Infamous (by Sucker Punch) PS3

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  • Flawless
    Bang-bang! Down-down!
    • Mar 2004
    • 16780

    #16
    Re: Infamous (by Sucker Punch)

    E3 Trailer:

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    Go Noles!!! >>----->

    Comment

    • Flawless
      Bang-bang! Down-down!
      • Mar 2004
      • 16780

      #17
      Re: Infamous (by Sucker Punch)

      Gamespot has a demonstration of the game up.




      It's looking really good.
      Go Noles!!! >>----->

      Comment

      • Altimus
        Chelsea, Assemble!
        • Nov 2004
        • 27283

        #18
        Re: Infamous (by Sucker Punch)

        Really good indeed; kind of like GTA and Uncharted with Star Wars powers.

        Comment

        • Flawless
          Bang-bang! Down-down!
          • Mar 2004
          • 16780

          #19
          Re: Infamous (by Sucker Punch)

          Some direct-feed footage.

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          Go Noles!!! >>----->

          Comment

          • Leon
            An Old Trafford
            • Mar 2003
            • 4981

            #20
            Re: Infamous (by Sucker Punch)

            Wow, the gameplay looks amazing.
            "It's not how big you are; it's how big you play" - David Thompson

            @nicroni

            Comment

            • 23
              yellow
              • Sep 2002
              • 66469

              #21
              Re: Infamous (by Sucker Punch)

              Might i say this sounds like a buy

              Comment

              • Flawless
                Bang-bang! Down-down!
                • Mar 2004
                • 16780

                #22
                Re: Infamous (by Sucker Punch)

                1UP

                What's the game about? City goes boom, and player becomes electric. Sucker Punch describes Infamous as a superhero action game set in an open-world environment. The main character, Cole, survives a massive explosion and somehow gains a host of electricity-based powers. Cole must use these powers to make his way around Empire City while dealing with random pedestrians (whether by helping or hurting them) or taking on the Reapers (a gang of bad dudes roaming the streets).

                What's new for TGS? The developers showed off a new mission that showcases a few new powers and tactics, new enemies, and even a snazzy-looking battle set on a power grid. While Cole sounds like he's limited due to being an electricity-focused hero, the developers wanted to demonstrate the variety of powers and tactics that can be derived from "just electricity."

                One thing that the developers reiterated was that Cole manipulates electricity; he can't simply generate it, so he'll often need to sap power from things such as light poles and nearby cars to replenish his electricity stores. On one hand, that means a giant transformer/power grid is a valuable location since Cole can use it to juice up. Conversely, that means power blackouts totally suck since having no easy access to power cramps Cole's style. So when Cole finds himself in a blackout, one option he can try is the "vampire suck" (a temporary name, since the developers plan to finalize the superpowers later) to gain energy from people instead of objects. You won't get as much juice as you would get from pure electricity from the power grid, but it should suffice for desperate situations, like when you need to fight some fools. Also, while the developers didn't go into detail about the morality system (i.e., whether the populace loves or fears you), it shouldn't be hard to figure out that using the vampire suck to charge up is considered as a not-nice move. As a counterbalance, Cole can heal downed people -- so if there's a bit of collateral damage, he can work up a bit of goodwill by healing anyone caught in the crossfire.

                The developers also showed off some pure combat maneuvers using electricity, ranging from generic blasts of electrical power to things such as charging up cars to explode, charging up other nonexplosive items (such as light poles or trash bins) to shock opponents upon touch, or calling down lightning bolts from the sky. The team wants to give players a variety of interesting combat applications so that the electricity-based combat doesn't merely feel like a prettier version of shooting a pistol in any other game.

                One crazy new power is post-cognition, which allows Cole to somehow manipulate the electrical synapses of dead people to learn information. In one instance, Cole's tracking down a contact who hasn't reported in for a while and encounters a corpse at the meeting spot. Using post-cognition, Cole learns that the corpse is his contact's wife, and that her husband has been kidnapped by Reapers -- Cole then sees a ghost image of his contact and must chase it throughout the city to his contact's current location (the power grid at the mission's conclusion). The developers noted that this is only the initial use of post-cognition being used for a linear mission in order to teach players about its basics, and that post-cognition becomes more than just "Hey, follow this ghost to your mission's end!"

                The demo also showed off a variety of Reapers, ranging from Reapers who wield guns and grenades to goons that have superpowers. In one fight, the Reaper moved much faster than usual and augmented his attacks with fire -- the developer decided to charge up elements of the environment to weaken the Reaper and then finally took him down via melee combat.

                What our take? We've always liked Sucker Punch's games, and it's nice to see what the team can do when you remove the all-ages animal/mascot platforming aesthetics and let it loose in creating a more "unhinged" game, so to speak. Plus, it's just plain cool to see an all-out brawl between an electricity-wielding badass and goons who use guns, grenades, and fire superpowers. We're curious to see how the whole morality system plays out, as the developers have mentioned it several times per demonstration but always stay pretty tight-lipped when it comes to actually showing it off.
                New Screens

                Go Noles!!! >>----->

                Comment

                • Eton Rifles
                  Obey the Father!!!!
                  • Feb 2003
                  • 5374

                  #23
                  Re: Infamous (by Sucker Punch)

                  Any idea on a release date for this yet?
                  follow me on twitter: www.twitter.com/eton_rifles

                  Comment

                  • Altimus
                    Chelsea, Assemble!
                    • Nov 2004
                    • 27283

                    #24
                    Re: Infamous (by Sucker Punch)

                    Originally posted by Eton Rifles
                    Any idea on a release date for this yet?
                    Spring 09.

                    Comment

                    • Flawless
                      Bang-bang! Down-down!
                      • Mar 2004
                      • 16780

                      #25
                      Re: Infamous (by Sucker Punch)

                      Eurogamer: Live Q&A

                      Apart from being good or evil, are there other ways to shape your character, such as customisation options, upgradable skills, etc? How may super powers will you be able to have?

                      Nate Fox: I can't wait to tell you the answer to that... in a couple of months.

                      But I can say this: your Cole and my Cole are not the same.

                      Are there going to be side missions or activities the player can participate in away from the main story mode?

                      Nate Fox: The world is filled with people getting mugged and attacked all around you. These things will happen whether you choose to do anything about it or not. We call this the "crime eco-system". There is definitely a ton of things to do in empire city outside of the main missions. We'd be making a pretty piss-poor open world game if we didn't support this kind of freedom of play.

                      It's all very well to talk about moral choices, but lots of developers do that, and they end up giving you the choice of whether to be "good" or "bad" with no shades of grey, What are you going to do that's different?

                      Nate Fox: How you choose to play the game will have an effect on how the game pushes back on you. I'm not going to tell you the specifics but I can tell you we're modeling reality here. if you're a complete jerk or a white knight in riot-torn Empire City, you better watch out.

                      From what I have read the game describes an open and dynamic world for the user. How will the game deal with narrative and progression if everything is 'open'? Will we 'unlock' content as we gain powers, for example?

                      Nate Fox: It wouldn't be a videogame if the protagonist didn't acquire more powers over the course of the game. Giving people new powers, new toys to play with keeps people engaged and allows them to have something to really focus on and master. It's very satisfying to see Cole go from his basic move set to "Thor on earth".

                      What about the story and the geography of it all - will that be limited and then unlocked as we go along? Are there other characters to interact with along the way, too?

                      Nate Fox: Again, since it's a videogame - and I love videogames - I'd be a complete jerk if I didn't unlock neighborhoods for the player to explore. And since it's a superhero game, we've got to support some superhero standards like love interests (she's hot btw), fat best friend, and a rogue's gallery of powerful iconic villains - it's all there.
                      Go Noles!!! >>----->

                      Comment

                      • bkfount
                        All Star
                        • Oct 2004
                        • 8467

                        #26
                        Re: Infamous (by Sucker Punch)

                        so the videos just make this look like a more polished Crackdown to me.

                        Not that there's anything wrong with that, as Crackdown was amazingly fun while it lasted.

                        Comment

                        • Pared
                          Legen - WAIT FOR IT
                          • Feb 2003
                          • 39337

                          #27
                          Re: Infamous (by Sucker Punch)

                          Holy **** this looks amazing.
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                          Comment

                          • Flawless
                            Bang-bang! Down-down!
                            • Mar 2004
                            • 16780

                            #28
                            Re: Infamous (by Sucker Punch)

                            1UP Interview

                            1UP: Quick refresher: What's the basic structure of Infamous? Is it a series of missions set against an open-world backdrop, or do players go out into the world to find things to do? Does Cole have a safe house, like Sly did?

                            NF: Infamous is an open-world game filled with stuff to discover as you poke around Empire City. People are getting mugged and attacked all around you -- whether you decide to do anything about it or not. We call this "the crime ecosystem." However, story missions are tailored to deliver a cinematic superhero experience. And yeah, Cole has a bit of a safe house, but not like Sly? nope, there's no place safe for Cole in Empire City.
                            1UP: Are there any specific influences on the feel and design of Infamous? We'd like our readers to get a sense of which superhero stories share DNA with Infamous or where ideas like the postcognition ability came from.

                            NF: As you might imagine, we're all big superhero fans here at Sucker Punch. The film Batman Begins and the graphic novel series DMZ are two of [Infamous'] many influences that did it right. I also got a lot out of participating in the Seattle WTO riots. Spending time in a lawless place is interesting? particularly as a superhero with the power to do great good and evil. As for postcognition, it was born out of our constant desire to create cool gameplay. One of the big problems in an open-world game is creating interesting setups for combat. But what if a superhero had the ability to track the psychic echo of a killer through a crowded urban environment? Well, that's a pretty cool superpower because it creates fun gameplay scenarios. Not all of Cole's powers are about blasting people's faces in? just most of them.
                            1UP: What's been the biggest development challenge in producing Infamous?

                            NF: The biggest challenge was getting Cole's climb ability to work just right. We'd promised ourselves that the whole city was going to be scalable. This is, as you might imagine, a hard promise to live up to? but now that it all works, it was clearly worth all the effort. Being able to smoothly skulk along the rooftops and then jump down onto the heads of a bunch of bad guys is great. You really feel like a superhero.
                            New Screens

                            Go Noles!!! >>----->

                            Comment

                            • Flawless
                              Bang-bang! Down-down!
                              • Mar 2004
                              • 16780

                              #29
                              Re: Infamous (by Sucker Punch)

                              New Infamous Info Coming

                              We know many of you have been looking to see more on inFamous. Sucker Punch is hard at work on the title, and so with 2009 almost upon us, we thought it would be a good time to give you an update.

                              Tune in tonight for an exclusive look at inFamous on G4TV’s X-Play at 8 pm EST, 5 pm PT.

                              Then, on Friday afternoon, look out for IGN’s first hands-on reveal. Sucker Punch’s Nate Fox, game director, also will be making his blog debut on Friday to give you the lowdown on where the team is with development and what’s to come.

                              Stay tuned …
                              Go Noles!!! >>----->

                              Comment

                              • Flawless
                                Bang-bang! Down-down!
                                • Mar 2004
                                • 16780

                                #30
                                Re: Infamous (by Sucker Punch)

                                12 minute preview:

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                                Interview:

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                                Go Noles!!! >>----->

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