On the one hand, players can be good, which means they will help downed civilians by shocking them back to health, allow enemies to live, and take the humane actions when such is called upon. In some cases, being the hero is dull, though more often than not it’s more of just being human. All of the good vs. evil decisions are completely black and white, to the extent that when important moral decisions are to be made, the game will cut to Cole thinking out loud what is good, what is bad, and the short-term benefits of both are. And after the decision is made, we’re taken out of the game again for a good ten seconds to see whether we did good or bad. How tiresome.
On the other hand, being evil requires another playthrough, at least if players wish to have all the powers available to them in the course of the campaign. In my time testing the game, I completed all but two or three side missions and still failed to earn enough experience points to purchase every last power upgrade. Sure, I could go around Empire City a few times, fighting off enemies wherever I find them, and collect the few XP points they have, but by then the experience is done and old.
Indeed, even a second playthrough, this time being inFamous, with all the evil powers instead of the good ones, felt tedious. There are only 15 missions that are morally based, 15 for both good and evil, though only one of each can be done per game. For players who enjoy the experience of the entire game but don’t need to witness everything a second time to get the full experience, inFamous is not the game for you. InFamous isn’t an RPG, it does not have enough gameplay elements to make a second playthrough worthwhile unless you really enjoy the gameplay.