![]() ![]() While acknowledging that Sucker Punch owes a huge debt to Media Molecule (which, it turns out, offered direct advice), Fox differentiates InFamous 2's take not only in terms of genre. This could form the core of a protection mission. It sees him walk around in a defined 'patrol' pattern but, when threatened (in this case by Cole attacking), he turns and runs as instructed. To illustrate how it all works, the Sucker Punch demo lady spends about 30 seconds knocking together a routine for Cole's corpulent sidekick, Zeke. It's not a million miles away from the logic of LittleBigPlanet. The work is done, in the most basic sense, through placing and programming nodes in the environment: the circuits, if you like, that control how your missions play out. In fact the range of parameters which can be altered is frankly overwhelming. The toolset, at first glance, seems remarkably broad and deep. Since they exist separately to the main game's missions, you can attempt them at your leisure or ignore them entirely. The evidence comes in the shape of three playable UGC missions, which appear on the map as green icons (there's a bunch of filtering options which determine what appears). Integrating this was a priority for the studio. ![]() "How can we create an endless game? Limitless content." ![]() What was the problem with InFamous 1? "It ends," development director Chris Zimmerman states baldly. He's not the only one coming over all Billy Big Bollocks. But that's exactly what Fox is doing, the night before the InFamous 2 beta is due to go live and serve up the game's editing suite to PS3 owners. It takes a brave – or recklessly hubristic – designer to talk up aspirations of "game of the year awards". But it's never been done like this before, in an open-world action title. Media Molecule's LittleBigPlanet has already empowered millions with the tools of game creation as mainstream entertainment. Most, of course, will never be troubled by where that studio is or who works there fame rarely comes into it, never mind infamy.īut, if Sucker Punch has its way, InFamous 2 could be your ticket to becoming famous - as director Nate Fox explains, by making your own content and sharing it with the world. If you're really lucky, they might even know the name of the studio which made it. Well-hidden among the sterile sprawl of Bellevue, Washington, it's filed away in one of the city's numerous towers of gleaming anonymity.It's refreshing and somewhat surprising when the elevator doors part to reveal a team of 80-odd artists and technicians creating video games.īut that's games development for you: success is achieved after years of toil if enough people buy your game. Sucker Punch's home is roughly a 15 minute drive south west from the spreadsheet-porn palaces of Microsoft and Nintendo. ![]()
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