Yes, it is similar to Crackdown's super hero, open world gameplay. Sucker Punch will need to find its own voice. There are tons of FPSes in the market, but there is only one KillZone 2.
Here's an interview with inFamous developers: http://www.videogamer.com/ps3/infamous/preview-1234.html
Here's an interview with inFamous developers: http://www.videogamer.com/ps3/infamous/preview-1234.html
VideoGamer.com: If you choose to become a darker superhero with a rep for slaughtering enemies, do people in the world look at you differently?
NF: The population has a memory and if they like you, you'll see it. They'll take a picture of you on their cell phones, because you're famous. You have super powers right. This is a real world setting. So if you had super powers all eyes would be on you. If you messed up you'd be condemned, so that's what you get in the game. Hopefully we're trying to make a believable experience.
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VideoGamer.com: Lots of open world games have a good day/night cycle. Will Infamous have this and does it change anything?
NF: We do have times of day. It creates different moods for the city. Because it's an open world right, you can run around wherever you want. We do actually have a lot of the city that becomes unlocked over time. You get a huge, huge amount right off the bat. Times of day really help spice things up.
VideoGamer.com: Any plans for multiplayer support?
NF: (Laughs). I would also love to answer that question in two months time.
VideoGamer.com: Lots of open-world games seem to get bogged down with collecting items. What's your view on this?
NF: We're not really into that so much. Mainly because we want to give you the goods and not have you jump through hoops. The goods, in our mind, is the joy of being able to interact with what we call the crime ecology.
Have you ever walked in a Jungle before?
VideoGamer.com: No.
NF: As you might imagine, a jungle is full of jaguars and snakes and bugs and stuff, and it's all around you. They are eating each other. It's not about you. In our world we have this crime ecology where different gangs are fighting, and people are getting mugged. It's happening whether you're taking part in it or not. So you walk around and the world is alive. You can spend a lot of time interacting with that. That's really important to us because that's the bedrock that we then put our missions into - this world that's very much alive.
Then the missions that we have, have a very strong beginning, middle and end, where we have big events happen. We want to make you feel like the star, and we want to make sure that if there's a huge event in the city you're there for it so the narrative is kind of swirling around you. Our missions are more scripted in nature than Grand Theft Auto.
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