Infamous (by Sucker Punch) PS3
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Re: Infamous (by Sucker Punch)
I dunno too much!
Game looks pretty cool.Comment
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Re: Infamous (by Sucker Punch)
InFamous' Action Looks Electric--But How Does It Play?
My interest level in Sucker Punch's next PS3 action game InFamous has been teetering between "looks sort of OK" and "looks completely awesome" since Sony began the game's marketing campaign. After getting to play a good bit of InFamous, though, I plan to reside firmly in the latter camp until the game comes out in June. InFamous impressed the hell out of me, but before I tell you why, check out this glut of footage that shows off most of the action I got to play myself.
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So what did I take away from this demo that left me such a positive impression?
- The feel of the controls. Note to whoever it is at Sucker Punch making the decisions about run speed, aiming sensitivity, and jumping controls: Don't change anything. Cole accelerates quickly, runs really fast, and turns on a dime. He doesn't lose speed or maneuverability when you zoom to the over-the-shoulder aiming view. From the basic movement and shooting to specialized moves like hovering to distant platforms and grinding on power lines, the basic gameplay has a really responsive, immediate feel to it that made me want to keep playing. This, and the next point, are really the biggest reasons I want to play more of the game.
- Great superpowers and resulting destruction. The save game in my demo had a bunch of powers unlocked--electric grenades, a Force-like kinetic push, an electric hover ability, an aerial ground stomp--and it was really intuitive and easy to start chaining those powers into effective combos and wreaking stupid amounts of havoc. The bombastic physics system and highly explosive background elements made for some really satisfying explosions. I'd liken the big, open-ended feel of the combat and destruction to Crackdown, if you want a direct comparison. You get the same sort of chain-reaction car explosions and crazy stuff like that going on.
- Moral choices with gameplay-relevant consequences. In the grand tradition of KOTOR and Fable, you can choose to be a good guy or a bad guy at scripted points in the story, and your appearance will get prettier or uglier based on your behavioral tendences. Your lightning even turns blue or red! But more importantly, the game's extensive list of powers (there must be at least a dozen) change significantly depending on your alignment. Good powers give you precision strikes that minimize collateral damage, while evil powers are more about, well, wantonly blowing **** up. The evil grenades, for instance, split into five smaller grenades on impact, giving you a much bigger blast radius.
- Unique enemy encounters. In addition to that search-and-destroy-buses mission you can see in the video, I had to take on a couple of cool combat situations. One was a boss fight against a telekinetic lady who was screaming at Cole like a jilted ex-girlfriend. She could summon hallucinated enemies to confuse you during combat, and I had to get into these nifty Quick Time Events that required me to simultaneously button-mash and control Cole's hands to attack her. Another mission had me defending a prison yard from an attacking enemy force that was hurling fiery boulders over the wall. I had to use my shockwave move to literally send the projectiles flying back--until a bunch of enemy troops and giant monsters flooded the yard. One cool element was that I was fighting from an electrified grating, allowing me to constantly recharge my electrical special moves.
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Re: Infamous (by Sucker Punch)
Infamous Coming Soon(er)
When a game's release date changes, it's usually because of a delay. That's not the case with Infamous, Sony and Sucker Punch's superpower-infused third-person action game. Originally, the game was coming in June, but now it's coming to the states on May 26.
I'll wait for you to stop jumping, applauding, and screaming.
On top of that news, Sony doled out some preorder info. If you plunk down your cash for this game at participating retailers, you'll grab a special superpower, a Home costume, and early access to the demo. The demo's coming to everyone on May 21 so expect the exclusive access sometime before that, the costume is that of a hoodie-wearing Reaper, and the superpower is "Gigawatt Blades," a set of electricity swords attached to Cole's wrists for melee moves.Go Noles!!! >>----->Comment
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Re: Infamous (by Sucker Punch)
IGN UK Preview
Typical, isn't it. You wait years for a superhero-tinged open-world game and then two come swinging from the rafters in tandem. Sony and Sucker Punch are pitting the launch of inFamous precariously close to that of Activision's superficially similar Prototype, but from an extended hands-on with the game it seems that Sucker Punch's game has the brain and brawn to win out in this particular comic-book duel.
Greg has already voiced his excitement for the game on numerous occasions, and having now witnessed inFamous first hand it's an enthusiasm we whole-heartedly share – this is an action game with all the trappings of a top-tier first-party Sony title, and it's one of the finest propositions for the PlayStation 3 for the traditionally barren summer months. While Greg's previews have nailed the details of inFamous, being able to play it from the comfort of our own games room has allowed some of the finer points of Sucker Punch's PlayStation 3 debut to sink in.
While the comparisons to Prototype will continue long after both games are released this summer, the most pertinent reference points lie elsewhere. Crackdown's an obvious one – the Empire City of inFamous shares the verticality of Realtime Worlds' Pacific City, and again scaling the heights proves one of the game's most thrilling pleasures. Great sandbox games often deliver their best moments outside of the demands of the main quest and inFamous looks no different in this respect, with the pull of exploration strengthened by the possibilities of Cole's unique abilities.
Roof-top expeditions are well served by some robust mechanics – no surprise given Sucker Punch's heritage with the Sly Cooper games – with the main protagonist Cole proving suitably sticky when it comes to attaching himself to the sides of buildings and propelling himself from lampposts. While there's a certain amount of auto alignment aiding Cole's acrobatics, they do little to detract from the feeling of vertigo engendered by teetering atop some of the city's peaks.Indeed, it seems that Empire City also acts as a barometer of the player's character, with an evil Cole met with a metropolis that noticeably cowers at his presence. A visualisation of the karma system that underlies Cole's actions, it's just one level of feedback on where our hero's heart lies: much like the anonymous hero of Fable, his morality is also played out on his skin, with the evil Cole we see at one point heavily scarred with rippling red veins.
Whether the morality system is delivered organically or through binary choices will be integral to the success of the game's story, but unfortunately that's not something we can ascertain from the scattershot selection of missions we've seen to date. It's certainly setting its sights high, with the action prefaced by weighty citations: 'The belief in a supernatural source of evil is not necessary' says one particular passage pulled from the works of Conrad, 'men are quite capable of every wickedness.' If Cole's player-determined voyage can live up to Sucker Punch's literary allusions, it could be quite some tale.
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DickDalewood
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Re: Infamous (by Sucker Punch)
inFAMOUS Goes Gold!
3+ years, 60+ people, insane amounts of caffeinated beverages, and 70,000+ individual checkins of code, art, and media, and what do you get? A gold disc for inFAMOUS! We got the news late yesterday (just in time for the team to run off and tip a few back!) and I’m not sure it’s really sank in for me yet. But it’s official, and somewhere I hope they’re stamping out your copy of inFAMOUS right as you read this!
It’s a tradition here to bust out old builds and videos of the game and laugh at ourselves for how *crappy* the game was 2 years ago. It’s a strange combination of humiliation at how we ever showed those builds to people, appreciation to Sony for believing in us even when the game was so provably terrible, and sense of accomplishment at how far we were able to come, especially in the last 6-12 months. Plus it’s just plain hilarious to see some of our really BAD ideas on-screen.
But that’s the journey of making video games. We’re proud of what we accomplished getting to here, but the point of it all was to make something for you guys to enjoy — and we’re hopeful that you will drop us a note and let us know what you think after you’ve beaten the game! Enjoy the ride and thanks so much for all your support!
EDITOR’S NOTE: If you want to know what the last few weeks were like for Brian and the Sucker Punch team, look out for the Road To Gold dev diary releasing in May.Go Noles!!! >>----->Comment
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Re: Infamous (by Sucker Punch)
I am pumped about this game. Don't think I'll be able to afford to make it a day one buy, but it's between The Show and this for my next purchase.Green Bay Packers | Milwaukee Brewers | Bradley Braves | Wisconsin Badgers
Marquette Golden Eagles | Milwaukee Bucks | Milwaukee PanthersComment
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Re: Infamous (by Sucker Punch)
Wired Hands-On
It's hard to write about Sony's upcoming superhero videogame inFamous without mentioning Microsoft's 2007 sleeper hit Crackdown. The two games feel awfully similar.
The comparison is intended as a compliment. Crackdown's blend of Grand Theft Auto-style city sandbox gameplay and superpowers was an addictive combination. What's more fun than simply driving through a teeming metropolis? Leaping and climbing through it. Scrabbling to the top of skyscrapers, then jumping from building to building. Forget jacking cars — how about throwing them around like Frisbees?
InFamous, scheduled for release next month on PlayStation 3, has the potential to be much more than just a tide-me-over title for gamers waiting for the inevitable Crackdown 2. It could surpass the competition and be the best game yet in the superhero open-world genre. (Especially since there aren't very many of them that aren't crappy, movie-licensed games.)As you run and jump around inFamous' city, you'll find glowing blue orbs scattered about. Collect enough of these and you'll upgrade your lightning powers. This is the sort of carrot-and-stick gameplay that could make inFamous just as addictive as Crackdown.<param name="movie" value="http://c.brightcove.com/services/viewer/federated_f9/1813626064?isVid=1&publisherID=1564549380" /><param name="bgcolor" value="#FFFFFF" /><param name="flashVars" value="videoId=19838206001&playerID=1813626064&dom ain=embed&" /><param name="base" value="http://admin.brightcove.com" /><param name="seamlesstabbing" value="false" /><param name="allowFullScreen" value="true" /><param name="swLiveConnect" value="true" /><param name="allowScriptAccess" value="always" /><embed src="http://c.brightcove.com/services/viewer/federated_f9/1813626064?isVid=1&publisherID=1564549380" bgcolor="#FFFFFF" flashVars="videoId=19838206001&playerID=1813626064 &domain=embed&" base="http://admin.brightcove.com" name="flashObj" width="404" height="436" seamlesstabbing="false" type="application/x-shockwave-flash" allowFullScreen="true" swLiveConnect="true" allowScriptAccess="always" pluginspage="http://www.macromedia.com/shockwave/download/index.cgi?P1_Prod_Version=ShockwaveFlash"></embed></object>
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Re: Infamous (by Sucker Punch)
Check this video out.
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