Mike Bantick
Friday, 20 May 2011 11:44
Opinion and Analysis
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iTWire sat down with Sony stabled developer Sucker Punch to talk through what fans can expect with the upcoming inFamous 2. Game designer Joe Ishikura and Communications Director Ken Schramm gave us a quick insight into what changes inFamous players can expect during Cole MacGrath's extended journey.
Sucker Punch Game Designer Joe Ishikura and Communications Director Ken Schramm grinded a telegraph wire into Sydney recently to promote the upcoming inFamous 2
Sucker Punch Productions has been hard at work on the PS3 exclusive sequel to a game that stood out amongst a slew of 'super hero' titles released during 2009, Joe Ishikura worked on the original game and is obviously keen to continue Cole MacGrath's journey through superhoodum.
Unlike most sequels however, Sucker Punch is not going to strip away Cole's powers and make you earn them all over again. '[in the first game you] start out as an everyday guy, do some parkour, gain and learn to use super powers and play out the story,' Ishikura explains 'But I think the big difference in inFamous 2 is that you start off with these powers, but you get your butt kicked by the Beast. The Beast is this huge enemy that's coming for you , and you have to be better prepared, so in inFamous 2, it is all about escalation there because where you end in inFamous 1 is essentially where you start in inFamous 2, and you just have to get more powerful, so you can be prepared for when the Beast comes.'
'You get most of your powers back, we thought it would be a little bit cruel if Cole could not grind on the wires like everybody likes, right from the get-go, so we decided that was the better route to go'
Sucker Punch Productions has a history of this style of game play. The Sly Cooper series of games are the obvious game-play design catalyst used for inFamous.
'Yeah it is pretty evident we have elements of Sly Cooper in the game,' says Ishikura 'I'm not sure [the development team] realises just how much Sly Cooper is in there, but you can tell that the core elements that we really push on are fun, that's the thing that comes first and foremost, the charm in the dialogue, there are lots of elements you can see in inFamous., that is never going away.'
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