InFamous Preview
Graphic. Novel?
You can whine all you like about the fact 99 per cent of games are the same nowadays, about how they're all about shooting monsters into bloody messes in post-apocalyptic American cities. I spent 99 per cent of E3 week doing just that. But are developers simply being lazy? Or are they just giving gamers what they want?
Take InFamous. It's set in a post-apocalyptic American city, so that's one box ticked. However, it's not about shooting. You play an Cole McGrath, a man with the power to absorb, control and discharge electricity. He can use it as a weapon, firing lightning bolts down from the sky. He can also use it to heal people - restarting their hearts with a burst of power like a human defibrillator.
In this particular post-apocalyptic American city, there are no monsters. True, some of the inhabitants have mutated and gained new abilities like Cole. But most of them are just normal people who are exploiting a situation where normal laws have ceased to exist. For many of them this means stealing, raping and murdering, with no fear the police will intervene - they're "too dead or too chickens***", as the trailer puts it. As the game progresses, you must decide whether to join the free-for-all and look after yourself, or do what you can to help the helpless. Yes, whether to use your powers for good or evil.
As creative director Nate Fox has been explaining over the course of a 20-minute demo, InFamous is about what happens when an ordinary man becomes extraordinary. It's about what it feels like to possess unique and immense powers and about learning how to control them. It's about the what happens when a city descends into chaos, what takes priority when it's a question of morality versus survival, and what emerges when human nature is no longer bound by social constructs.

Infamous is being developed by Sucker Punch, the studio behind the Sly Raccoon series.
So you can imagine Nate Fox is a bit disappointed by the first question from a journalist at the end of his demo: "That looked really tame. Is the finished game going to be more violent?"
He's even a bit stunned. "Are you kidding me?" Fox replies. "He electrified a guy! He pulled lightning out of the sky!"
"Yeah," says the journalist, "But what about exploding heads and torn limbs and, you know, all that stuff that's cool for the kids these days?"
Fox manages not to sigh. "We are aiming at a teen rating. We're not going for as much gore as we can. Hopefully that will not get in the way of our objective, which is to make the player feel like a modern-day superhero." And besides, "You saw in our intro cut-scene we said 'sh**' twice. So that means we're edgy, right?", he adds with a smile.
The phrase "modern-day superhero" is used frequently by Fox, but what does it mean? Someone who can operate Sky+ telepathically, perhaps, or complete a trip to Ikea in under six hours without rowing? "'Modern-day superhero' is the phrase that I use to make all decisions. We want to make you feel like that's what you're becoming," explains Fox. "That means we have to deliver things like powerful abilities, a slate of villains who are iconic and also powerful, a storyline which is mysterious in nature, so you keep going."

Bet he never has to worry about his mobile battery running out.
Cole doesn't wear a cape, a big shiny belt or anything constructed from lycra - "Because that didn't seem like something that would feel very real." He's an ordinary man whose life is turned upside down when a mysterious blast destroys six blocks of his home town, Empire City. The voiceover to the extended trailer we're shown hints at other characters - "Trish lost her sister, almost lost me" - and the after-effects: "plague, rioting, theft, rapes, a civilisation committing suicide". The Federal Government looks at all this and decides to chuck said civilisation more razor blades and a spare rope; Empire City is quarantined from the rest of the world, leaving its citizens imprisioned amongst the chaos.
That includes Cole, who was previously an urban explorer - one of those types who goes round breaking into disused buildings and old sewers for a laugh. He has developed excellent climbing and acrobatic abilities, and is great at shimmying up telephone poles, jumping between ledges, leaping across rooftops and so on. And there are plenty of poles, ledges and rooftops to make use of.
"While this is is an open-world game, it's also open in three dimensions. You can move and explore however you want," says Fox. "We have a rule in-house: if you think you should be able to climb on it or interact with it, we let you do it. We've all played Assassin's Creed and it's really awesome that if you see it you can just keep climbing it, right? So if you see a ledge, if you see a pole, get your fingers in there and you can climb. It's very difficult to stick to that rule, but it's worth it."
Assassin's Creed isn't the only game InFamous has taken inspiration from. There's also a feature called "vertical duck and cover" which allows Cole to use his climbing skills in combat. "If you've played Gears of War or Uncharted, you know how fun it is to take cover behind something so you don't get shot," observes Fox. "Here we're doing the same thing, but we're doing it in three dimensions. That gives a very organic freedom to avoiding damage."
Nor are games Sucker Punch's only source of ideas. InFamous has a distinct visual style; the cut-scenes include images that look like frames from a comic book, and the gameworld is full of sharp contrasts between light and shade. Another journalist asks whether the studio collaborated with any comic book artists on the game. "No," says Fox, then has a think. "If you mean by collaboration I read a bunch of them and thought, 'That's so cool, we should do that,' then yes, there's a high level of collaboration." Key influences were DMZ, which is set in a lawless urban landscape, and Batman No Man's Land, where Gotham City is broken up into sectors controlled by different gangs.
As is Empire City, funnily enough. Fox introduces us to a gang called the Reapers. They were plain old drug dealers before the blast hit, and now control their own corner of town. To get there Cole rides atop an elevator train as it snakes through the city, and Fox hints this will be the main mode of transport in the game ("We're going to make the funnest game we can, and that does not include making you lean forward on the joystick for 20 minutes to get across town.")
When Cole reaches the Neon District, so called because of all the flashing billboards and bright streetlamps, it's time for action. He climbs to the top of a tall tower to get an overview, and spots a Reaper up to no good on a rooftop. Cole leaps to the building and hangs from the edge, shimmying round so he gets behind the enemy without being spotted. Then he leaps up and unleashes a stream of blue electricity, slamming the Reaper against a wall.

Is that a diagonal-strap rucksack? How very 2002.
Back at street level, more Reapers are starting to appear. One of them appears to have a few special abilities of his own as he's firing bolts of energy at Cole. "We do have super-powered enemies in the game," confirms Fox. "This is fantastic, because it allows us to have more complex combat than we would have using strictly conventional weapons and fighting... Plus, it looks really cool."
But before turning his attentions to the gang, Cole uses his defibrillator ability to revive an injured civilian. This will have an effect on how other citizens react to him, says Fox, and how his powers develop; "I like to think of the inhabitants of Empire City as the live, in-studio audience for the show. These are people you are hurting or helping, and they react to what you're doing." So, if Cole keeps doing the old jumpstart trick, the population will react more positively to him over time - helping him out in combat situations, for example. If he's a bad boy, they might attack him. It's all about karma; "We're big fans of My Name is Earl," says Cole.
Cole also has choices when it comes to dealing with enemies. He can create electrical bonds that keep them tied to one spot without killing them, for example. He can launch precision attacks on specific enemies, or use one big blast to take out a whole gang of them - along with any civilians who get in the way. It's up to you, Cole says. "A good way to think of it is the difference between The Punisher and Batman. So the Punisher just kills everybody, while Batman is very conscientious and kills nobody. We try to model your behaviour in a combat situation with forks in the story where you get to be good or bad."

Take that, non-electromagically empowered people.
In this demo Cole's about to take the indiscriminate option, but first he needs to charge up by connecting to the city's power grid. "Given that Cole is an electrical hero, we try to tie him into the urban landscape. He uses the grid to build his powers back up," Cole explains. "They don't occur naturally in his body - he has to interact with the environment to amp up." This can cause problems - if there's a blackout, for example, Cole will have to find more conventional methods of defeating his enemies, or take cover until he can find an alternative source of energy.
Fully charged, Cole takes cover behind a telephone pole. Then there's a blinding flash and a wall of thunderbolts rain down from the sky, jolt through the Reapers' bodies and send them high into the air, juddering helplessly as they crash back to earth. And with that, it's all over.
A journalist pipes up. "Is he going to have any weapons in the finished game?"
There is a pause. Fox looks at the journalist incredulously and says, "The dude can shoot lightning out of his hands!"
So no, there aren't any guns, or monsters, in this particular post-apocalyptic American city game. Will electrical superpowers and humans running riot be enough to make up for that? Could be - especially when you consider Sucker Punch is also promising huge freedom to explore and make your own choices about what kind of hero you become. So far, InFamous is looking intriguing.
InFamous is due out exclusively for PS3 in spring 2009.
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Comments (65) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Any mention of a release date?
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Game seems promising though.
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I bet it was Ellie
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Name and Shame... Unless it was Kristan of course...
I really liked the look of Crackdown on the 360. Here's hoping this is the PS3's version.
DSMX: Take a look at the scores for Sucker Punch's back catalogue (Sly Cooper and the rest). These guys are up there with Insomniac and Naughty Dog for consistent PS quality, making the jump from 3d platformers to the "mature" world. No guarantees of course, but if Resistance and Uncharted are anything to go by, this could be something special.
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It's like... Infamous is the first good looking action game in a while that breaks away from blowing s*** up and blowing people to pieces and no aliens... and the first questions is where's the Aliens, Dismemberment, and Guns!! I'm bloody surprised no-one was asking wether the game was using the Unreal 3 engine. /kicks chair
ow
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While this game does look violent in part, at least it's deliberately stepping back slightly.
Why is shooting someone's head off 'cool'? I dunno.
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WHAT ABOUT THE TROPHIES, MAN?
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Yes but where is the fun ?
Having never played it, who knows?
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no guns = no sale
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and have jack thompson down your throat for making an 18 rated game that's "for the kids"? bad Journalist, bad!
lets face it though, jackie boy will bitch about it no doubt anyway
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edit: evil... huh?
edit2: I don't understand why mediocre games like Blazing Angels get a sequel and masterpieces like Crackdown don't.
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When I was little, that was one of the few movies that actually scared me. That and triffids. I was really hoping they got away but, just somehow knew it was hopeless. Everyone has to sleep after all.
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doesn't make sense.
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Is it really that hard to understand what Sucker Punch are trying to do?
This is a modern day dark hero story. It's not a toned down anything! Do you see batman or superman or the flash or indeed any other hero with powers, also using a gun?
Nope you don't is the answer. The occasional chair or rock in a desperate situation but, never rocket launchers or automatic rifles. The aim of a hero isn't to kill anything that get's in their way for a laugh or even to kill the villans. You catch them, confine them and move on to the next one.
The similarities between this and crackdown are in the open city environment and that's it. You don't drive around or find weapons caches etc. etc. nor even leap a building with a single bound (at least not to begin with).
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no guns = no sale
Of course it isn't aimed at the US market, it's a PS3 exclusive!
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Yay.
First of all, that wasn't the very first question asked by a long stretch. It was about 5 minutes into the Q&A bit. Not that this is the only liberty Ellie took within the article, as she also conveniently left out the bit about me asking if that was a conscious decision to keep it reasonable tame (with the answer being yes and they're aiming for a T-rating). Incidentally, I don't recall Ellie asking anything regarding the game (inquiring on Sly Raccoon doesn't count) herself, but I guess it's easier making fun of others anyway.
Second, it might be sensible to know the context of the question: I'm from Germany and it's well-known that violence is a big problem for auhorities here - something lots of people on here like to make fun of regularly , and now all of a sudden they're turning pacifist because somebody asked such a question. Anyway, my intention was to know if inFamous will be suitable (as in "might make it over here without cuts/at all"
Lastly, inFamous looks promising indeed, but anyone claiming that it's something remotely original or special simply isn't right. It comes across as very similar to many sandbox games, with Crackdown Prototype in particular (minus the over-the-top violence of the later one, incidentally). So asking if there's other "genre standards" involved is quite legitimate.
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Yes, I see. Mature (+18) comic book (anti-)heros, like The Punisher; Tommy Monaghan (Hitman); Rapeman; Judge Dredd; etc.
Note: I did not say, less violence = lesser game, someone else did (after saying violence != better games).
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I retract my previous post and am going to partly lay the blame for my rashness at the door of eurogamer for a misleading article.
I suppose it makes a change for the actual article to be misleading and not just the title.
I hope Ellie gets in on this?
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Just because he made a perfectly understandable observation, all the PS3 fanboys are screaming for his head. Grow up.
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Round one FIGHT!
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To be fair Miiguel isn't really a fanboy as such. He just makes the odd unfortunate or misunderstood comment now and then. I do the same as do most people posting here. Sometimes you say one thing but, actually meant another and get flamed for it.
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It's so white bread and pedestrian. There just doesn't seem to be a single idea that I haven't already seen competently done somewhere else. Considering that anything can happen in a game and the sky is the limit that is a very depressing thing indeed.
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What I find interesting is the convincing combat system in an open world environment. The 3D cover system working in tandem the parkour element (what's the "urban explorer" bull?) make's for a very interesting game. I also like the raw artistic design and the use of dynamic enviroment to to replenish drained power. As Edge put it: "One to watch."
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So you're saying that when someone thinks a game is less violent than other, one is automatically saying it's not as good.
"There just doesn't seem to be a single idea that I haven't already seen competently done somewhere else."
In my case, I don't mind the use a previously used good idea, if improved.
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It's hard to presume Ellie's being deliberately misleading by the way she relayed what you said, I'd have assumed the same thing. And the fact it wasn't the first question is hardly a huge thing to complain about, it just makes the article read funnier.
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I'm willing to admit my question might have come out silghtly different as intended due to language issues, like I said. But I think leaving out the bit where I ask if that was a deliberate decision, well...
But claiming it was the very first thing somebody had to ask and book-ending the whole thing with another quoted question to imply people only want to see violence and didn't "get" the game, I just don't know.
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Another one! WAHHHHHHHHHHHHHHHHHHHHH! "
I really do hope you're not being serious.
I am a proud owner of all 3 consoles (360, Wii, PS3) , and I do not feel any loyalty towards Microsoft over Sony, and I don't see why I should. Neither company is deserving of ones loyalty.
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lol anyone who reads comics and is over 18 needs to get a life
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Since when has the aim of a preview been to mislead just to be funny?
It's very hard to trust what someone says when you know they will be very shall we say conservative with the truth just to get a laugh.
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+Crackdown was awesome. Never even touched the Halo3 beta, cos Crackdown was that good.
The shooting was a bit pants though...
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Well, the game still sounds amazing. I hope there are impressive ragdoll physics. Use your lightning attack and the enemies will fly off the roof and smash their heads into the aspahlt. And that's a one sitation again, where could be brutal gore. A smashed head with brains and blood coming out of it. =)
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I'll be keeping an eye out for this one.
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Preferably next week.
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This harks back to the rather shabby recent Eurogamer headline that falsely quoted the Resident Evil 5 producer as saying "some of my best developers are black" (not-so-subtly accusing him of being racist, for the sake of a cheap joke).
Considering gamers and games journos are often the first to complain about the tabloids misrepresenting our hobby, Eurogamer could really be aiming to do a little better.
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lets us dance sensuously, the dance of fork~tongued snakes.
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It seems to me that InFamous is basically doing what a good sequel to Crackdown should have done. If they'd bothered...the bastards.
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I smell an ignorant 13yo fanboy.
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I feel the same way, but I certainly don't attribute this to a normal childhood LOL. It's actually much simpler than that - no matter how much a developer peddles the idea that you can "choose your own path" or there being "multiple endings" for good or evil characters, I ALWAYS have this sneaking suspicion that there is much more content intended for heros than for anti-heros. It's as simple as wandering up to the first NPC, and he/she says "Hey mister, can you help me by doing X?" And I can either say, "Yes, I'm a good guy", or "No I don't really feel like playing this game." And the second option is inherently stupid since I just bought it. In other words, "being the bad guy" too often feels like avoiding the quest lines. (And maybe in the better games there's a good story buried deeper in the "bad" path, but you couldn't know for sure until it was too late.)
"lol anyone who reads comics and is over 18 needs to get a life
I actually never read a single comic book until I was 21 years old. Not exactly a "comic book guy" now, but I sure don't regret reading Dark Night Returns, V for Vendetta, Sin City, Watchmen...
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Nowt wrong with a Crackdown-alike. Crackdown was a terrific game and yes, to echo other 360-owners here, its very disappointing that there has been no follow-up.
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Crackdown with lightning is what came into my head, plus a splash of Fable like decision making to see if you're good or evil.
Meh.
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looks like psi ops next gen version
but promising... starting to think about getting a ps3...
hope is not as bloody loud as the 360
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