Move ahead two years later, and the sequel is here, better than ever, but only slightly so. Either way, inFAMOUS turned out to be a fun, breezy, super powered romp that managed to stay ahead of the pack. The combination of a big, three island city and electrical based super powers gave players a large playground in which they could either be the noble hero or revel in some anarchic mass destruction. This is the power used to strike the Beast at the start of the game, and is similar to the Lightning Storm ability in the first Infamous game.In the spring of 2009, Sucker Punch debuted their non-Sly Cooper, open world, action-based, super hero title inFAMOUS and it was a success. As a heroic Cole, deployment of this power should be limited, as collateral damage tends to be high. Anything without sufficent mass will be pulled towards the disturbance and shredded. This power unleashes a maelstrom of RFE fueled EM chaos directly in front of Cole. By completing more side missions, you will be able to stockpile more Ionic Energy (up to a maximum of 3 uses). In game terms, these powers are the ultimate Ray Field Energy powers, and like smart-bombs in Devastator or Defender, Cole enjoys limited access to them at all times. The pick-ups are purple concentrations of energy from defeated enemies. Ionic Powers are derived from residual RFE emissions. This power, coupled with Static Thrusters and Car Jump, makes navigation in broken terrain a breeze. This power (not to be confused with the downloadable content power "Lightning Hook") lets Cole make like Spider-man and use an electro-magnetic tether to "hook-shot" himself in the environment. Using this power, Cole may lift and throw heavy objects from cars to cargo containers. This is essentially telekinesis, but works only on masses with sufficient amounts of ferrous metal (non-ferrous metals will not react to electro-magnetism). Note that Induction Yield and Polarity Wall are no longer present, and powers like Static Thrusters and Car Jump are not listed in the powers menu. This category of powers include: Kinetic Pulse, Lightning Tether and other karma-tied powers you will discover. Very handy for agile enemies, or when firing on the go. This power splits a warhead into three concentrations of RFE and bestows a target-tracking ability to each. Cole can spam this attack for damage over long ranges, but the grenades have larger explosive ranges. The Alpha Missile is the basic dumb-fire rocket. Variations will cause the RFE warhead to behave differently, such as splitting apart or even exhibiting target-tracking features. The missile (or Mega-Watt Hammer) is Cole's direct-fire explosive. (Editors' Note: This power was previously only available to villainous Cole.) Power Category: Missile This grenade requires 3 batteries to emit. These micro-bombs have the ability to stick to enemies. This power breaks the grenade into seven micro-explosives (in the previous game, this was a power exclusive to villainous Cole). The explosion is quite lethal to everyone in the area of effect - don't go and blast yourself for 'teh_lulz' It behaves like any thrown explosive, reacting to gravity (falls) and being thrown at solid objects (bounces). This state cannot exist for long, and the sphere will eventually destabilize and explode, causing great destruction. This is a class of powers that concentrate the RFE into a dense sphere of unstable particles. Cole can prematurely trigger the explosion by shooting the anomaly with a bolt. The explosive sticks to enemies or surfaces, and destabiizes (explodes) after a set period of time. This version of the blast concentrates Ray Field energy into a timed (and primed) explosive. Its range is short, but its area of effect is fairly wide. It pushes enemies, cars, and unsecured objects away. Each use of blast will require one battery. This category of powers diffuses the bolt's focus and relies on electro-magnetism and diamagnetism to repel objects from Cole. It otherwise behaves exactly like Alpha Bolt. It arcs in mid-flight (think of bullet-drop) so if you aim at enemies in a distance, you may want to adjust for that. The Artillery Bolt is your long-ranged standard attack. Where the Alpha Bolt fires quickly, the Pincer Bolt has a decreased fire rate and behaves more like a shotgun. The projectile splits into three shots and has limited tracking ability. The Pincer Bolt is unlocked after progressing deeper into the story. It fires quickly, but has only medium range compared to the Artillery Bolt. The Alpha Bolt is Cole's default projectile power.