First unveiled during Sony's E3 keynote nearly a year ago, Sucker Punch's inFAMOUS has done a good job of keeping entirely off the radar, despite a knockout trailer (found after the break) that left us wanting more. Well, "more" has come ... in the form of Game Informer's latest cover story, the details of which have begun popping up on message boards and in our inbox.
According to GI's write-up, the game focuses on a protagonist named Dylan who possesses super powers. (In his case, the ability to fire off electric bolts all Zeus-like.) inFAMOUS begins with a literal "bang," with Empire City – the game's setting – descending into chaos following an explosion, a plague, government quarantine, and the rise of street gangs. So far, a definite far cry from Sucker Punch's previous creation for Sony, Sly Cooper.
Beyond Dylan's abilities, which also to include running up walls and leaping across rooftops, the core of the game looks to revolve around whether players will choose to use his powers for good ... or not-so-good. As the article explains, players can zap enemies to death or simply use Dylan's "gift" to impede them (by blowing up nearby objects and the like). Dylan can't use guns, according to GI's report, since the electric charge he gives off would cause the bullets to explode in the chamber of the gun.
GI goes on to mention that Empire City is an "open world," but the game relies on scripted events rather than markers or icons to guide players. An example is given where Dylan must disarm a bomb, but is faced with the decision of being a good guy or wasting precious time when he encounters and injured civilian en route. The article states that the way players treat civilians will affect their feelings about Dylan; help them, they'll help you; hurt them, they'll try and return the favor.
With the promise of other super-human characters to battle and a gameworld where every players decision changes the ultimate outcome, inFAMOUS continues to sound more and more inTRIGUING.
Reader Comments (25)
Posted: Jun 10th 2008 9:03PM SheppyReturns said
That would kind of conceptually clash with the 3D contacts the sequel will feature.
Reply
Posted: Jun 11th 2008 3:53PM LaughingTarget said
No one appreciates a good play on words anymore. :(
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Posted: Jun 10th 2008 9:14PM aristokrat said
GAAAHHHHH....damn you GameVideos! They must really miss the suck that used to be RealPlayer, because they're nothing compared to GameTrailers. Crappy flash coding FTL...
Reply
Posted: Jun 10th 2008 9:44PM (Unverified) said
I'd call you a troll but it does sound a lot like crackdown...
Reply
Posted: Jun 10th 2008 9:54PM Mal F4cti0n said
I don't know about that.
I own Crackdown, and the detail between the two games looks like the difference between games on differenct console generations. Not to slam Crackdown, that game was really fun, but the model details in this look frackin' amazing!
Reply
I own Crackdown, and the detail between the two games looks like the difference between games on differenct console generations. Not to slam Crackdown, that game was really fun, but the model details in this look frackin' amazing!
Posted: Jun 10th 2008 10:32PM SheppyReturns said
My problem with games that brag about "choices" is they don't really give you any. Well, outside of the original Baldur's Gate.
Take, as an example, Bioshock. They said the Little Sister issue will give you a difficult choice. Eat babies to become stronger, or save them and get less Adam. However, since the Adam rewards accomidated for the missing adam in saving them, there was no choice there. Likewise, other games which feature "good or evil" paths often punish the player by either giving them a bad ending or even less game like KOTOR.
I remember the ultimate bad aspect, Neverwinter Nights. Because most of the game was built around good alignment, I had to take breaks once every few quests and kill some random homeless people just to keep my alignment...
Choice is a good thing, but all of the games that have advertised that feature hasn't delivered.
Reply
Take, as an example, Bioshock. They said the Little Sister issue will give you a difficult choice. Eat babies to become stronger, or save them and get less Adam. However, since the Adam rewards accomidated for the missing adam in saving them, there was no choice there. Likewise, other games which feature "good or evil" paths often punish the player by either giving them a bad ending or even less game like KOTOR.
I remember the ultimate bad aspect, Neverwinter Nights. Because most of the game was built around good alignment, I had to take breaks once every few quests and kill some random homeless people just to keep my alignment...
Choice is a good thing, but all of the games that have advertised that feature hasn't delivered.
Posted: Jun 10th 2008 10:03PM (Unverified) said
Some points that might sound interesting
- "Infamous begins with a serene, panoramic skyview 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.
- After the explosion, the city falls into chaos. A plague makes the govt. quarentine the city. Gangs are formed.
- Sucker Punch striving for simple controls to do not so simple things
- Empire City has 3 islands
- Dylan's abilities evolve throughout the game
- One fight saw Dylan and his friend Zeke against a bunch of guard. 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 te storyline are in support of the gameplay."
- There will be other "villians" with their own powers that come into play. As well as other normal enemies with powers.
- Karma system keeps track of your actions ( I assume without showing you? Not sure). 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.
What show/conference is the soon to come? :(
Reply
- "Infamous begins with a serene, panoramic skyview 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.
- After the explosion, the city falls into chaos. A plague makes the govt. quarentine the city. Gangs are formed.
- Sucker Punch striving for simple controls to do not so simple things
- Empire City has 3 islands
- Dylan's abilities evolve throughout the game
- One fight saw Dylan and his friend Zeke against a bunch of guard. 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 te storyline are in support of the gameplay."
- There will be other "villians" with their own powers that come into play. As well as other normal enemies with powers.
- Karma system keeps track of your actions ( I assume without showing you? Not sure). 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.
What show/conference is the soon to come? :(
Posted: Jun 10th 2008 10:09PM HighFiveJesus said
it is an awesome cover, and i would like it in poster version. this is probably the first time i've ever felt this way.
suckerpunch has a great track record, but sadly sony is becoming inFamous for good companies not delivering what is expected.
Reply
suckerpunch has a great track record, but sadly sony is becoming inFamous for good companies not delivering what is expected.
Posted: Jun 10th 2008 11:03PM (Unverified) said
I wish that inFAMOUS was the sequel to Almost Famous, because that was a pretty good movie.
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Posted: Jun 11th 2008 12:56AM (Unverified) said
It reminds me of crackdown hopefully this game will have what crackdown missed:Boss fights,story line,objectives and local co-op.
Reply
Posted: Jun 11th 2008 3:34AM BurntMeatloaf said
- "An example is given where Dylan must disarm a bomb, but is faced with the decision of being a good guy or wasting precious time when he encounters and injured civilian en route."
Being a hero sure is a lot of fun, huh?
I love Sucker Punch, but I really hope they don't pull too many "needs of the many" lines like this. I find it difficult to play these games because I have to figure out the rules that the game has set for me, rather than using my own skill and intuition to work out compromises. It's so easy to make concepts like this suck.
Open-ended gameplay rarely works well because the rules are still artificial rules. It reminds me of those racing games where you can drive through telephone poles, but a tiny flower will puncture your radiator. Things still have to make sense, and that's especially hard when making games where the choices you make are intended to have emotional significance.
Either that, or I'm just a wimp. I can't even bring myself to slap imps in Dungeon Keeper.
Reply
Being a hero sure is a lot of fun, huh?
I love Sucker Punch, but I really hope they don't pull too many "needs of the many" lines like this. I find it difficult to play these games because I have to figure out the rules that the game has set for me, rather than using my own skill and intuition to work out compromises. It's so easy to make concepts like this suck.
Open-ended gameplay rarely works well because the rules are still artificial rules. It reminds me of those racing games where you can drive through telephone poles, but a tiny flower will puncture your radiator. Things still have to make sense, and that's especially hard when making games where the choices you make are intended to have emotional significance.
Either that, or I'm just a wimp. I can't even bring myself to slap imps in Dungeon Keeper.
Posted: Jun 11th 2008 8:38AM (Unverified) said
Not too impressed with that video but I guess there's more to it then that.
Reply
Posted: Jun 11th 2008 10:12AM Ricky Bango said
Mmmm...pretty sick of the "camera circles character standing on building staring down at city" trend game trailers these days...blech.
Reply
Posted: Jun 11th 2008 10:57AM (Unverified) said
Prototype looks good, but linear. Sandbox or not, you're going to go wreck guys. It's open-world, but story driven, so your choices will be pretty limited. Really looking forward to it.
Infamous, on the other hand, looks like it's going more on player choice instead of storyline. You'll make the story as you go along. Also really looking forward to it. I'll need two save files so I can bee good on one and evil on the other.
I'll take both, thanks.
Reply
Infamous, on the other hand, looks like it's going more on player choice instead of storyline. You'll make the story as you go along. Also really looking forward to it. I'll need two save files so I can bee good on one and evil on the other.
I'll take both, thanks.
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