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.......
Infamous (by Sucker Punch) PS3
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Re: Infamous (by Sucker Punch)
Infamous is the cover story of the July GameInformer.
- "Infamous begins with a serene, panoramic sky view of Empire City on the title screen, with the words "press start flashing". ..once you push start, a massive explosion rips through the heart of the city. Six city blocks are consumed by flame...in the center, a man named Dylan staggers to his feet."
- Dylan doesn't know how he got his powers and starts out apathetic. He then becomes invest in the city...or you can choose not to be at all.
- Dylan can run up rooftops, scrambles across building architecture, and can seek cover in unlikely nooks and crannies.
- Sucker Punch striving for simple controls to do not so simple things.
- Empire City has 3 islands.
- After the explosion, the city falls into chaos. A plague makes the govt. quarantine the city. Gangs are formed.
- Dylan's abilities evolve throughout the game.
- One fight saw Dylan and his friend Zeke against a bunch of guards. A couple of choices include zapping the mobs and flinging them off the bridge, or using your electricity on the environment (i.e. power generators that may be nearby) to create explosions.
- Sucker Punch says "The hero's powers and the storyline are in support of the gameplay."
- Dylan cannot use firearms since his powers are "always on" (meaning he would set off the gunpowder in bullets). The powers can complicate your actions within the world.
- There will be other "villains" with their own powers that come into play. As well as other normal enemies with powers.
- Infamous isn't structured like other open world games with a marker on the mini map for your next mission. The team's goal is to create a world where events unfold naturally.
- For example, you're on your way to disarm a bomb, but you notice a woman in the street bleeding and screaming. Time is ticking. What do you do? Your actions affect the world at large. Hence "Infamous".
- Karma system keeps track of your actions. Your actions affect the actions of the citizens of the city. They may fight with you or ignore you or even help fight against you. Karma also factors into how your abilities develop.
- Release TBA
Go Noles!!! >>-----> -
Re: Infamous (by Sucker Punch)
The GameInformer cover.
After Sony announced Infamous, the company went dark on anything related. In our world exclusive, we blow the lid off of the game in a 10-page cover feature. Sly Cooper developer Sucker Punch has developed a new type of superhero fit for the modern world, and Infamous is his story. Set in a huge open world, players will get to experience an epic story while playing in a sandbox setting.Go Noles!!! >>----->Comment
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Re: Infamous (by Sucker Punch)
http://i32.tinypic.com/x3acck.jpg
http://i31.tinypic.com/2rgzyxg.jpg
http://i26.tinypic.com/dc78s4.jpg
http://i26.tinypic.com/4rwajd.jpg
http://i28.tinypic.com/24etdfq.jpg
Looks really cool.Go Noles!!! >>----->Comment
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Re: Infamous (by Sucker Punch)
man whats with "empire city" mafia 2 is in empire city as well. this game looks cool thoughComment
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Re: Infamous (by Sucker Punch)
Sandbox games are the best non-sports games IMO.Streaming PC & PS5 games, join me most nights after 6:00pm ET on TwitchTV https://www.twitch.tv/shaunh20
or Tiktok https://www.tiktok.com/@shaunh741
My YouTube Vids: https://www.youtube.com/@OdoggyDogg/videosComment
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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.Originally posted by BlzerLet me assure you that I am a huge proponent of size, and it greatly matters. Don't ever let anyone tell you otherwise.
If I went any bigger, it would not have properly fit with my equipment, so I had to optimize. I'm okay with it, but I also know what I'm missing with those five inches. :)Comment
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Re: Infamous (by Sucker Punch)
New inFamous info, Screens
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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DickDalewood
Re: Infamous (by Sucker Punch)
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.......Comment
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Re: Infamous (by Sucker Punch)
So is this a superhero GTA?follow me on twitter: www.twitter.com/eton_riflesComment
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Re: Infamous (by Sucker Punch)
I feel that Superhero Sandbox would be a more appropriate term.Comment
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Re: Infamous (by Sucker Punch)
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Re: Infamous (by Sucker Punch)
E3 2008: inFamous Q&A
Sucker Punch fills us in on its superhero blockbuster.
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.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.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.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.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.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.
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