There is a segment in Sly 2 where the main characters are split apart, incapacitated, and you have to rescue them, to effectively 'get the band back together', after a climactic defeat. The moment you are all banded at the hip once more, it is a warm bandage, wrapped around a fissure alit. And yet it is the separation that nonetheless lingers. It lingers because Sucker Punch succeeds in creating dramatic stakes for characters in narrative turns of phrase that aren't afraid to conjure a proper illusion of consequence, of tension, where it elects to take itself seriously suddenly, in all its cheekiness, even in a kid's game starring anthropomorphic animal thieves. Say what you will, but Sucker Punch is just as invested in their characters as the player is -- it's what gives their work such an ember of preciousness, to some degree. No matter the reductiveness of some elements. Take the karma system in inFamous, for one.
The same one that, in the inFamous sequel, can lead to a road ending with you going toe-to-toe with your best 'bro', Zeke himself.
The scene is debatable. Some players never liked Zeke much if at all. Others didn't feel it was earned, or that neither Zeke nor Cole were really being reasonable to begin with.
But in a way, inFamous 2 was able to tell a story from start to finish about a ragtag band of superhero hoorah's just trying their damndest to do right by what they believed, and in a fun and solidly playable manner. The fact that it was also a tale of old-fashioned companionship between two guys making the best out of their crapshoot world, and randomly taking some cheesy figure of speech and making it a de facto motto for the game, is but icing on the cake.
Having gone to this:
...after, once, just being able to do this.
The same one that, in the inFamous sequel, can lead to a road ending with you going toe-to-toe with your best 'bro', Zeke himself.
The scene is debatable. Some players never liked Zeke much if at all. Others didn't feel it was earned, or that neither Zeke nor Cole were really being reasonable to begin with.
But in a way, inFamous 2 was able to tell a story from start to finish about a ragtag band of superhero hoorah's just trying their damndest to do right by what they believed, and in a fun and solidly playable manner. The fact that it was also a tale of old-fashioned companionship between two guys making the best out of their crapshoot world, and randomly taking some cheesy figure of speech and making it a de facto motto for the game, is but icing on the cake.
Having gone to this:
...after, once, just being able to do this.
Half as long, twice as bright, brother.