[PS3] Infamous

The time vs better code conundrum exists for most if not all complex software products (Just look at Microsoft Windows). It's about scope management and many other project factors.

Since the IGN guy's statement is rather ambiguous, I don't really know what the exact situation is. Best is to get the info directly from the developer.
 
They talk about SPU use in the videos on PSN (I think), but to me the proof is in the pudding. Their sandbox engine is one of the best on the PS3, so it must be optimized to some extent.

I've put about an hour into the final game now, good stuff ;)
 
Played the demo last night. Had a nice fluid feel to the character's motion, and jumping around the city seemed a comfortable midway between Mirror's Edge and AC. The special effects did look very tasty. Just not my cup of tea.

I played the demo over the weekend and I am in the same boat regarding the game. There wasn't any particular problem with any part of the game, it just didn't appeal to me--most open world games don't.
 
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I think by 'assembly level' tha_con means 'assembling parts on a production line' rather than 'assembly language'. And I think that's a fair explanation - Sucker Punch aren't into extreme hardware use as ND are, and instead are working to a higher level using general methods that are fairly cross-platform in approach (going by his explanation anyway ;))

You said it far better than I did :)
 
I think what he's saying, badly, whether from lack of technical understanding, too much beer or poor recollection,


The Listenup guys are stunningly technically illiterate. Dont have a clue what theyre talking about when it comes to technical matters.

For example later in the same episode you referenced, David Ellis talked about how Sony's PS4 will likely be 3 or 4 Cell's cobbled together and no GPU :LOL:
 
The Listenup guys are stunningly technically illiterate. Dont have a clue what theyre talking about when it comes to technical matters.

For example later in the same episode you referenced, David Ellis talked about how Sony's PS4 will likely be 3 or 4 Cell's cobbled together and no GPU :LOL:
I don't usually listen to game site podcasts but was curious what they thought about inFamous. And there I was thinking the quote about "it was built on a compiled language bit" was a reference to the PS3's having less free memory than the 360 ;) I stopped at the end of the inFamous section but I think I'll listen to rest, it sounds like a hoot! I do feel sympathy for game reviewers, in the days of the 8-bit and 16-bit machines it was easier even for non-technical folk to grasp the technology but these days even other devs can often onyl guess at how certain things are done.

Soup
 
It's worse here since it seems like they may have gotten the information from a non-technical person as well.

However, I still love the podcast. The other podcasts I listen to fairly loyally are gamers with jobs, idle thumbs, player one, rebel fm, giant bombcast, playstation beyond, etc. (all have them defined as RSS feeds on my PSP). I like listening to podcasts while I cycle to work, or to chores at home. They all have their different takes however and some have definite weaknesses. But gamers with jobs and idle thumbs are rising fast on my favorites list (although idle thumbs last two weeks have been a tad weak). And while ListenUp isn't as good as it has been at some points, it's still pretty good and remains a favorite.

And inFamous has been pretty well received on all of them. ;) Although that said, Garnett on ListenUp is one of the few who has played Prototype already and he thought after 2-3 hours of play he liked Prototype better than inFamous, which is interesting (but not the topic of this thread ;) ).
 
You are comparing corridor shooters(etc) to a open world game. Not exactly the best comparison.

It falls failry inline with other sandbox games like GTA4 etc. Seems really odd to hear the "fairly/non-HW optimised" phrase when a game doesn't look amazing yet people forget it's pretty much a sandbox game on limited HW.
 
The only things that corroborate the 'non-optimized' part I've heard is that, well, Sucker Punch are a small team and that they follow the usual Sony line of 'we're only using x% of the PS3's power', where x is usually below 50%.
 
It's worse here since it seems like they may have gotten the information from a non-technical person as well.

However, I still love the podcast. The other podcasts I listen to fairly loyally are gamers with jobs, idle thumbs, player one, rebel fm, giant bombcast, playstation beyond, etc. (all have them defined as RSS feeds on my PSP). I like listening to podcasts while I cycle to work, or to chores at home. They all have their different takes however and some have definite weaknesses. But gamers with jobs and idle thumbs are rising fast on my favorites list (although idle thumbs last two weeks have been a tad weak). And while ListenUp isn't as good as it has been at some points, it's still pretty good and remains a favorite.

And inFamous has been pretty well received on all of them. ;) Although that said, Garnett on ListenUp is one of the few who has played Prototype already and he thought after 2-3 hours of play he liked Prototype better than inFamous, which is interesting (but not the topic of this thread ;) ).


You need to throw some Developer podcasts in there! They are hands down the BEST podcasts available, IMO.

Insomniac, Bungie, Critereon, MM all have them...I know there are others, but I can't think of them off the top of my head!

Bungie's show and Insomniacs show are top notch though, definitely worth a listen!

As for inFamous, I played last night for a few hours and loved it. The missions were fun, the gameplay was challenging, and my hunt for blast shards was awesome.

I really REALLY like getting blast shards because you have to look at a building and think "okay, where will I start, how will I get up there?" Very cool stuff. Almost died getting one that was in a fountain, lol, fell in the water (but didn't immediately die). Unlocking new stunts is also very cool! Really really digging the game.

Who else has it here?
 
You need to throw some Developer podcasts in there! They are hands down the BEST podcasts available, IMO.

Insomniac, Bungie, Critereon, MM all have them...I know there are others, but I can't think of them off the top of my head!

Bungie's show and Insomniacs show are top notch though, definitely worth a listen!

Hmmm, me thinks we should start an "official" gaming podcast thread. Broken down by category, perhaps, and maybe even a rudimentary ratings system of some kinds. Along with the pertinent info, of course.
 
Hmmm, me thinks we should start an "official" gaming podcast thread. Broken down by category, perhaps, and maybe even a rudimentary ratings system of some kinds. Along with the pertinent info, of course.

That's an awesome idea, actually.

http://forum.beyond3d.com/showthread.php?p=1296062#post1296062

Hopefully the mods don't mind! If anyone has info to contribute, please do :)

*back to inFamous*

Does anyone know the significance of the areas that look like a "metal surface" and Cole reacts to them (electricity flows from him to the ground). I can't draw anything from it, and notice no difference in powers, but I don't know what exactly they are for. Any ideas?
 
Does anyone know the significance of the areas that look like a "metal surface" and Cole reacts to them (electricity flows from him to the ground). I can't draw anything from it, and notice no difference in powers, but I don't know what exactly they are for. Any ideas?

You mean the puddles of water?
 
Who else has it here?

I picked it up yesterday and am around 3 or 4 hours in I think. So far it's a lot of fun. . .the comparisons to Assassin's Creed aren't all that fair. Even with the fairly basic gameplay mechanics (climb, fight, heal) they have managed to make a reasonably wide variety of mission types and the pacing seems really solid. Plus the game engine is just plain fun. In AC I was already super bored by this point where as with inFamous I'm reluctant to put the dual shock down.

As an aside, jumping off of a tall building gives me stomach butterflies which is kind of bizarre.

=)

Cheers
 
Does anyone know the significance of the areas that look like a "metal surface" and Cole reacts to them (electricity flows from him to the ground). I can't draw anything from it, and notice no difference in powers, but I don't know what exactly they are for. Any ideas?

Yeah, sounds like you are talking about puddles of water. Be careful as standing in those will kill civilians if they are in range.

Cheers
 
I picked it up yesterday and am around 3 or 4 hours in I think. So far it's a lot of fun. . .the comparisons to Assassin's Creed aren't all that fair. Even with the fairly basic gameplay mechanics (climb, fight, heal) they have managed to make a reasonably wide variety of mission types and the pacing seems really solid. Plus the game engine is just plain fun. In AC I was already super bored by this point where as with inFamous I'm reluctant to put the dual shock down.

That's my gut feel too after playing the demo. Gonna pick it up sometime today or tomorrow.
 
After playing through one of the three islands in inFAMOUS, I think I have a pretty good understanding of what inFAMOUS has to offer. In short--it's the game I've been waiting to play for over 2 years. Ever since Crackdown's release in early 2007 I've been itching for something that's even remotely close to what that over-the-top, explosive world has to offers. Though different games overall it does seem to satiate the same appetite. I love a game with a moral compass, at least when it's put to good use, and inFAMOUS does a pretty decent job of doing that. But to be frank--it's not perfect.

inFAMOUS calls it's moral system "Karma" and it takes form in a three-stage slide scale. The function of the Karma scale is to allow the player to unlock certain abilities, as they progress up it, to unluck and upgrade abilities depending on their moral choices in the game. Being a do-gooder will unlock that allow for more precise attacks, while acts of evil will allow for chaotic, power surging ones. For instance one exclusive evil power allows you the ability to slamming down onto the ground, shooting out electrical charges, in mid-jump.

The people of the city will react accordingly to your persona by cheering you on as you run by and taking your picture if you're a hero, or by gathering around as a mob to boo and hiss as they throw rocks at you. It's a pretty entertaining sight in some respects and it really does help you feel like you're affecting the world around you. It reminds me of the Fable series where people run up to you cheering and clapping over their head, but also, like in Fable, I found myself wanting it to be a little more practical instead of "showy". Assassin's Creed did something relatively similar as well where someone you save--which is effectively what you're doing in inFAMOUS--actually physically restrain the guards as you attempt to escape. I really think Sucker Punch missed at opportunity to innovate and do something special here.

These morality choices are presented to you throughout the main story and then through side missions as well. The side missions consist of two types: Standard ones that are marked on your map in the form of a yellow exclamation point, and then Karma based ones with either a red (evil) or blue (good) circle around it. You will be offered to choose one of these karma-based missions per territorial section and when completing, will wipe out the alternate one off the map.

It just so happens that the single most important aspect of a video game is the one thing Sucker Punch really nailed--the gameplay. It just feels really really good to play! Running, jumping, dashing, climbing, sliding, punching..I mean I could go on and on for days here.

But being able to jump off of the main story’s mission line is an essential element to an open world game and inFAMOUS does this by offering a host of side quests that range anywhere from rescuing some captive civilians from thugs (the Reapers gang) who are escorting them to certain death, to following a ghost to their killers is location. They’re interesting, fun and are repeated a few times throughout the first island (unsure of the second or third island). As you complete these side quests you are rewarded with experience (which is used to unlock more powers and upgrades) and a small “cleansed” segment of the cities territory. These cleansed segments will no long allow Reapers to respawn in their respective area. If you played Viking: Battle for Asgard, it's very similar to that in that, aesthetically speaking, everything becomes a little brighter and happier. It’s a nice and appreciated touch.

Initially one of my concerns about the game was transportation. I think Rockstar created a graceful solution with the Taxi system that was introduced in GTAIV. They essentially act as teleporters for the impatient (ME!), or a "rollercoaster 'o fun" for the vacationers. But that particular system just wouldn’t make sense in inFAMOUS’s world, plus it would rob the game of it's chance to remind you of how much of a badass you really are. After a few hours of playing the game you unlock the ability to slide along power lines and it's just a fast and fun way to get around town. The first time you do it I guarantee you'll exclaim "woooo hooo!" But it really wasn’t until I repaired the cities train system that I stood up cheering for Cole. Once I hopped onto that crazy train (aaall aboooard HAHAHAHAHAH! -Ozzy) I realized that utilizing this system for transportation around the city would allow me to get from one side of the city to the other in no time. The sense of speed when you're on top of one of these things just has to be experienced, and wait until you jump off that thing moving at those speeds.

For an open-world game I think the game, graphically speaking, looks great. After reading some comments on various gaming forums I think some people have too high of expectations for the current generations console's rendering power (and the software that drives them). Rendering games like inFAMOUS and GTAIV are extremely taxing on these system's resources. But to me, in the end, it really comes down to the art direction. That's what makes all the difference! It's what separates the good from the bad (pun intended). If I had to pick a better looking game, for comparisions sake, I would probably say GTAIV looking a bit better--mainly because of the impeccable city designs where nothing is copy & pasted. unofrtunately I did notice once or twice that the same building was being used in different locations of the same island, but just flipped around in disguise. For some this is completely trival, but for me it was a bit of a bummer as I had high expectations for the city's design.

I do have a few others gripes too.

I adore the animated comic book style panel sequences that move the narrative along, but found the in-game cutscenes to be much lower in quality. It's almost as if they were tacked on at the very end of development. They appears to be less polished and are certainly not at the same level as the rest of the game's offerings. It actually left me wanting more of the well animated storyboarding instead.

The voice and general deign of Cole isn’t too spectacular either. Though I find his overall attire to be pretty cool, his facial design is rather bland. He looks like...well just some dude off of the streets, which I suppose is the point but now that he's got all this power he's not generic--he's special. My point is that I think it would have done some good for the character to have some distinguishing physical marks (of some sort, just please no tattoos) left on him after the incident.

In regards to his voice, it appears to be straight out of the David Hayter school of video game voice acting but with less passion (and grunting). It's dry and dull and does nothing to invoke likability for Cole.

My final complaint might be insignificant to some, but for me it’s a point that is grating. There is a very slight and faint squeaking noise that is made when Cole runs. It's a lame complaint, I'll agree. But there are times when I completely forget about it, and then sudden hear it again! This mainly happens when I've been fighting or watching a cutscene for a while and as I begin running I hear it again. I'm left scratching my head wondering why Sucker Punch left this in the game. What appreciative value does it add to the overall experience?

In the end though the good far outweigh the little gripes I have with inFAMOUS. With incredibly fun gameplay that just feels right, excellent graphics, spectacular music, a huge city to explore, excellent transportation methods, a decent morality system, and wonderful fighting mechanics--this game is absolutely amazing! But it now.
 
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It just so happens that the single most important aspect of a video game is the one thing Sucker Punch really nailed--the gameplay. It just feels really really good to play! Running, jumping, dashing, climbing, sliding, punching..I mean I could go on and on for days here.

This is really what works for me, even though I've only got the demo (full game arriving on Friday) with the 4 or 5 trial missions, I am having no less fun messing about now than I was at the weekend when I first tried it. It's just fun to ran about, fight reapers (or citizens *cough*) and so on. I've actually played the demo far longer than I've played two of my purchased games; Tomb Raider and Lego Indy - I keep being drawn back to start it up and run around some more. It's definitely worked its gameplay voodoo on me, I can't see much sleep for me this weekend :)

I adore the animated comic book style panel sequences that move the narrative along, but found the in-game cutscenes to be much lower in quality. It's almost as if they were tacked on at the very end of development. They appears to be less polishing and are certainly not to the same levels of the rest of the game's offerings. It actually left me wanting more of the well animated storyboarding instead.

Likewise. I really don't want to criticize somebody else's creative work, especially one that I really, really like, but I was almost shocked at the in-game cut scene in the demo and do wonder why they didn't eliminate them and go with the superb comic strips. However, I'm sure they're this quality for a reason. If I had a choice of nice high quality models for the cut scenes with great lip syncing but had to compromise of another aspect of inFamous's gameplay I'll take the PS2-era cut scenes. Like you said, a minor gripe but it does stick out.

Before I played the game I recall being disappointed that vehicles wouldn't be drivable, however I can see why they just didn't bother. Who would want to drive around in a clunky vehicle instead of using Cole's innate abilities to navigate the city?

Anyway great post, thanks :)

Soup
 
I adore the animated comic book style panel sequences that move the narrative along, but found the in-game cutscenes to be much lower in quality. It's almost as if they were tacked on at the very end of development. They appears to be less polishing and are certainly not to the same levels of the rest of the game's offerings. It actually left me wanting more of the well animated storyboarding instead.

The voice and general deign of Cole isn’t too spectacular either. Though I find his overall attire to be pretty cool, his face is rather bland. He looks like...well just some dude off of the street, which I suppose is the point, but now that he's got all this power he's not just some dude--he's special. My point is that I think it would have done some good for the character to have some distinguishing physical marks (of some sort, just please no tattoos) left on him after the incident. In regards to his voice, it appears to be straight out of the David Hayter school of video game voice acting but with less passion (and grunting). It's dry and dull and does nothing to invoke more likability for Cole.

I agree with both of these.
 
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