-adventure gameplay viewed from a third-person perspective, enabling players to freely explore detailed urban environments as protagonists with superhuman abilities.[34] Traversal mechanics emphasize fluid parkour-style movement, including climbing sheer building surfaces, grinding along rails, wall-running across facades, and performing aerial boosts to leap between structures, allowing access to nearly any visible point in the cityscape.[35] Combat fundamentals blend close-range melee attacks, such as pipe strikes and combos, with ranged energy projections drawn from the protagonist's powers, targeted at varied enemy groups including human military forces and superpowered Conduits.[34] Players aim using analog sticks for precise control over blasts and dodges, fostering dynamic encounters that integrate environmental destruction and verticality.[36] Gameplay structure revolves around a core loop of advancing through linear story missions that propel the narrative, complemented by optional side activities like intercepting enemy convoys or protecting bystanders, which offer opportunities to accumulate karma points influencing player progression.[36] Across titles, controls have progressed from basic PS3 DualShock 3 analog aiming and standard button inputs in the original inFAMOUS to enhanced immersion in later entries, such as the PS4's DualShock 4 rumble feedback simulating power exertion during combat and traversal in inFAMOUS: Second Son.[37]

Powers, upgrades, and morality system

The Infamous series centers on protagonists who gain conduit powers, superhuman abilities derived from a fictional genetic trait activated by a cataclysmic event. In the first two games, Cole MacGrath awakens with basic electricity manipulation after a massive explosion in Empire City, allowing him to shoot bolts, grind on rails using electromagnetic fields, and heal civilians using electrical pulses. Later entries shift to Delsin Rowe in inFAMOUS Second Son, who initially controls smoke absorbed from a captured conduit and later gains neon, video, and concrete powers by draining other conduits during the story. These core abilities are acquired progressively through narrative progression, with upgrades funded by experience points earned from combat, exploration, and side missions that reward actions like defeating enemies or collecting resources.[38][39] While mainline games feature a morality system, spin-offs like inFAMOUS: First Light provide similar powers and upgrade mechanics but without karma-based choices. Upgrades follow a branching tree structure divided by moral alignment, where players spend skill points to enhance powers along good or evil paths. Good upgrades, represented in blue, emphasize precision and benevolence, such as refining electrical blasts for non-lethal takedowns or enabling civilian healing to restore health during fights. Evil upgrades, in red, prioritize aggression and area control, like transforming shots into explosive grenades or amplifying damage output at the cost of collateral harm. Allocation requires maintaining a consistent karma level to unlock advanced tiers, preventing access to opposing path upgrades without restarting or replaying.[40][41] The morality system employs a binary karma meter that tracks player deeds on a scale from Guardian (full good) to Infamous (full evil), influencing gameplay, visuals, and narrative. Heroic actions, like sparing enemies or aiding citizens, shift the meter toward blue karma, earning public support and altering power aesthetics to appear cleaner and more controlled. Infamous deeds, such as executing foes or destroying property, push toward red karma, provoking fear and enabling visually corrupted, volatile effects on abilities. This system affects civilian interactions—with high good karma prompting cheers and aid, while low karma incites hostility—and unlocks exclusive powers, like precision-guided missiles for good paths or napalm grenades for evil ones.[16][42] Consequences of karma choices extend to permanent story branches and multiple endings, where alignment determines alliances, mission outcomes, and the protagonist's fate. For instance, good karma may foster partnerships with supportive characters and lead to redemptive resolutions, while evil karma enables ruthless tactics but isolates the hero, culminating in darker conclusions. These branches reinforce thematic exploration of power's corrupting influence, with karma moments presented through dialogue and cutscenes that highlight ethical dilemmas.[43][44]

Games

Mainline entries

The mainline entries in the Infamous series comprise three core action-adventure games developed exclusively by Sucker Punch Productions and published by Sony Computer Entertainment (later Sony Interactive Entertainment). These titles form the primary narrative backbone of the franchise, emphasizing open-world exploration, superhuman abilities, and moral choice systems in dystopian urban settings. Released across PlayStation 3 and PlayStation 4 hardware, they achieved commercial success, with the series collectively contributing to Sucker Punch's portfolio that led to its acquisition by Sony in 2011.[22] Infamous, the inaugural entry, launched on May 26, 2009, for PlayStation 3 in North America. It introduces protagonist Cole MacGrath, who gains electricity-based powers in the quarantined metropolis of Empire City, featuring a karma system that influences gameplay and leads to dual endings based on player choices of heroism or infamy. The game sold over 1.2 million copies worldwide by October 2009.[45][46][47] Infamous 2, the direct sequel, was released on June 7, 2011, for PlayStation 3 in North America. Building on the original with refined traversal and combat mechanics, it shifts the action to a new flooded city environment and introduces user-generated content (UGC) mode, allowing players to create and share custom missions. Estimates indicate lifetime sales of approximately 1.9 million units worldwide.[48][49][50] Infamous: Second Son, the third mainline installment, debuted on March 21, 2014, for PlayStation 4. Set seven years after the events of Infamous 2, it stars new protagonist Delsin Rowe, who can absorb and wield multiple elemental power sets, expanding the series' conduit mechanics in a near-future Seattle under authoritarian control. The title sold over 1 million copies in its first nine days and reached 6 million units by 2019.[51][52]

Expansions, spin-offs, and minor titles

The inFAMOUS series expanded beyond its mainline titles through downloadable content, standalone releases, and promotional media that introduced experimental mechanics and side stories tied to the core conduit power systems. One notable expansion is inFAMOUS: Festival of Blood, a standalone single-player downloadable title released on October 25, 2011, for the PlayStation 3 via the PlayStation Network.[53] In this Halloween-themed narrative set during the Pyre Night festival in New Marais, protagonist Cole MacGrath is bitten by a vampire lord named Mary, transforming him into a vampire with new abilities such as enhanced gliding via bat-like wings, blood-draining bites to replenish health, and resistance to sunlight until dawn.[53] The four-to-five-hour story focuses on Cole's race to find a cure while combating a vampire infestation, incorporating morality choices that affect the ending, and it supports PlayStation Move controls for immersive gesture-based actions like swinging from perches.[54] Priced at $9.99, it served as a limited-time event-like experience, blending horror elements with the series' open-world traversal and combat.[53] Another significant spin-off is inFAMOUS: First Light, a standalone digital release for the PlayStation 4 on August 26, 2014, developed by Sucker Punch Productions and priced at $14.99.[55] This prequel centers on Abigail "Fetch" Walker, a conduit with neon-based powers introduced in inFAMOUS Second Son, exploring her origin story through flashbacks while she is interrogated in the superhuman prison Curdun Cay.[55] Players control Fetch in linear challenge arenas and open sections of Seattle, utilizing abilities like rapid neon dashes for traversal, explosive neon grenades for crowd control, and summonable neon drones for ranged attacks, with upgrades unlocked via collected resources.[55] The narrative delves into Fetch's traumatic past, her partnership with brother Brent, and her vengeful rampage against the drug lord that destroyed their lives, emphasizing themes of loss and retribution without requiring ownership of the parent game.[56] Running about six hours, it highlights Fetch's agile, hit-and-run combat style distinct from Cole's electricity-focused arsenal.[57] inFAMOUS: Anarchy is a free-to-play browser-based spin-off released in June 2011 for Facebook, coinciding with inFAMOUS 2. Developed by Sucker Punch Productions, it allows players to build and customize their own district in a post-apocalyptic city, create conduits with unique appearances and skills, and engage in asynchronous combat against friends' districts using superpowers. The game ties into the series' lore with promotional elements, such as unlockable items for inFAMOUS 2, and emphasizes social and strategic gameplay over narrative depth.[58][59] On the promotional front, inFAMOUS: Precinct Assault emerged as a free Flash-based browser game in 2009, created by Sucker Punch to coincide with the original inFAMOUS launch. Accessible via the game's official website, this top-down 2D action title casts players as Cole MacGrath defending urban precincts from enemy waves using basic electrical powers like blasts and melee strikes, with simple good-or-evil decision prompts influencing minor outcomes.[60] The short, arcade-style levels promoted the console game's superhuman mechanics in a accessible format, requiring Adobe Flash Player and running on web browsers without saves or deep progression.[61] Characters from the inFAMOUS series also appeared in non-canon crossovers, most prominently in PlayStation All-Stars Battle Royale, a 2012 multiplayer fighting game developed by SuperBot Entertainment for PlayStation 3 and Vita.[62] Cole MacGrath serves as a base playable fighter with electricity-based attacks drawn from his conduit abilities, while an alternate "Evil Cole" variant—unlocked via DLC on August 28, 2012—was added with darker, smoke-infused moves reflecting his villainous path from inFAMOUS 2.[63] These representations pit Cole against icons from other PlayStation franchises in arena battles, emphasizing superpowered combos over the series' narrative depth.[63]

Collections and ports

The inFAMOUS Collection, released in 2012 for PlayStation 3, bundles the original inFAMOUS (2009), inFAMOUS 2 (2011), and the Festival of Blood expansion into a single package on two discs, along with a voucher for additional downloadable content.[64] This collection provided an accessible entry point for new players to experience the early entries in the series without purchasing them separately.[65] In 2014, a digital bundle titled inFAMOUS Second Son + inFAMOUS First Light became available for PlayStation 4 via the PlayStation Network, combining the base game inFAMOUS Second Son with its standalone expansion First Light focused on the character Fetch.[66] This package included all relevant DLC for the PS4 titles, enhancing value for players interested in the later generation of the series.[8] As of November 2025, no full remasters of the inFAMOUS series have been released for modern hardware, though Sucker Punch Productions has expressed openness to another studio handling such a project to revive interest in the franchise.[24] PlayStation 4 titles like Second Son and First Light are natively backward compatible on PlayStation 5, benefiting from improved performance such as higher frame rates.[67] In contrast, the PlayStation 3-era games from the inFAMOUS Collection are accessible on PS5 only through cloud streaming via PlayStation Plus Premium, without native emulation support.[68]

Story and characters

Narrative arcs across generations

The inFAMOUS series' narrative spans two generations of protagonists, beginning with Cole MacGrath's transformation in the first two mainline entries. In inFAMOUS (2009), Cole, an ordinary bike courier in the fictional Empire City, survives a massive explosion caused by a device known as the Ray Sphere, which grants him electrokinetic powers and unleashes a plague-like chaos across the quarantined metropolis.[4] As he navigates the crumbling urban landscape, Cole battles rival factions—the cult-like Reapers, the resource-hoarding Dust Men, and the militaristic First Sons—while uncovering a conspiracy tied to his own origins and the impending threat of a destructive entity called the Beast.[4] The story culminates in revelations about time travel and personal destiny, setting the stage for escalation. inFAMOUS 2 (2011) continues Cole's arc as he flees the ruined Empire City to the swampy, voodoo-infused New Marais, seeking a scientist to amplify his abilities against the advancing Beast.[7] There, Cole becomes entangled in dual faction wars between the oppressive Militia led by the conduit-controlling Bertrand and the anarchic Corrupted influenced by ice-wielding Nix, all while grappling with alliances, betrayals, and the moral weight of impending global catastrophe.[7] His journey evolves from reluctant hero to potential savior or tyrant, involving particle beam upgrades and confrontations that test his humanity amid the Beast's rampage. The generational shift occurs through Cole's canonical heroic sacrifice in inFAMOUS 2's good ending, where he activates the Ray Field Inhibitor (RFI)—a device designed to cure the Ray Sphere's plague but which also eliminates most existing conduits worldwide to halt the Beast's plague.[8] The RFI results in a roughly 90% mortality rate among conduits, as detailed in the Paper Trail DLC, leaving survivors hunted by authorities while the natural conduit gene persists in the population, leading to new activations and a new era of superhuman emergence and societal fear.[69] The second generation unfolds in inFAMOUS: Second Son (2014), set seven years later in a dystopian Seattle under martial law enforced by the Department of Unified Protection (D.U.P.), a government agency dedicated to segregating and neutralizing conduits rebranded as bio-terrorists.[8] Protagonist Delsin Rowe, a graffiti artist from a remote reservation, awakens his versatile absorption-based powers after an incident exposing D.U.P. atrocities, leading him on a rebellion across the city's districts to dismantle the regime and liberate imprisoned conduits.[9] Themes of freedom versus authoritarian control drive the conflict, with Delsin allying with neon-powered Abigail "Fetch" Walker against D.U.P. director Brooke Augustine. Complementing this, the standalone prequel inFAMOUS: First Light (2014) explores Fetch's origins in the years between inFAMOUS 2 and Second Son, recounting her traumatic rise as a conduit through drug-fueled vengeance against Seattle's underworld, which shapes her volatile alliance with Delsin and highlights the personal toll of conduit awakening.[70] Each game's dual endings hinge on player-driven moral choices, yielding heroic paths that emphasize protection and redemption—such as Cole curing the plague at personal cost or Delsin inspiring conduit acceptance—versus villainous ones promoting domination and fear, like Cole embracing the Beast or Delsin enforcing subjugation.[7] The series concludes on an open-ended note in Second Son's good ending, where Delsin's broadcast exposes the D.U.P.'s corruption, fostering a tentative future of conduit integration amid ongoing global tensions, without resolving the broader conduit-human divide.[8]

Protagonists and supporting cast

Cole MacGrath serves as the protagonist of the first two installments in the inFAMOUS series, portraying a former bike messenger who acquires electrokinetic abilities following exposure to the Ray Sphere device.[71][72] Characterized as a sarcastic anti-hero, Cole navigates moral dilemmas that shape his reluctant heroism, ultimately evolving into a figure willing to sacrifice for the greater good.[71] His key relationships include a close friendship with Zeke Dunbar, a fellow courier and steadfast ally, and a romantic involvement with Trish Dailey, a medic whose presence underscores Cole's personal stakes.[71][73] Delsin Rowe emerges as the lead in inFAMOUS: Second Son, depicted as a 24-year-old street artist of Akomish indigenous heritage with a rebellious streak and a "chip on his shoulder."[74][75] As a Conduit capable of absorbing and wielding various powers such as smoke and neon, Delsin represents versatility and youthful idealism tempered by anger.[74] His older brother, Reggie Rowe, a grounded police officer, provides familial support and acts as a moral anchor amid Delsin's chaotic journey.[76] Abigail "Fetch" Walker functions as a playable protagonist in the standalone expansion inFAMOUS: First Light and a supporting anti-hero in Second Son, wielding neon-based Conduit abilities for swift, destructive maneuvers.[77] Her character arc reveals a tragic figure shaped by an abusive upbringing, driving her vigilante tendencies against societal ills like drug dealers in Seattle.[77][78] Fetch's complex morality blurs lines between villainy and heroism, influenced by her harsh past and interactions with other Conduits.[78] Among supporting allies, Eugene Sims appears in Second Son as a reclusive Conduit hacker with video manipulation powers, enabling him to summon digital constructs like angels or demons; his arc involves overcoming social anxiety to aid Delsin.[79] Zeke Dunbar returns in inFAMOUS 2 as Cole's loyal friend, offering comic relief and unwavering support despite evolving challenges to their bond.[71] Antagonists include Joseph Bertrand III from inFAMOUS 2, an anti-Conduit activist leading a militia in New Marais who possesses swamp monster transformation abilities, embodying prejudice against powered individuals.[71][80] Similarly, Brooke Augustine leads the Department of Unified Protection in Second Son as a concrete-manipulating Conduit, her iron-willed authoritarianism fueling conflict with rogue Conduits.[81] Other notable figures like Nix, a fire-wielding Conduit in inFAMOUS 2 driven by personal loss and chaotic impulses, further enrich the series' ensemble dynamics.[71]

Adaptations and media

Comics tie-ins

The inFAMOUS comic series, published by DC Comics in association with Sucker Punch Productions, consists of a six-issue miniseries released from March to May 2011. Written by William Harms, who also contributed to the video game's narrative, and illustrated by Eric Nguyen, the series serves as a canonical bridge between the events of inFAMOUS and inFAMOUS 2.[82][83] The storyline follows protagonist Cole MacGrath immediately after the conclusion of the first game, depicting his perilous escape from the quarantined ruins of Empire City amid pursuit by government agents and other threats. As Cole navigates this chaos with his electrokinetic powers, he encounters new Conduits, including the monstrous David, a powerful antagonist who forces confrontations that test Cole's abilities and moral choices. These events expand on the game's lore by exploring the immediate aftermath of Empire City's destruction, introducing fresh conflicts with superhuman foes while aligning with the series' morality system through Cole's decisions in aiding survivors or prioritizing his own survival.[84][85] Prior to the main series, a digital prequel comic titled inFAMOUS: Post Blast was released on IGN in 2009. This webcomic depicts the events leading up to the catastrophic explosion in the first game, focusing on Cole MacGrath and undercover agent John White.[86][87] In December 2011, DC Comics released a trade paperback edition collecting all six issues into a 144-page volume, providing a complete narrative arc for readers. This graphic novel format made the story more accessible, compiling the monthly releases without additional content such as sketches or developer notes.[88] Reception to the miniseries was mixed, with praise for its role in deepening the inFAMOUS universe for dedicated fans but criticism for lackluster artwork and a plot too reliant on prior game knowledge. Reviews highlighted Nguyen's gritty style as serviceable yet uninspired, while Harms' writing was seen as competent in recapturing the games' tone but failing to attract newcomers. On aggregate sites, it earned an average rating of around 3.6 out of 5 from reader feedback, appreciated by series enthusiasts for lore expansion despite broader comic industry indifference.[89][83][90]

Film and other planned projects

In 2009, Sony Pictures acquired the rights to develop a live-action film adaptation of the inFAMOUS video game series, hiring screenwriter Sheldon Turner to write the script in a seven-figure deal.[91] The project centered on the story of protagonist Cole MacGrath, a courier who gains electricity-based superpowers after a catastrophic explosion in Empire City, mirroring the narrative of the first game released that year.[92] No director was officially attached, and despite initial momentum tied to the game's success, progress halted without further announcements. The adaptation faced significant hurdles in translating the series' interactive elements to a cinematic format, particularly the morality system that lets players choose between heroic and villainous paths, altering abilities, story outcomes, and character appearance.[93] This branching karma mechanic, central to inFAMOUS's gameplay, poses challenges for a linear film structure, potentially requiring a fixed narrative that sacrifices player agency or complicates storytelling through nonlinear techniques.[93] By the mid-2010s, the project entered development hell, with no further developments reported after the initial announcements, though no formal cancellation was issued.[94] As of November 2025, no revival efforts have been confirmed, and Sucker Punch Productions, the series' developer, has focused interviews on potential game remasters rather than media expansions.[95] Other planned projects, such as novelizations or a TV series, have surfaced in unverified rumors during the 2010s but remain unproduced, with no official announcements or releases to date.[94]

Reception and legacy

Critical and commercial response

The inFamous series has received generally positive critical reception, with aggregate scores reflecting praise for its innovative gameplay mechanics and narrative elements alongside some recurring criticisms of repetition and technical shortcomings. The original inFAMOUS (2009) earned a Metacritic score of 85/100 based on 98 critic reviews, lauded for its open-world superhero traversal and electricity-based powers that provided a sense of empowerment and freedom in urban exploration.[96] inFamous 2 (2011) matched this with an 83/100 score from 90 reviews, where critics highlighted improvements in the morality system, which deepened player choices between heroic and villainous paths, influencing both story outcomes and world interactions. inFamous: Second Son (2014) scored 80/100 from 90 reviews, earning acclaim for its visually stunning particle effects and diverse conduit powers, such as smoke and neon manipulation, that enhanced combat variety and environmental destruction. The standalone expansion inFamous: First Light (2014) received a lower 73/100 from 70 reviews, appreciated for its focused character backstory but critiqued for shorter length and less ambitious scope compared to the mainline entries.[97] Common points of praise across the series include the depth of the karma system, which encouraged replayability through branching narratives and cosmetic/world changes based on ethical decisions, and the fluid parkour-style movement that made scaling cities feel exhilarating and integral to progression.[98] Reviewers often noted how these elements innovated within the superhero genre, blending action-adventure with moral philosophy to create engaging power fantasies.[99] Criticisms, particularly for the PS3 titles, focused on repetitive mission structures—such as fetch quests and enemy waves—that padded playtime without sufficient variety, as well as technical issues like frame rate drops, long loading screens, and occasional glitches in power usage.[96] Later entries like Second Son addressed some of these with smoother performance on PS4 hardware, though some reviewers still pointed to predictable storytelling and underutilized side activities. Commercially, the series has been a solid performer for Sony, with the PS3 exclusives inFamous and inFamous 2 contributing to the platform's first-party portfolio by attracting players to its open-world ecosystem and helping establish Sucker Punch as a key developer.[46] The franchise has sold over 10 million units collectively as of 2023 estimates, driven largely by Second Son's strong launch, which surpassed 1 million copies in its first nine days and reached 6 million by 2019.[51] inFamous sold approximately 2 million units lifetime, while inFamous 2 achieved around 1.8 million.[100][50] The series garnered several awards and nominations, underscoring its artistic and technical merits. Mainline titles received multiple Game of the Year nominations, including inFamous for Best PS3 Game at the 2009 Spike Video Game Awards and IGN's Best Original Story of 2009.[101]

Cultural impact and future prospects

The inFAMOUS series has been recognized for pioneering the open-world superhero genre, blending traversal mechanics, power progression, and urban exploration in a way that influenced subsequent titles focused on superhuman abilities in expansive environments.[35] Released in 2009, the original inFAMOUS arrived alongside Prototype, sparking a rivalry that highlighted shared elements like shape-shifting powers and city-wide destruction, with inFAMOUS' emphasis on electricity-based abilities and moral consequences setting a template for later superhero sandboxes.[102] Its karma system, which alters gameplay, story outcomes, and protagonist appearance based on good or evil choices, became a benchmark for integrating ethical decisions into action-adventure mechanics, impacting how later games like those in the Mass Effect series handled player agency and world reactivity.[103] The series' narrative themes delve into the ethics of power, portraying Conduits—humans with latent superhuman genes—as persecuted minorities facing government oppression, which critiques authoritarian control and the moral burdens of extraordinary abilities.[104] This exploration of anti-government sentiments and personal responsibility in wielding destructive forces has contributed to broader discussions on superhero tropes in gaming, emphasizing the tension between heroism and vigilantism.[105] The franchise's enduring fanbase sustains its relevance through community-driven efforts, including unofficial PC adaptations via the RPCS3 emulator, which have enabled texture enhancements, performance optimizations, and custom content to extend playability on modern hardware.[106] As of 2025, renewed interest sparked by developer interviews has bolstered online discussions, with the series' cult following—bolstered by over 10 million units sold across titles—maintaining active engagement despite the lack of official support.[107] No new inFAMOUS entry has been released since inFAMOUS Second Son in 2014, leaving the series dormant for over a decade amid Sucker Punch Productions' shift to the Ghost of Tsushima franchise.[108] In July 2025, Sucker Punch creative director Nate Fox expressed enthusiasm for reviving the IP, stating he would "love to revisit inFAMOUS" and specifically desires a remastered trilogy collection or even inFAMOUS 3 to explore unresolved story threads.[108] However, with the studio prioritizing Ghost of Yotei's October 2025 launch and adhering to a single-project focus, Fox indicated in September 2025 interviews that Sucker Punch would consider outsourcing remasters or future development to another studio to keep the series alive.[24] This openness signals potential prospects for re-releases that could test demand for a full sequel, though no concrete announcements have emerged as of late 2025.[109]

References

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