Offizieller Consolewars Thread
Entwickler: Sucker Punch Productions
Publisher: Sony Computer Entertainment
Genre: Open World
Erscheinungstermin: 7. Juni 2011 (NA) | 8. Juni 2011 (EU) | 10. Juni 2011 (UK) | 10. Juni 2011 (Deutschland)
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Covers
Covers
Cole ist zurück und muss sich nach den Ereignissen in Empire City auf das Biest vorbereiten. Doch die Vorbereitung fällt kürzer aus als gedacht und Cole muss am Anfang von Infamous 2 gegen das überraschend auftauchende Biest antreten. Keine Chance und geschlagen zieht Cole nach New Marais. Empire City in Schutt und Asche gelegt und das Biest entlang der Ostküste wütend, ist das von New Orleans inspirierte New Marais Cole´s einzige Chance. Ein Wissenschaftler behauptet den Schlüssel gegen das Biest zu besitzen. Die letzte Hoffnung der Menschheit liegt in den Händen eines Mannes... Cole McGrath.
wird fortgesetzt...
Quelle/Inspiration: http://www.neogaf.com/forum/showthread.php?t=431870
wird fortgesetzt...
Quelle/Inspiration: http://www.neogaf.com/forum/showthread.php?t=431870
"Der alte neue Cole auf der Gamescom 2010 in Aktion."
CharaktereZeitraum Juli /E3 2010Chase Gameplay (gamersyde)
E3 2010 Trailer
Previews
Game Informer presents Infamous 2
"We're able to have a much more empathetic narrative this time""It was a superhero game that you could get into and have a good time. The second game, if we do our jobs right, will hopefully give you a heart attack.""Cole getting around - the marriage of parkour and superpowers - creates this incredible jungle gym of mobility. It becomes this landscape of opportunities when you can zip up a building, then find a wire that goes across empty space. You're making it up as you go, and you're stringing together these cool moves that allow you to dominate the space in a way that only Cole can do.""There are bigger consequences to your choices, and it's not really obvious what's good and bad.""Morality is certainly a big part of the product." "And we are committed to making it impactful and meaningful, and have it be something you feel is responsive to how you're playing the game."
IGN E3 2010 Preview
the two biggest changes are the new level of detail and destruction. The roofs you're running across are covered in picnic tables, the streets have phone booths, and the people running around the streets are terrified. What makes all those little touches cool is the fact that you can completely eff them up. When Cole throws out that vortex, it sucks up cars and the inanimate objects lining the streets. When he fires off one of his electricity missiles and it hits a car that tumbles into those porches I mentioned, the three-story structure collapses to the ground. Smoke gets kicked up and fires break out the world is alive in a way Empire City never was.
Arstechnica Preview
New Marais itself is an impressive city, with its more varied architecture, interesting locales and a feel of its own. Fox said a place like New Marais is great for a story like Cole's.
"My father is actually from New Orleans, so [growing up] I heard a lot of tall tales as a child, about dogs getting eaten by alligators, about very dangerous places to go when you're a boy, scary alleys, cemeteries above ground, spooky architecture, people going crazy on Mardi Gras," he said. "It seemed like the ideal place to put a superhero story...it's much more gothic."
The tone fits well with the direction the story is takingfollowing the chopper chase, Cole is confronted by a huge worm-like monster that ends the demoalthough how it plays out remains to be seen. Overall, though, the game seems to be a vast improvement over the original. Although some fans have been none too pleased with Cole's redesign (I actually think it's great), Sucker Punch emphasized that it's a work in progress, and could still be changed before the game ships next year. In any case, InFamous 2 looks to be much closer to the ideal superhero game, with more character and color than the first. Be sure to check back for more about the game as new information comes out.
Elektrische Standbilder
Unser Superheld
Cole Design E3 2010Der berüchtigte Freund des Helden
- Charakteranlehnung an Extremsportler (Tony Hawk, Travis Pastrana, Chris Sharma)
- Comicslides und Zwischensequenzen
- Nahkampfwaffen
- nicht nur an Gebäuden hinaufspringen, sondern man bahnt sich seinen Weg durch Nutzung von Umgebungsobjekten um einen größeren Eindruck von Erforschung zubekommen (You wont just jump up buildings but will construct ways to make it up buildings using objects to heighten that sense of exploration.)
- Cole soll in Teil zwei zum "Super Superhero" werden
Zeke
- Zeke wird Cole im Verlauf des Spieles mit eigen entwickelten Ausrüstungsgegenständen ausstatten quasi Sucker Punchs Version von Q aus den Bondfilmen
Unser neuer Sandkasten
New Marlais - fiktives New Orleans
Game Informer - Creating New Marais: City Design in Infamous 2
- New Marais, angelehnt an New Orleans
- zerstörbare Umgebung, bislang bestätigt Balkonbeschädigungen
- Grindmechanik wird ausgebaut, man kann jetzt vertikal an Fallrohren (Regenrinnen) an Gebäuden gleiten
- typischen Verbesserungen, mehr Leute, mehr Autos, insgesamt scheint mehr in der Stadt zu passieren
Superkräfte und Waffen
Kräfte
- Cole erhält Icepower im Verlauf der Handlung
- Superkräfte aus Teil 1 werden nicht wie typisch am Anfang dem Spieler entrissen, alle Fähigkeiten vom Vorgänger sofort nutzbar
"Coles neues Spielzeug - The Amp - "
"Ionischer Wirbel - Blitztornado fürs Auge"
"Slidemechanismen"
Gegenspieler
The Ravager
Sucker Punchs Formwandler
Hintergründe
Sly Devils: The History of Sucker Punch Productions Game Informer
"Infamous was called True Hero until just before its debut at E3 in 2007"
Superheros And What Lies Beyond
As happy as Sucker Punch was working on the Sly Cooper series, it felt that it was time for a change. Its a different world now than it was when we first started, says Zimmerman. The games people buy now are different than they were ten years ago. You have to adapt to that. Infamous was a big change for us in terms of tone, and character, and story. We changed nearly everything about the studio.
The company hadnt worked on a new IP in close to a decade, and building up a world from scratch proved to be a greater challenge than the team expected. The original pitch we did for Infamous was Its Animal Crossing, but youre a superhero. Thats where it started, says Zimmerman. It was an evolving process, but within the first six months of development, Sucker Punchs loose ideas began a metamorphosis. The city and the story began to take shape as Sucker Punch took all the elements of a superhero title that featured moral choices in an open world and shaped them into what Infamous would become.
However, the most impressive feat of Infamous development is that Sucker Punch produced a game that can proudly sit on store shelves next to titles like Uncharted 2 and Assassins Creed II while keeping its development team relatively small. Less than 80 people currently work at the Seattle-based developer. To put this in perspective, BioWare has several hundred people on its Mass Effect team, and Ubisoft reportedly paid over 400 people to work on Assassins Creed II. Were not driven by trying to be the top selling game, says Fleming. We dont worry about what we think the market is going to do, or try to be the number one selling game by figuring out that the next big thing will be pet games or whatever. Its much more about working on what we want to do that can find a market.
Infamous found its market. It quickly garnered a faithful fanbase after its May 2009 release. The game also sold well, but it was far from the best selling title of the year. Still, game sales arent the only things Sucker Punch cares about. Something I think about is the 80-year-old man test, says Fleming. When were all old and retired and someone is making these newfangled video games, will we look back fondly on what we did? Its not going to be about 'Did we sell the most units that year?' It will be about 'Did we think those games were great?' The most important thing to me is that our games are really good. If critical response is anything to judge success by, than Fleming has nothing to worry about. Sucker Punch still hasnt released a game that hasnt been praised for its inventiveness by at least a few outlets.
As its name suggests, Sucker Punch always seems ready to deliver a surprise or two from out of nowhere. The team is happy with its small size; its happy working on the games it makes, but its constantly trying to shift its focus and deliver that shocking blow from out of nowhere. Maybe someday the industry will see it coming. Until then Sucker P0in a way that only*t it loves.
When were all old and retired and someone is making these newfangled video games, will we look back fondly on what we did? Its not going to be about 'Did we sell the most units that year?' It will be about 'Did we think those games were great?' The most important thing to me is that our games are really good.
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