PS3 Infamous

  • Thread-Ersteller Thread-Ersteller Darji
  • Erstellungsdatum Erstellungsdatum
Die CE sieht gut, ich greife allerdings zur normalen Version, die reicht mir. Ein glück ist der Juni nicht mehr allzu weit entfernt, dann gibt endlich wieder Open World Action.
 
Hat ein bisschen Ähnlichkeit mit den GTA Boxarts find ich. Sieht aber trotzdem sehr geil aus und wird wohl gekauft :-D.

Dachte das gleiche :-D

Mal sehn ob ich die CE hol...wahrscheinlich aber die normale Version. Außer natürlich es ergibt sich eine Situation wie bei Killzone 2, als das Steelbook günstiger als die normale Version war :goodwork:
 
Die CE ist schon nice...

Aber das mit der Exclusiven Kraft für Vorbesteller finde ich echt scheiße... :x
 
freut mich :D

bin so heiß auf das game, und das obwohl ich fast noch garnichts vom game gesehen habe!

umso besser so flasht es am ende noch mehr :goodwork:
 
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Typical, isn't it. You wait years for a superhero-tinged open-world game and then two come swinging from the rafters in tandem. Sony and Sucker Punch are pitting the launch of inFamous precariously close to that of Activision's superficially similar Prototype, but from an extended hands-on with the game it seems that Sucker Punch's game has the brain and brawn to win out in this particular comic-book duel.


Cole's an intriguing lead, lizard-like in his movements.

Greg has already voiced his excitement for the game on numerous occasions, and having now witnessed inFamous first hand it's an enthusiasm we whole-heartedly share – this is an action game with all the trappings of a top-tier first-party Sony title, and it's one of the finest propositions for the PlayStation 3 for the traditionally barren summer months. While Greg's previews have nailed the details of inFamous, being able to play it from the comfort of our own games room has allowed some of the finer points of Sucker Punch's PlayStation 3 debut to sink in.

While the comparisons to Prototype will continue long after both games are released this summer, the most pertinent reference points lie elsewhere. Crackdown's an obvious one – the Empire City of inFamous shares the verticality of Realtime Worlds' Pacific City, and again scaling the heights proves one of the game's most thrilling pleasures. Great sandbox games often deliver their best moments outside of the demands of the main quest and inFamous looks no different in this respect, with the pull of exploration strengthened by the possibilities of Cole's unique abilities.


Cole's electrical powers are never short of spectacular.

Roof-top expeditions are well served by some robust mechanics – no surprise given Sucker Punch's heritage with the Sly Cooper games – with the main protagonist Cole proving suitably sticky when it comes to attaching himself to the sides of buildings and propelling himself from lampposts. While there's a certain amount of auto alignment aiding Cole's acrobatics, they do little to detract from the feeling of vertigo engendered by teetering atop some of the city's peaks.

And what a city it is; Empire City is a teeming urban sprawl that finds itself rapidly slipping towards dystopian chaos. Though the missions available to us in the early code are pulled from various parts of Cole's campaign, it's clear that his surroundings reflect the story they frame, with the bleached-out, sun-kissed city of the tutorial giving way to foreboding dark skies and swelling storms later in the game.


The draw distance seems generous throughout.

Indeed, it seems that Empire City also acts as a barometer of the player's character, with an evil Cole met with a metropolis that noticeably cowers at his presence. A visualisation of the karma system that underlies Cole's actions, it's just one level of feedback on where our hero's heart lies: much like the anonymous hero of Fable, his morality is also played out on his skin, with the evil Cole we see at one point heavily scarred with rippling red veins.

Whether the morality system is delivered organically or through binary choices will be integral to the success of the game's story, but unfortunately that's not something we can ascertain from the scattershot selection of missions we've seen to date. It's certainly setting its sights high, with the action prefaced by weighty citations: 'The belief in a supernatural source of evil is not necessary' says one particular passage pulled from the works of Conrad, 'men are quite capable of every wickedness.' If Cole's player-determined voyage can live up to Sucker Punch's literary allusions, it could be quite some tale.


It wouldn't be a superhero game without a helping of bosses.

Cole's story is impeccably presented, as stylised animated cut-scenes segue harmoniously with the action. Details are scant and our time with the code raised more questions than answers as we were rapidly transported between disparate parts of Cole's chronicle, but the few crumbs thrown our way suggest a game that's thick on intrigue and leans heavily upon its comic book inspirations. Thankfully, our look at the full picture is drawing ever closer – expect a full review in the not too distant future.
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We caught up with Sucker Punch creative director Nate Fox, for a quick chat on the PS3's upcoming sandbox super hero title inFamous How did inFamous start out, did you always intend to make a super hero game?

Absolutely. This was pitched and developed from the first day as a modern-day super hero title.


You've said you're big comic book fans, so what are your favourite comics and which ones have exerted the most influence over inFamous?

I think you’d get 10 different answers if you asked 10 different people at the studio. My personal favorite from the last year is Mark Millar’s Kick ***. Though that came recently enough that it didn’t really influence inFamous. We really liked what Brian Wood did with DMZ, in particular the way the city felt. But most of all we really wanted inFamous to feel like it existed in the universe of comic books and modern-day super hero stories. The story, the setting, the situations, and the graphic cutscenes all draw from the expanse of super-hero fiction.

Can you talk about the inspirations behind the character design of Cole? He has a very 'everyman' sort of look, was this intentional?

Without question it was a goal. We wanted him to be just distinct enough that he’s clearly recognizable, without wearing a bright red costume with a blue cape. His jacket and bag are bike messenger inspired, of course. His facial structure is somewhere between a leading man and a sports figure.

How difficult is it to create a new super hero from scratch? Given how many iconic heroes we already have in popular culture, how do you do something new?

I guess it depends on your point of view – I mean we just got to spend three years making something original, from the ground up. That’s a pretty great assignment. Sure it’s constrained, but we really felt like the problem had never been approached well from a pure video game standpoint. Virtually all super hero video games originated in some form of linear media, but not inFamous. Cole is a pure video game super hero. His powers, the story, his friends and relationships, and even the city itself were designed to be great to play as a game. I think that’s a huge advantage for us and certainly gives us a fresh perspective.

Sandbox games are nothing new, and some may say Rockstar has a monopoly on them in terms of quality, so what is inFamous going to do to stand out amongst the crowd?

We’ve believed from the beginning that viewing a city as a jungle gym, rather than a maze, was a real opportunity, and I think we’ve made something distinct and unique. Second, I think our background with the Sly series – platform games with lots of ‘setups’ – means that inFamous will have some sequences that feel pretty different from typical sandbox missions. We didn’t set-out to compete with Rockstar or their games, or anyone in particular – we set out to make the best super hero game that’s ever been made. It’s been an amazing project, and hopefully some players out there think we’ve succeeded!

Has it been difficult to shift from doing platform/stealth gameplay to sandbox? Is it a more enjoyable development process? More frustrating perhaps?

Without question inFamous is the most ambitious project we’ve ever undertaken. The shift in gameplay mechanics is just one of the many challenges that inFamous presented to us. Fortunately for everyone, our relationship with Sony is incredible and they understood when we asked for the time it would take to get inFamous right -- and the result is a game we’re incredibly proud of.
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