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Infamous (by Sucker Punch) PS3

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Old 06-20-2008, 01:17 PM   #9
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Re: Infamous (by Sucker Punch)

I haven't read too much about this but from what I've seen it kinda looks like Prototype.
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Old 07-02-2008, 05:47 PM   #10
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Re: Infamous (by Sucker Punch)

New inFamous info, Screens

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Hey Everyone! All the Sucker Punchers here at HQ are super excited about the July issue of Game Informer (available at fine magazine stands everywhere). GI has a 10-page cover story on inFamous, our (deep breath) open-world-modern-day-super-hero-action-adventure game. The article does a great job capturing the best things about inFamous.

A pile of screen shots showing Dylan’s powers? Check. A first hand account of the addictive gameplay? Check. An intro to the player-driven story line? Check. The whole thing really nails what we’re after with the game: an evolving open city where you get to choose how you use your strange newfound powers. Will you use the powers for good? …or for something else?

A bunch of news about inFamous will be released during this year’s E3, so keep an eye out. We’re finishing up a new trailer, more artwork, some interviews, and more details about the gameplay. If you’re too anxious to wait, check out these new exclusive screenshots.


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Old 07-02-2008, 09:35 PM   #11
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Re: Infamous (by Sucker Punch)

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Originally Posted by luv_mist
http://ps3.ign.com/objects/800/800208.html

Looks pretty nice. It seems like an open world. It's games like this that continue to pull me into the PS3 realm. High entry cost, but I'm slowly getting there.......
Read up on this in my latest Game Informer. You can definintely color me intrigued.
 
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Old 07-03-2008, 09:33 PM   #12
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Re: Infamous (by Sucker Punch)

So is this a superhero GTA?
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Old 07-04-2008, 05:13 AM   #13
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Re: Infamous (by Sucker Punch)

I feel that Superhero Sandbox would be a more appropriate term.
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Old 07-15-2008, 03:13 AM   #14
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Re: Infamous (by Sucker Punch)

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Old 07-15-2008, 05:21 AM   #15
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Re: Infamous (by Sucker Punch)

E3 2008: inFamous Q&A
Sucker Punch fills us in on its superhero blockbuster.

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IGN: How much choice do you have in being good or evil? Is it on the scale of Knights of the Old Republic, where your actions carry over for the length of the game?

Nate Fox: We don't think of good and evil as binary choices in the narrative the player makes. It's not like you come to the point in the script where must press Circle to rescue the trapped baby, or press Triangle to apprehend the carjacker. Instead you are playing through the game deciding how at each moment you want to proceed. If you lob grenades across the street, you'll probably harm some civilians along with the thugs there. Maybe that's the choice you make, maybe not. Similarly, the civilians don't just have a love or hate relationship with Cole, each person and each small neighborhood in the city has a unique relationship with Cole, and they'll act that out during gameplay.
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IGN: Are you able to control your powers to just knock people out instead of killing them if you wish to play the good angle?

Nate Fox: Absolutely. The hero has a variety of powers- some are surgical, some are not lethal, doing the minimum amount of damage to incapacitate the enemy; some are brutal, leading to overkill moments and lots of collateral damage. The choice of which to use and when is up to the player. They'll just have to live with the consequences.

IGN: What sorts of powers will players have access to through the game?

Nate Fox: Probably the best way to characterize it without being overly specific right now is to think in groups. There are pure offensive powers (smaller bolts, lightning strikes) which you can see in the videos. There are electro-kinetic powers (blasts and grenades) and there are heroic powers (shock-healings, arrests). There will of course be more than the list here, but I'm just trying to give you the basic groupings now.
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IGN: How does movement play into the overall mechanics? How easy is it to leap around from wall to rooftop to light post?

Nate Fox: Pre-blast, Cole's passion was urban exploring. He's got excellent climbing and athletic skills; climbing up a face of a building, leaping across rooftops, and jumping from a light post to the elevated train tracks are all things Cole can effortlessly execute. We've worked really hard to try to make the climbing and movements all feel great, and we're excited with where we are.
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IGN: How immersive and full is the world? Will you see people going about their business, like you might in Grand Theft Auto?

Nate Fox: We have a team of guys who are working on that specific area! It's not just "going about their business" to add flavor for flavors sake though. The entire city is built up from objects the citizens can use and interact with. When you enter new areas of the city, the civilians are unhappy and desperate – you'll find them digging through trash, sleeping on the streets. As the tide turns in the city, their behaviors will all change. This all is one of the most important and visible parts of making you feel heroic or villainous.
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IGN: Do other characters in the game have powers like Cole, or is he one-of-a-kind?

Nate Fox: I'm going to politely duck this question in terms of specifics, but we certainly think it would be a very boring game if Cole didn't meet any powerful enemies.
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IGN: What sort of cool whiz-bang visual tricks are we going to see? Are you implementing pro-pixel leatherization diffusion?

Nate Fox: I think the most important "visual trick" isn't really a trick at all. It's building the technology and artwork necessary to create an incredibly detailed urban landscape. Buildings are detailed down to the last window frame, lighting sconce and storefront. Of course this is necessary for us because you're climbing all over everything! Oh, I guess the other "trick" is that we're using a somewhat unusual lighting model called Deferred Shading. That makes it possible for us to have any and every light in the scene moving, flickering, or changing colors. It's not just the headlights on all cars, it's also the power grid turning on and off, and Cole destroying individual pieces of the lighting setup.
New Screens:


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Old 07-15-2008, 09:25 PM   #16
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Re: Infamous (by Sucker Punch)

E3 Trailer:

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