Cole’s electric powers are fun to use. His basic attack is a lightning shot, this game’s "pistol." He also has a shockwave ability that shoves enemies away (best when used on roofs) and the ability to shock enemies using anything metal as cover. Weapons power up in unique ways as well. Rather than just making attacks stronger with a larger radius (though that happens), they’ll allow you to regain lost health and energy, redirect powerful bolts, and more. inFamous handles ammo in a unique way too. Using powers drains your bolt meter, but you can suck up electricity from any electrical appliance nearby (generators, streetlights, cars, TVs, etc…). While you will run out of ammo, you’re never too far from a recharge. Most games give you a cool weapon like a rocket launcher and never much chance to use it, but here you’ll be using all your powers constantly. Watching a stream of cars explode with bodies flying around never gets old. As a fan of ye olde ultra-violence, it’s a testament to inFamous’ combat that without blood or gore, the violence is still entertaining.

Much of inFamous’ charm lies in its presentation. Ordinarily, I abhor pre-rendered cutscenes done in a different than the rest of the game. inFamous is the exception to the rule, portraying its plot-heavy moments in a digital graphic novel style. The transition to these cutscenes can be jarring, but they succeed due to wonderful hand-drawn artwork and a memorable musical score. The voice-acting is good, though Cole sounds generic.
The art style isn’t flashy as some games, but there’s a unique, almost collage-like look to the world. Different areas aren’t radically unique, but are different enough to keep things interesting. The game’s pre-rendered sky that changes depending on what core mission you’re on rather than a real weather cycle works well. It may not be realistic, but inFamous establishes mood over realism.