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Reader Comments (39)

Posted: Mar 11th 2010 6:24PM (Unverified) said

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well I hope they expanded their team because even though I enjoyed inFAMOUS I wont buy inFAMOUS 2 if its just more of the same
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Posted: Mar 11th 2010 7:49PM Arsenic13 said

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So if the very same people who made Infamous 1 (Which you enjoyed) made part 2 you wouldn't buy it?.....

LOGIC FAIL.
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Posted: Mar 11th 2010 6:30PM Gandalf the Grey said

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inFamous was great but it the missions became repetitive. Hopefully inFamous 2 will be an improvement.
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Posted: Mar 11th 2010 6:47PM CtrlBurn said

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If inFamous 2 improves on inFamous like Assassin's Creed 2 improved on Assassin's Creed, I'll be pleased as punch.
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Posted: Mar 11th 2010 7:04PM Awookie said

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"If inFamous 2 improves on inFamous like Assassin's Creed 2 improved on Assassin's Creed, I'll be pleased as punch."

Sick of hearing this we get it the sequel was better that the original no need to compare every new Ip+sequel to it. Plus the jumps in Uncharted 1 to 2, Mass Effect 1 to 2.. etc were more dramatic to me.
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Posted: Mar 11th 2010 6:34PM Deone said

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I know I'm stupid, but I don't get it. They are called weenies for *what* reason? Downvote me if you must. Mock me if you need to. Answer the question in between, please.
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Posted: Mar 11th 2010 6:36PM (Unverified) said

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"outstanding structures"
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Posted: Mar 11th 2010 6:47PM CtrlBurn said

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penis
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Posted: Mar 11th 2010 7:40PM (Unverified) said

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The term 'weenie' comes from (if I recall) Walt Disney and Disneyland...

Say you're at a theme park and you're hungry. The park is gigantic, where's the damn food court? There's this heavy tree line, or lots of other rides that are taking up your vision.

So Walt puts a giant plaster hot-dog sculpture on top of the food court building, which rises just above the trees. And from any one section of the park, you can look around the horizon and see one huge landmark rising up from each section of the park. You spot the big hot dog and you're on your way to lunch.

i.e. Splash Mountain, the Matterhorn, the Tomorrowland tower. You can navigate just by glancing around for landmarks. Evil lairs is just the next step :)

It's a pretty clever guideline that I hear just about every level artist talking about these days. Put a clear landmark on the horizon so the player knows where their goal is.
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Posted: Mar 11th 2010 6:36PM spin cycle said

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I'd love to hear more about this. I guess I should have gone to GDC.
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Posted: Mar 11th 2010 6:37PM MrAlex said

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Well it worked out...

Surprised I didn't notice the car thing.
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Posted: Mar 11th 2010 6:41PM (Unverified) said

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Carcassonne uses squares, not hex tiles.
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Posted: Mar 11th 2010 6:44PM WolfForager said

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He said "Inspiration" not "we totally ripped them off lulz".
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Posted: Mar 11th 2010 6:51PM chargen said

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I think he meant Catan but fuxt it up.
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Posted: Mar 11th 2010 6:41PM (Unverified) said

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I'm pretty sure you mean Settlers of Catan rather than Carcassonne. Did you even follow that link to wikipedia you included in the article?
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Posted: Mar 11th 2010 6:41PM Wiizer said

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The tower of trash... I remember actually getting a faint feeling of actual fear. I really hate heights, and that tower was amazingly tall in scope of the actual city.
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Posted: Mar 11th 2010 6:50PM MrAlex said

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The thing is, it always seemed kind of subtle in the backdrop when I saw it, which is odd when you consider its size.
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Posted: Mar 11th 2010 7:04PM Dr Perry Ulysses Cox said

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I have a slight fear of heights and games where I'm climbing tall building like iNFAMOUS or Assassin's Creed and I suddenly get a view of the ground from way high up definitely cause a slight adrenaline surge.
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Posted: Mar 11th 2010 11:04PM SDHusker said

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I just jumped off the side of the tall tower once for the hell of it knowing that I would still have reclimb the massive tower (yes, I know... stupid... but I *loved* that game that much) and I have a fear of heights. I honestly got sick to my stomach as Cole was falling from the sky. It was kind of like those dreams where you are falling and falling and falling and then finally wake up. It was pretty horribly awesome.
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Posted: Mar 11th 2010 6:50PM ch3burashka said

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Cool. Why is everything ever hex-based? There are so many other basic-shape-based tesselations available (octagons and squares being an example of a slightly higher level of diversity).
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Posted: Mar 11th 2010 9:30PM spin cycle said

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You can't tile a 2D surface (i.e. lay out a city) with octagons.
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Posted: Mar 11th 2010 6:51PM aroGADGET said

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Want inFAMOUSthe2ND with the quickness!

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Posted: Mar 11th 2010 6:53PM SpartacusMagnus said

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I think this is a very wise use of resources. So many games have bloated budgets and bloated disc size all when the average gamer won't be able to tell how or why. I mean, when your game has hours of uncompressed, unlooped STATIC sound files, you know you're wasting resources.

In this age of ballooning budget game development, the industry needs to work smarter, not harder. I thought MS was brilliant back when they introduced the 360 and the concept of procedural synthesis- though I'm not how fully realized that ever became.

Game design should be unique enough to not look cookie-cutter, but cookie-cutter enough to be cost effective for even smaller studios.
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Posted: Mar 11th 2010 7:32PM Firelord said

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You, sir, have hit the nail on the head. That's good advice for 'most anyone -- work smarter, not harder.
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Posted: Mar 11th 2010 8:21PM Haggard said

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Well, I thought infamous' city wasn't very memorable. Compared to the huge level of detail in the GTA series (4 just had so much completely believable and unique city), it felt a bit short when I was playing. Obviously that's not a good way to compare the two games as a whole, but I like environments with real personality.
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Posted: Mar 11th 2010 9:33PM spin cycle said

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Procedural texturing was RoboBlitz, another developer, and they called it "procedural compression", which is bogus. You cannot compress arbitrarily data procedurally.

Using procedural textures increases dev costs a lot because it costs more to write code to generate textures on the fly than it does to scan them in and photoshop them a bit. Procedural textures were used in RoboBlitz to make their datasets smaller.

Making the dataset smaller takes more time, including engineer time and thus makes the costs of development higher.
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Posted: Mar 11th 2010 10:05PM SpartacusMagnus said

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That may be so, but according to early articles on procedural synthesis, it seemed to be the cheaper and better route to go:

http://arstechnica.com/old/content/2005/05/xbox360-1.ars/2
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Posted: Mar 11th 2010 6:59PM (Unverified) said

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I played the hell out of infamous, was actually the main game I got a PS3 for, and it has one of the least repetitive worlds of any sandbox game I can recall personally playing. Pulling that off with a tiny art team takes an impressive achievement in game design and implementation and elevates in to a whole other level. Can't wait for the sequel. I appreciate they had a good plot based excuse for not having vehicles and weapons and such, but if they could find the resources to make it happen and a loop hole in the plot I would enjoy it (not all the time, don't try to copy Crackdown, but just to spice things up I would like to steal a car every now and then)
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Posted: Mar 11th 2010 7:05PM (Unverified) said

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I bought this game full price based on the reviews. The gameplay was ok, but man, the graphics were so bad. Graphics don't make a game, but when you pay 70$ for a game(here in canada) you expect a little effort. This article explains why the graphics were so bland and unimpressive.
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Posted: Mar 11th 2010 7:37PM Manvir2489 said

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I hate how we get charged $10 - $20 more than US for games. NHL 10 cost me $60 for a used copy. Luckily I was able to get InFamous for $30, it was on sale about a month after it came out at Best Buy.
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Posted: Mar 11th 2010 7:14PM (Unverified) said

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Actually, "weenies" was coined by Walt when designing the layout of Disney Land. These are distinct landmarks that can be seen from afar.
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Posted: Mar 12th 2010 1:22AM Deone said

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Seems like I've heard that before.
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Posted: Mar 11th 2010 7:21PM (Unverified) said

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iNfamous... best game of last year. Honestly best game since i'd played God Of War 2
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Posted: Mar 11th 2010 7:28PM MLC said

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Well, I enjoyed inFamous. It cleary exceeded my expectations. I can't wait to see what Sucker Punch has coming next.
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Posted: Mar 11th 2010 7:29PM den69 said

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Square enix might want to take note of this lol
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Posted: Mar 11th 2010 7:34PM (Unverified) said

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Pretty impressive for such a small team to make not only towns, but entire cities in HD. Word on the street is that a few larger projects couldn't manage to pull that off without the help of Robocop and Jesus combined.
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Posted: Mar 11th 2010 7:51PM ybfelix said

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IMHO the limitation of assets do show up.during my playthrough.
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Posted: Mar 11th 2010 8:03PM Courtney said

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I didn't really notice how much of the city was reused. There was a tendency to feel it was all similar, but nothing jumped out at me that really broke the experience. Of course, hauling ass around the city probably helps keep the player from noticing.
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Posted: Mar 11th 2010 10:10PM ChillyWilly said

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Only slightly off-topic, but since we're talking about Sucker Punch, please-please-please make Sly Cooper 4. I absolutely loved Sly 2 and 3.
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