Interview: Sucker Punch's Nate Fox on inFamous and inSpiration

So, Nate Fox, how long have you been at Sucker Punch?
Nate Fox: I've been at Sucker Punch for over 10 years. When I started, I had a full head of hair. That is not a lie.
Were you there when it was founded? How long has Sucker Punch been around?
Sucker Punch has been around for about 11 years. So I was not there for the first few months. I worked on the first game, Rocket: Robot on Wheels and all of the subsequent games as well, but I wasn't there from day one.
Did you serve as Game Director on any of the games previous to inFAMOUS?
No, I didn't actually, on Rocket I did environmental art and lighting and I did a very small amount of design. Then, because of the success of the design I had done on Rocket, I got promoted for Sly Cooper and did half of the design of the game and started taking over the writing for the game, half-way through it. And then it was a gradient thing. Sucker Punch is very much a meritocracy, so people who can do a job, just end up doing it.
When did you guys decide to jump ship off Sly Cooper and the entire animated kid-friendly genre to something more serious?
"Being comic book fans, it made a lot of sense to say, 'let's make a superhero game where we get to blow things up."
|
We knew towards the end of Sly 3 that we wanted to do something else. Working on cartoon thief game for six years, we got a little tired of sneaking around and wanted variation, change. So, being comic book fans, it made a lot of sense to say, "let's make a super hero game where we get to blow things up", instead of cautiously looking through a bunch of guards' patrol paths which, Sly games had a fair amount of that. We wanted to just be brazen and loud and so, that's where inFAMOUS comes from.
Why did you settle on electricity as the archetype of the superhero that you guys used?
Well, it wasn't really obvious to use electricity, I'll tell you, I wish I could say it was, we auditioned a lot of different powers and thought a lot about powers. When you set out to make a superhero game, that's the first question you ask yourself, right. What can I do? Can I make ice walls? Can I fly? Can I become invisible? Can I change my gender at will? That kind of thing.
Our big goal was that we wanted to make you feel like you were becoming a modern-day superhero and in order to make you internalize it and feel like this thing was really happening, that you were an everyday guy who suddenly got these powers. We wanted to give you powers that worked well in a video game context, and video games are really good for shooting things, ranged combat. So we figured we'd have a lot of that in the game, and electricity was a good marriage to that because shooting a lightning bolt into somebody's face is something that everybody understands.

But what really, really sealed the deal was that... It was a superhero game, it has to take place in a city, and by making electricity, we could actually have him interact with the city's power grid in a very meaningful way so that he had a real relationship with the city. It was his food, it was the source of his power. So the city he was fighting for also nourished him, so that seemed really good.
I saw half an episode of Static Shock a long time ago and I'm sorry, there's really no intentional commonality there.
|
What comic books did you use as inspiration?
The two that were most influential were Batman: No Man's Land – I don't know if you've ever read that one. It's pretty good. They've got a great concept of how Gotham City is treated as it sort of suffers from a natural disaster. But the book that was even more inspirational for me was a comic called DMZ, which was about a journalist – it's a comic about you, and you're stuck in this New York that has been overrun into this war kind of capacity.
It's people stuck in New York making their lives work despite these incredibly bad circumstances going on around them. It's awesome because you really get a sense of the flavor of what it's like to be stuck inside – to be just a normal person stuck inside extraordinary circumstances. But it doesn't turn you into anything weird in DMZ, it's just humanity reacting.
A lot of commenters on stories that we've written about the game have drawn comparisons between – I don't know if you've ever seen it, but it was a kids' WB show called Static Shock about a superhero...
You know man, I saw like half an episode of Static Shock a long time ago and I'm sorry...there's really no intentional commonality there. I remember he had a sidekick who could make things out of machines and it could fly. But that's all I can remember from the show. Was it a good show?
It was not a very good show, no.
What could Static Shock do; what were his powers?
He had electricity powers and could draw electricity out of things and use it.
Actually, I got to go back and watch it. Did he have a cool costume?
No, not at all. He had a costume, but it was trash.
Whoa, on the record.

What video games inspired you? A lot of reviews compared it to Crackdown or Spider-Man 2. Did you guys look at those games while you were developing it?
Oh man, yeah. I think everybody fired up Grand Theft Auto 3 and thought, "This game is so cool. I wish I were a superhero in this city!" I mean it's kind of obvious, right? So, ta-da! That's the game we started to look at and make.
So you knew as soon as you played GTA 3 that the next game you wanted to make outside of Sly Cooper would be open world?
Well, I knew that was a game that I wanted to make but I had to convince other people to fund it. Spider-Man 2 was also a very influential game to me because it provided a really excellent example of what it felt like to be Spider-Man. The joy of pendulum swinging through the city and hearing somebody shouting for help and just zipping down and helping them out. I loved cruising around the city a lot more than the missions because it felt like a simulator.
That was interesting. So you weren't inspired to include any balloon-catching missions?
[laughs] No. We should have though, as just a shout-out.













Reader Comments (Page 1 of 2)
Night Elve @ Jun 9th 2009 3:40PM
I really need to buy this game :) ... The demo was really fun, so what do you think guys?
Freak Mojo @ Jun 9th 2009 3:47PM
Yeah... I'm right there with you. Really want it, but having a hard time dropping the cash on it with so many other options.
I may wait out a couple of the Prototype reviews since they will inevitably compare the two.
But the demo was pretty awesome :)
chrisnick @ Jun 9th 2009 3:59PM
i just platinumized infamous this morning, and i'll say this...it is the 2nd best sandbox title i've played this gen behind gta4
Kevin @ Jun 9th 2009 4:13PM
The best comparision I can give is that it feels similar to Assassin's Creed, only with crazy electric killing instead of silent stabby death. I liked both games a lot.
If my mentioning of AC puts you off, don't let it. inFamous has plenty of variety, as much or little story as you want there to be, and a huge pile of variety in what you want to do.
One thing important with the combat: if you feel that games have a single move that is automatic win, you probably will find the combat repetitive. I used nearly every attack in the game for the hell of it, and found it a lot more enjoyable that always using the basic attack for head shots.
PR0F3TA @ Jun 9th 2009 4:25PM
i finished the game today, the story is great, the karma decisions make the game appeal last longer, the powers are incredible.... the graphics need to mention because they are amazing by the videos alone. a solid 9.5/10
genaldar @ Jun 9th 2009 5:00PM
I must be the only person who hated the demo. I thought the targeting mechanic sucked. It reminded me of shooting in Dead Rising, but at least in that game you don't need a gun since zombies don't pack heat. Overall though it reminded me of Crackdown, only more gritty.
Vidikron @ Jun 9th 2009 5:42PM
"I thought the targeting mechanic sucked. "
How so? It's just a reticle. There's no real "targeting mechanism" like you have in Crackdown, it's just point and shoot like an FPS.
Gregory Chalikes @ Jun 10th 2009 9:29PM
I loved the demo as well, i thought it was amazing i just wished i had the money to put down on it, as soon as i have it its a done deal tho i was gonna wait for prototype as well but after seeing gameplay videos it jus doesnt satisfy nearly as much as infamous. after that its all about uncharted 2 and if you havent played the beta its a good thing to try to get in to
Jawmuncher @ Jun 9th 2009 3:44PM
If Static Shock and Cole every got in a fight my money would be on Static Shock
Bagels: Commander in Chief of the lolcat sarcasm alert force. @ Jun 9th 2009 4:00PM
Hmm. Shock grenades, calling down lightning from the sky, healing and bio leaching>>>>>>>> flying on a disk.
I was listening to the song "Handlebars" by Flobots the otherday and thinking of this game. Gettin' collectibles and almost ready for round 2! (As evil)
Sly [PSN SniperChameleon] @ Jun 9th 2009 3:49PM
my god, inFamous is great. usually, i don't replay games immediately after i finish (actually i think this was my first time...), but i did for infamous because of the trophies. the second time through, i just let it all go as an evil character on hard. frying everyone that crossed my path was amazing. and collectable hunting isn't boring in this game. that's a major accomplishment.
now, sucker punch devs, when you get back from vacation, work on sly 4!!! we need some sly love. putting the sly logo on cole's backpack and the movie theater tease don't cut it.
Sly [PSN SniperChameleon] @ Jun 9th 2009 3:50PM
oh, and static shock wasn't a bad show! it was decent. good for a show to watch right after waking up on saturday mornings.
MariusElijah (Only on PlayStation 3) @ Jun 9th 2009 4:57PM
screw sly 4,
They should focus on making inFamous 2......with multiplayer
Sly [PSN SniperChameleon] @ Jun 9th 2009 5:07PM
talk to anyone about sucker punch and tell them their list of games made. ask them which they know best, sly or infamous. they will always say sly.
SLY 4 FTW!!!
and why would you want multiplayer in inFamous? co-op MIGHT work, competitive wouldn't make any sense at all. this is coming from a guy that plays COD4 multiplayer everyday.
jak33 @ Jun 9th 2009 6:35PM
Are you kidding? one-on-one evil vs. good with your buddy? that would be totally kick ass! especially if in inFAMOUS 2 the powers are more polar between good and evil... one guy has lightning storm, the other can direct all electrical energy from nearby objects directly at the guy? come on! superhero games need one-on-one online multiplayer. cuz the super hero is ALWAYS stronger than all in game characters.
Sly [PSN SniperChameleon] @ Jun 9th 2009 6:56PM
story-wise, it wouldn't make sense though. sucker punch isn't one to do something like that.
arkweld @ Jun 9th 2009 3:51PM
Nice interview with a nice guy.
"I wouldn't need a costume. I'd be invisible." A very good point.
The game is fun with great combat mechanics but the world feels a bit hollow and lifeless despite all the civilians. I never had a sense I was in a living city like GTA, but that it was just a large assault course to jump on.
The moral choices are mostly a bit weak too. Should I zap the guy and steal his stuff or not? Most of the time the bad result only has a tiny impact on the game world response and the good result only has a tiny impact on your ability.
Things to improve on for Infamous 2 - "Infamouser."
Old Professor Zertoss @ Jun 9th 2009 4:01PM
inFamous 2: Electric Boogaloo
Sly [PSN SniperChameleon] @ Jun 9th 2009 5:01PM
haha, good ol' zertoss. for me, all inFamous 2 needs is more boss fights. i liked inFamous' boss fights a lot, but there were so few, it hurt.
MechaGamerX @ Jun 9th 2009 3:52PM
No love for Static Shock?
Joystiq, I am dissapoint.
InFaMoUs1- @ Jun 9th 2009 4:00PM
Static Shock was entertaining.. wake up on Saturday Mornings and just watch whatever is on..
Cerpin Taxt @ Jun 9th 2009 4:08PM
It's really if Static Shock happened in a world similar to DMZ's Manhattan, but a little tamer.
Cerpin Taxt @ Jun 9th 2009 4:09PM
And it's mostly white people.
Velsar @ Jun 9th 2009 4:08PM
Hair loss from all the alcohol he's drinking, as evidenced by ... oh my gosh the alcohol in his hand
Velsar @ Jun 9th 2009 4:10PM
The demo for inFamous had poorly designed repetitive run of the mill missions portrayed in it that I can't see how anyone could enjoy, as they reminded me of the idiocy of City of Heroes and their missions, wherein the city itself was limited largely, and didn't have anyone really doing ANYTHING except walking and or dying... There was also very little direction on how to defeat harder foes and the electric abilities I've seen and viewed via videos and the demo were very underdesigned, and as such I didn't really see any possible reason to rent it solely from the demo's sake, certainly not buy it that would be absurd.
So I don't really understand how it has such a fanbase for the demo, when it sucked.
Edit:
Repost since Joystiq cut out 70% of my post because of its awful system.
el serpiente @ Jun 9th 2009 4:47PM
Save the puritanical rantings for your church group, okay holy boy? I think I can safely say no one cares about your masturbatory self-righteous rantings.
Oh, and you should probably actually play the game, lest you miss out on one of the most fun titles this generation.
Velsar @ Jun 9th 2009 4:52PM
Why do you still post?
I've clearly stated and clarified that anything you post simply looks like rambled trash to me, typed or uttered by a rambling fool / idiot, who has no real logic, insight, or capability, and is essentially worthless.
I'm positive you know that, so you just keep posting to what... fulfill your "e-peen"?
Btw, I don't masturbate, not everyone does... sometimes you should think about things before typing them.
Oh good job making your opinion into a fact...
Sly [PSN SniperChameleon] @ Jun 9th 2009 4:54PM
the full game is fantastic.
Vidikron @ Jun 9th 2009 5:07PM
"... There was also very little direction on how to defeat harder foes and the electric abilities I've seen and viewed via videos and the demo were very underdesigned, "
Well, for the first part, I'm terribly sorry the game didn't hold your hand. But really the complaint is rather absurd. If anything inFamous is too easy. The second part doesn't even make sense to me. Underdesigned? In what way exactly?
el serpiente @ Jun 9th 2009 5:12PM
Churchy, you seem really wound up over there.
I think a wank and a nice glass of bourbon would go a long way to cure you of your need to interject your narrow definitions of morality and your kneejerk judgementalism where it isn't solicited.
So, really talk about the games or s.t.f.u. already. Save the other shit for your sunday school class.
Copland @ Jun 9th 2009 7:44PM
Theres not even a release date for Japan, so I imported it, and sure is alot of fun :)
I have too many games I wanna play, but I don't have enough time... :(
(inFamous, Kill Zone2, BF:BC and I still haven't played the FFXIII demo or Star Wars: Forced Unleashed I imported with inFamous.)
Oh, and about @Velsar saying hairloss coming from alcohol,
well, I don't drink or smoke at all, but I'm going bald :(
Damn propecia doesn't even work for me.... GOD HELP!!
Or maybe its too much gaming...
el serpiente @ Jun 9th 2009 4:09PM
Just finished infamous on a binge, and it was an incredible game. I am already dying for a sequel, but hopefully playing thru as a baddie will quench the thirst for a bit.
Hats off to Sucker Punch, this was a game that was truly "fun" to play.
Kattleox @ Jun 9th 2009 11:22PM
It will certainly quench your thirst. I am on my second playthrough as a crim this time, and let me say, it is a completely different game almost.
Robert Maynard @ Jun 9th 2009 4:30PM
I had a ton of fun playing inFamous - and for the record, when I let them have the food, right before I was fingered as a terrorist and they started attacking me with rocks, I forgave them for being pricks and ran - I was like effing Batman at the end of Dark Knight.. or Jesus I guess? Next time I play they won't be so lucky.
But I hated absolutely all of the secondary characters - ESPECIALLY ZEKE. I couldn't sympathise with any of them, and the story was pretty lukewarm until the last island. Also I thought the city design was pretty bland, the different regions were nowhere near as visually distinct as say the boroughs of Liberty City, but on reflection that didn't really matter as much because it's so easy to get around that you're never expected to grow to know the street maps in the same way you do while driving in GTA.
But yeah, it's a testament to how fun the gameplay is that I was able to enjoy it so much despite all my little complaints.
King JMY @ Jun 9th 2009 4:55PM
To be fair, I think a lot of the ground level parts of the city were bland because they weren't the focus. For me personally, at least, I spent a lot of time climbing around on the buildings. That's also where most of my travel took place and I think that was a big emphasis -- especially due to the rail/power line grind.
I never got the same feeling as Liberty City either, but I think it helps to realize that Empire City isn't really a living, breathing city anymore. (Spoilers, I guess?) The electric explosion seemed like it wiped out most of the population of the city, leaving it pretty crippled. That being said, I do wish that the citizens would converse more (I.E. - conversations, etc.)
I agree with the secondary characters too, none of them were particularly appealing to me. I think they did a really good job with Cole though, as you pretty much pick your own personality for him. Another neat thing to look for is the dialogue changes between evil karma and good karma. I wasn't expecting it, but the dialogue does change (not extremely signifcant, but cool anyways).
Robert Maynard @ Jun 9th 2009 5:18PM
Well, I meant the rooftops and buildings too - it was all pretty grey-toney. But like I said, it didn't really matter because unlike in GTA, where the visual language you learn to find your way around is unique landmarks and views, in inFamous all you needed to get around fast was a quick way to recognise the power line fixtures on the edges of buildings - and they stood out quite well - I guess in that sense it's kind of a plus that everything else was so dull. :P
deft @ Jun 9th 2009 4:41PM
Sucker Punch, please continue with the Sly series please for all that is good and sacred.
I haven't played inFAMOUS yet, but I'll probably get a PS3 because of it.
Sly [PSN SniperChameleon] @ Jun 9th 2009 4:56PM
agreed.
Kdiggy @ Jun 9th 2009 4:52PM
I'll give Infamous a 9. The game is great. You should have asked him about Sly.
xFenixKnightx @ Jun 9th 2009 4:55PM
The demo is siiiiick, thanks again Sniper Chameleon. But alas....I'm broke as fudge right now. Going to have to rent that mother!
Sly [PSN SniperChameleon] @ Jun 9th 2009 4:58PM
no prob, fenix.
deaftly @ Jun 9th 2009 4:58PM
Finished it last week and replaying evil now. Loved the game, its basically crackdown with lightning and thats not a bad thing at all. Hopefully some multi or an extra island dlc is in the works.
el serpiente @ Jun 9th 2009 6:14PM
Would you say it is the "Raul Ibañez" of videogames?
Cellien @ Jun 9th 2009 5:05PM
Apparently a concept artist got "inspiration" (stole) an image from a known photographer in one of the promo pics for this game and did little to change the image to call it his own. This was brought up in the neogaf forums with pics for proof, but you have to be a registered user to see it I think.
http://www.neogaf.com/forum/showthread.php?t=364353
When I read the headline of this article, I thought that's what it was going to be talking about. :P
InFaMoUs1- @ Jun 9th 2009 5:15PM
do you have a link to the piccs? I dont have a neogaf account
D_Average @ Jun 9th 2009 5:14PM
Doh! You should have PRESSED him about doing a Rocket sequel! Either way, Infamous is great, and I look forward to whatever they do next.
jon316 @ Jun 9th 2009 5:52PM
Off subject why is his tv on a barrel half ass? He has a protective cover but puts on a jankie looking barrel? The game is awesome though....already have a platinum? Get a life dude! I have hit up the Uncharted 2 beta more but I bet you are already level 50 on that too
Pseudogrey @ Jun 9th 2009 6:18PM
The picture was taken at a media day event that was held in Seattle. The barrels were part of the space where it was being shown.
jon316 @ Jun 9th 2009 6:54PM
I as just saying it didn't look like the safest spot for it to go they obviously care enough to get a screen cover!
VicViper09 @ Jun 9th 2009 11:25PM
Who is this "you" that you are referring to?