Archive for the ‘infamous 2’ Category
Qore Episode 34 features Dragon Age 2, inFAMOUS 2, Crysis 2 and MotorStorm Apocalypse
Posted by Kevin Furuichi in crysis 2, dragon age 2, infamous 2, motorstorm apocalypse, PlayStation Network, PSN, QORE on March 8th, 2011
The March episode of Qore covers some serious ‘must have’ titles. The lead story features fantasy role-player Dragon Age 2 as Veronica Belmont catches up with Bioware‘s co-founder Dr. Ray Muzyka and Lead Designer Mike Laidlaw as they walk through the story, combat, classes, and a revamped tactics system that should appeal to both RPG and action fans. And, the action is awesome. Don’t miss the different gameplay examples of the Warrior, Mage, and Rogue classes. Which one do you think is Veronica‘s favorite?
With inFAMOUS 2 set in a New Orleans-inspired city of New Marais, music will again be an integral part of the sequel. Audrey Cleo follows the making of this unique soundtrack managed by SCEA’s Jonathan Mayer who pulled together an eclectic collaboration between the funk jazz of Galactic and rock drummer Bryan “Brain” Mantia, By the way, the gameplay in this story is very, very fresh.
Itching to play a FFPS (Futuristic First Person Shooter)? Ready to try on a nano suit for your PS3? Now set in New York City, Crysis 2‘s got amazing graphics, sweet weapons, and a beefed-up nano suit that looks quite dashing in HD.
Motorstorm Apocalypse comes in from the jungle and goes urban in this rev’d up new version. Qore‘s preview shows off the epic new environments featuring new vehicles classes including muscle cars and choppers. It’s the end of the world and we’re driving just fine…
And, finally, Qore subscribers will have early access to the SOCOM 4 beta coming later this month to this episode’s download center. And, look for Qore’s full game preview of SOCOM 4 in next month’s April episode.
We hope you enjoy the March episode of Qore – presented by the PlayStation Network.
inFAMOUS 2: User-Created Missions Give Infinite Possibilities, Limited Beta in April
Posted by Chris Zimmerman in gdc11, infamous 2, PlayStation Games, PS3, sucker punch on March 1st, 2011
Here at Sucker Punch, we’ve spent the last couple of years hard at work on inFAMOUS 2. Over the last nine months or so, we’ve talked about a lot of things that make I2 awesome—things like crazy new powers for Cole, super-powered sidekicks, radically improved graphics and special effects, a cool new karma system with branching story lines and multiple endings—but we’ve managed to keep one major feature completely secret.
Until today.
Sandbox games like inFAMOUS 2 are a ton of fun. There’s a whole city to explore, and we provide lots of stuff to do in the city… but no matter how many missions and mini-missions and systemic opportunities and branching story lines we add to the game, eventually the story ends.
We thought inFAMOUS 2 would be better if it didn’t end—if you never ran out of missions and mini-missions to play and things to do. So… we spent the last two years adding a User-Generated Content feature to the game. With User-Generated Content, inFAMOUS 2 players can build new missions, then share them with the world. I think you’ll all quickly discover that while building missions is a lot of fun, seeing people play and enjoy those missions is even better!
There really aren’t a lot of limits to the sorts of missions you can build. Sure, you can build the sort of missions that will ship on the inFAMOUS 2 disk. Mission creators have access to the same set of characters, creatures and props—so if you want to set a pack of Hive Lords rumbling after Cole through the streets of New Marais, you can do it. If you want to have Cole and Zeke face off against Nix and Kuo, you can do it.
If you want to bend the rules of inFAMOUS 2 to create new kinds of missions, you can do that too. Wish I2 had pure stealth missions? No problem, you can create stealth missions. Looking for more of a challenge? Try taking away some of Cole’s powers—see how the player does facing a platoon of Militia wielding only his Amp. Or add an old-school platforming challenge, or a race, or… I could go on all day.
It’s pretty easy to do missions that are more like mini-games, too. Skeet shooting? No problem. Disc golf? Assuming you’re happy tossing around cars instead of Frisbees, sure. How about a mission where Zeke just tells you bad jokes until you shoot him? Um, yeah, you can do that, too.
Building missions is only half the story, of course—we make it super easy to upload your missions to the network, so other players can see your cool new missions.
User-generated missions show up in the world just like regular missions. When you walk up to them, you see the PSN tag of the mission creator, plus extra information like the mission’s current rating. And back at Sucker Punch headquarters, we’ll be watching—missions that get high scores will get promoted to the Sucker Punch Featured Missions list, and those missions will end up just about everyone’s copy of New Marais.
We think this is a neat opportunity for people to become famous for the missions they build. We know there are lots of creative people out there, people who love third-person action games like I2, and have great ideas about what they’d do with the game if they had the chance. Well, now we’re giving you that chance! Let’s see what you can do!
There will be a limited public beta of inFAMOUS 2 UGC starting in early April. We’ll be announcing how to sign up for the beta on March 14… watch infamousthegame.com for more details! And be sure to watch the video above to whet your appetite…
inFAMOUS 2: New KARMA Trailer and GameTrailers TV Invades Sucker Punch
Posted by Chuck Lacson in infamous 2, PlayStation Games, PS3, sucker punch on February 25th, 2011
Greetings Blogosphere and Happy Friday to all!
First we want to thank you for all the positive comments and vibes we got off our June 7th launch date announcement last week.
Today we kick off the weekend with GTTV‘s visit to Sucker Punch and a new trailer where Cole is caught between two women. (That guy has it rough, doesn’t he?)
New KARMA Trailer
So we’ve been talking a lot about the game’s new Karma system the last few weeks. The Western interpretation of Karma (according to my good friend Wikipedia) states that performing positive actions results in a good condition and negative actions results in bad effect and situations. In inFAMOUS 2, Cole will have new powers and will come across many crossroads. Ultimately, it will be up to you to decide the path you want him to walk. Look out for Cole’s good and evil outfits, a sneak peek of a new faction he has to face, and a small taste of Cole’s new ICE POWERS!
GTTV visits Sucker Punch
Our friends at GameTrailers TV gave Sucker Punch a visit to find out more about Cole’s new adventure, especially the choices he has to make, the sides he will take, and how your decisions will dramatically affect the story and the way you play the game. Peep never before seen missions and see how Cole, Kuo and Nix use their powers together.
As always, thanks for the support and be sure to stay tuned here and on inFAMOUSTheGame.com for more updates!
World Premiere Alert: inFAMOUS 2, SOCOM 4 and Killzone 3 DLC reveals on GTTV tonight!
Posted by Jeff Rubenstein in guerrilla games, infamous 2, killzone 3, PlayStation Games, PS3, socom 4, sucker punch, zipper on February 24th, 2011
On tonight’s GameTrailers TV episode #404, PlayStation fans *will* find what they’re looking for. (That’s some web coding humor right there; I hope you didn’t do a spit take on your keyboard from that zinger.)
GTTV visited Sucker Punch recently to interview the minds behind inFAMOUS 2, and will exclusively host the brand new Karma Trailer. The inimitable Geoff Keighley also stopped by Zipper to interview one of the lead designers of SOCOM 4 and uncover covert missions, and more.
All that, and a first look at DLC pack 2 of Killzone 3 (you did pick up the Retro Map Pack on Tuesday, right?) Here’s a quick peek at the show, and feel free to ignore everything in between SOCOM 4 and Killzone 3. YOU’VE BEEN WARNED:
So set your DVRs, grab a quick nap now or start shotgunning 5-Hour Energy, the weekend starts tonight!
inFAMOUS 2 Countdown Begins: Release Date, Pre-Orders & HERO Edition Announced!
Posted by Chuck Lacson in infamous 2, PlayStation Games, PS3, sucker punch on February 18th, 2011
Last Friday, an inFAMOUS 2 post broke down the power of choice in inFAMOUS 2 and spawned some very energetic comments on not just the Karma system, but another topic as well -
“Release date please!”- TomHoang
“Please give us a release date already! Geez!”- DeviantBoi
“PLEASE TELLS US THE RELEASE DATE SO I COULD MARK IT ON MY CALENDER AND SAVE MONEY FROM NOW !!”- MilaNumber14
Well to Tom, Deviant, Mila, and the rest of you amazing fans, we are happy to announce that inFAMOUS 2 will be launching in North America exclusively on the PlayStation 3 on June 7th, 2011!
In about 4 months, players will finally begin the next chapter in Cole’s adventures. (Packfront Alert!)
On top of this, we’d love to confirm that on that same day we are also launching the inFAMOUS 2 HERO Edition (aka the Best Kept Secret EVER) for $99.99 (msrp).
Short of actual electrical super powers, the HERO Edition delivers everything an inFamous fan could want including a highly detailed 8.5” Cole MacGrath statue, a sportable sling pack modeled after Cole’s own in-game gear, the inFAMOUS #1 mini comic from DC Comics, the official inFAMOUS 2 HERO Edition Soundtrack and a super voucher code for a collection of in-game content.
Starting today participating retailers kick off official pre-order programs letting you score one of the following bonus items listed below.
24K GOLD AMP
Cole’s nasty new weapon definitely delivers the pain, but when you pre-order at Amazon.com you can get a gold (in-game) version to dish it out in style.
KESSLER SKIN
Experience inFAMOUS 2 as Cole’s super-powered nemesis from the first inFAMOUS story if you pre-order from Best Buy.
LIGHTNING HOOK
GameStop fans can unlock this special power with their pre-order, an electro-kinetic tether that lets you snare and pull enemies and objects towards Cole.
ELECTROCUTION GRENADE
Visit Walmart and pre-order to get powerful grenade that ties enemies down with arcing electricity before going BOOM.
DIGITAL SOUNDTRACK
Blending the funk and jazz of New Orleans’ own Galactic, with the rock sounds of Bryan “Brain” Mantia (Primus & Guns and Roses), we’ve created a soundtrack that is pure inFAMOUS 2. Music lovers can download this special soundtrack if they pre-order from participating retailers.
Hope this is exciting news for everyone. Look out for more great updates to come, both on INFAMOUSTHEGAME.com or right here on the PS blogosphere!
What Goes Around Comes Around: More on the inFAMOUS 2 Karma System
Posted by Brian Fleming in infamous 2, PlayStation Games, PS3, sucker punch on February 11th, 2011
I think most of us at Sucker Punch have noticed the days starting to blur together a bit. So while I had a quiet moment here on Southwest Flight 651, I thought I’d put the time to good use and give you an update on our progress with I2 (inFAMOUS 2) … Ken’s post from last week got the ball rolling, let’s see if I can spill some more beans on the Karma system…
When we took a look at the Karma system in I1 (inFAMOUS, the first game) we wanted to keep the successful stuff, but also make improvements … As a top line, we knew we wanted to continue to offer players the choice and responsibility that comes along with having powers. This is one of the central themes of many archetype super-hero stories, as well as an interesting exploration of the relationship between power, responsibility and the test of character that powers bring. So, that had to stay.
But on the flip side, we got feedback from fans that some of the choices felt too mechanical, and they wanted their choices to have more meaning in the narrative and in the world. So, our challenge with I2 was to make these choices more real, more believable, and yet still keep them visible and clear to the players.
When we spent time thinking and designing the improved Karma system, we ultimately concluded that there was a way to make these choices both clearer and much more believable: to make your Karma decisions more about relationships and less about the specific choice at hand. So instead of a question that really didn’t relate to our primary gameplay (e.g. “should we take this food or give it away?”), in I2 we let the player decide who to ally with on a quest, or choose between Kuo’s surgical strike or Nix’s no-holds barred assault. You aren’t just choosing a mission, you’re choosing an ally and alienating another person. This was both clear for players, and more real.
Here are a couple videos which demonstrate what I’m talking about, but let me set them up a bit … At this point in the game, Kuo has been captured by the local Militia that’s taken over New Marais. We find out that Kuo is being held at a makeshift prison (a converted old mansion on the edge of town). Cole needs to mount a rescue, but the fortified target rules out a frontal assault.
Cole’s buddy Zeke proposes a rescue plan. He has seen a convoy of captured police officers being paraded through the city. He wants to bust up the convoy, free the officers, and then lead the police on an assault of the old mansion/militia stronghold. Turns out other cops are being kept there as prisoners, if Cole helps bust them free he’ll get Kuo out at the same time … of course that also means there’ll be more cops on the street (which is sometimes uncool for vigilantes). Cops love us, Kuo goes free, all is good! Okay, let’s have a look:
Nix’s idea? Well as you know from Ken’s piece, Nix is more of a chaotic personality. Her plan? Load up a streetcar with explosives and run it down the tracks at full speed towards the mansion. It’ll derail, crash through the front gate and explode in a huge fireball … Great diversion, and tons of collateral damage on the Militia, even if a few prisoners might become collateral damage. After the explosion, we team up and slog our way through the remaining resistance and get Kuo back. Nix, of course, has some super powers of her own, and they are particularly useful in combination with Cole’s arsenal. Just another bit part of the plan! Let’s take a quick look:
So in the case of these two choices, you end up rescuing Kuo along either path, but that won’t always be the case. Sometimes the implications of your choices will be clear (like above) and sometimes they will be murky. The choices you make will affect the world itself, the citizens’ reaction to you, and of course the ending of the game in an important way. What we hope is that you all find them entertaining, occasionally thought provoking, and lots of fun.
Before I go, I want to wrap up with a few more answers to questions we received after Ken’s post. #1. YES, a lot of content is backing up the Karma system, not just different cut scenes – in fact the example above is all gameplay, There are NO differences in the cut scenes. And saving Kuo is just the beginning— there are going to be a very sizable number of missions set up in choices like this, and plenty of unique content on either side. #2. YES, the game should be more balanced for those of you who want to play more “Neutral” or switch sides.
So there you go, I’m about to land and the flight attendants are eyeballing me. We’ll have more on the Karma system later this month on Spike’s GTTV which airs on Feb. 24th. Until then, choose your friends carefully!
inFAMOUS 2: Morality Revealed, Meet the Companions
Posted by Ken Schramm in infamous 2, PlayStation Games, PS3, sucker punch on February 1st, 2011
Greetings from the SCEE PlayStation Experience in London! We’re excited to be at the event, and for the first time, reveal how our duality/morality system will work in inFAMOUS 2.
Karma moments from inFAMOUS are now represented by character-driven dialogue and 3D mocap cutscenes. Your conscience comes into play with the introduction of Kuo and Nix, two NPC characters. Kuo is a NSA agent working to help Cole defeat the Beast. Nix is a New Marais native that grew up in the swamps around New Marias, whose hatred for Bertrand stems from witnessing him kill her family. She is your hedonistic guide that coaxes Cole into not thinking about the consequences of his actions.
There will be multiple crossroads where Cole will decide to follow Kuo’s lead or give into Nix’s temptations. Your choices will directly affect the gameplay by permanently remaining in the world. Whatever path you choose, remember that in inFAMOUS 2 you can always change your mind. It’s never too late to look for redemption… or to say “to hell with it” and become selfish.
Attendees of the show will get to go hands on with the Good or Evil version of the “Save Kuo” mission. Two allies. Two plans of attack. A choice to follow Zeke’s plan and get the help of the captured police by taking out the convoy guarded by the Militia, then assaulting the Militia compound with the army of cops to free Kuo. Or, side with Nix and her destructive plan to ram a trolley filled with explosives through the front gate. The choice is yours!
PlayStation Monsterpedia: Fangs for the Memories
Posted by Sid Shuman in dead nation, eat them, infamous 2, littlebigplanet 2, PlayStation Games, playstation monsterpedia, PS3, resistance on January 20th, 2011
I love monsters. I grew up watching movies like “It Came From Beneath the Sea” and “The Thing” and playing games like War of the Monsters and Resident Evil. I wanted to honor that spirit with this first edition of the PlayStation Monsterpedia, a collection of detailed artwork and in-depth specifications gleaned directly from the game developers that inspired it all.
For this edition, I selected monsters that have left a strong impact on me personally, whether it was Dead Nation’s panic-inducing Cutter or Sackboy’s new arch-nemesis the Negativitron. Expect to see future editions of the PlayStation Monsterpedia detailing more memorable monsters from PlayStation lore, both old and new. What beasts would you like to see in the next installment? Be sure to leave your suggestions in the comments.
Codename: “WIDOWMAKER”
Height: Varies; size difference assumed to be based on varying maturity
Weight: Varies
Natural habitat: Unknown; Chimeran in origin
Defensive mechanisms: Toxic, caustic saliva; barbed fore talons; thick, chitinous armor
Weaknesses: Heavy artillery
Appears in: Resistance: Fall of Man, Resistance 3
BEHAVIOR:
The Widowmaker is the largest known feral Chimera, a wild spider-like predator that spits caustic saliva at any foes it cannot stab with its razor-sharp tarsi. Its appearance on the battlefield requires immediately engagement by all nearby units, with high casualty rates reported for both human and Chimeran forces. Widowmakers are generally solitary creatures, though scattered reports have indicated the possible existence of clans of Widowmakers stampeding through the wilderness.
Unlike the young Widowmakers Nathan Hale fought in England, fully grown Widowmakers are nearly impossible to defeat with conventional weaponry, though high explosives can prove effective. Initial data suggests that combatants that focus on the creature’s face first, then its weak points as it reacts, suffer lower casualty rates.
Codename: “DEVOURER”
Height: Approximately 25 feet tall
Weight: 7.5 tons (estimated)
Natural habitat: Marshlands surrounding New Marais
Defensive mechanisms: Powerful musculature; long, barbed tongue; thick armor plating
Weakness: Electricity; gaps between armor plates near the mouth and ribs
Appears in: inFAMOUS 2
BEHAVIOR:
The Devourer is part of The Corrupted, a race of mutant beings that have burrowed from the swamplands surrounding the city of New Marais. More precisely, The Corrupted comprise a hierarchy of organisms, including humanoid creatures equipped with long bladed arm talons as well as armored drones called Ravagers. The Devourer represents the pinnacle of The Corrupted’s unnatural evolution. The Devourer’s long, barbed tongue is prehensile, and the creature uses it to immobilize and ingest organic matter.
Eyewitness accounts from New Marais are scarce, but the Devourer is reportedly aggressive and territorial, making it exceedingly dangerous. With its vast size, enormous strength and armored exoskeleton, the Devourer presents a persistent threat to the citizens of New Marais — particularly as The Corrupted make increasingly bold incursions into inhabited urban centers. Attempts to subdue The Corrupted by local law enforcement have proven unsuccessful, sparking a small-scale arms race as mutant and human alike position for control of New Marais. A local anti-mutant vigilante group called the Militia has reported some success in keeping The Corrupted at bay, and have peddled these achievements into a local protection racket.
Speculation that The Corrupted and the Devourer were mutated as a result of local Ray Sphere experimentation warrants further investigation.
Codename: “CUTTER”
Height: 11 feet tall
Weight: Over 700 pounds
Natural habitat: Bioengineered, designed for urban environments
Defensive mechanisms: Thick, hardened carapace; machete-like talons
Weaknesses: Tactically inept
Appears in: Dead Nation
BEHAVIOR:
This lab-grown bioweapon patrols large areas and can survive for months, even years, on very little physical sustenance. The Cutter’s behavioral patterns are simple and primal, a testament to its artificial origin. Alarmingly nimble despite its towering physique, the Cutter tends to surprise its unlucky targets. Upon seeing its target the Cutter immediately charges and attempts to cleave the victim in two using its massive bladed talons.
The Cutter shows little discrimination in choosing targets, and won’t hesitate to carve through nearby reanimated corpses if they stand between it and living prey. Resourceful survivors have been known to exploit this fact as a way of negotiating the countless walking dead that now prowl the streets of major urban centers worldwide.
Codename: “VERANIDATOR”
Height: Approximately 50 feet
Weight: 6.6 tons (estimated)
Natural habitat: Any large scale urban environment
Defensive mechanisms: Multi-shot rocket launcher; hydraulic claw; immobilizing acoustic eruption
Weaknesses: Easily distracted
Appears in: Eat Them!
BEHAVIOR:
Constructed in the laboratory of noted monster scientist Dr. Wilder, the Veranidator is equipped for maximum destruction in urban environments. Its rocket launcher can be used to take out ground-based and aerial attackers, and the patented ROAR acoustic weapon will immobilize unprotected human foes. Its hydraulic claw is just as useful for smashing through structures as it is grabbing improvised weaponry from the ground.
Like all of Dr. Wilder’s creations, the Veranidator is powered by disposable fuel units commonly used in vehicles, cafes, street corners, and anywhere else civilians congregate. Dr. Wilder has bragged that the Veradinator is just one of over five million variations he can create in his state-of-the-art genetic lab.
Codename: “NEGATIVITRON”
Height: 2.6 miles, or approximately 42,000 Sackboys
Weight: The Sun
Natural habitat: The cold, empty reaches of the Cosmos; the cupboard under the stairs
Defensive mechanisms: Sucking; creating Meanies and infecting the Cosmos; telling jokes at funerals
Weaknesses: Metal toy soldiers, bits of string, Sackboy
Appears in: LittleBigPlanet 2
BEHAVIOR:
Deep in the exquisite cold of the interstellar Cosmos, the skilled Negativitron hunter must know when to hunt and when to flee. Wherever there is silence, wherever there is serenity, calm or peace, that is when the tracker must be his most wary.
With infinite patience, the Negativitron waits in the darkest corners of the Cosmos with one terrible eye always open. The hunter will receive but one warning that his quarry has turned: THE UNMISTAKABLE DEATH WOOSH OF AN 1800W BAGLESS INTERSTELLAR VACUUM CLEANER! Snarling, thrashing, sucking, The Negativitron attacks with nothing but vengeance and fury on its mind. In the vast blackness of space, a Vacuum within a vacuum. Feeding on fear, on doubt, on all those times you were told you were worthless and grew to believe it. The Negativitron will read you, search you. The more you fear it, the stronger it becomes.
And what of the hunter? For most, eternal silence and blackness. Perhaps one in a hundred will escape with his life intact, and one in a thousand with his sanity. The Negativitron is a ruthless foe, filled with cunning and empty of remorse. It will lure you, trick you, seduce you and destroy you. Yours will be but another forgotten story, a speck of dust in the nebula of forgotten heroes.
The Negativitron shall live on! Brooding, resting, waiting.
inFAMOUS 2 Update and 2010 Recap
Posted by Ken Schramm in Developer Corner, infamous 2, Inside PlayStation, PlayStation Games, PS3, sucker punch on December 27th, 2010
Hey guys, hope you are having a great holiday break. 2010 was a huge year starting with the amazing response to our announcement at E3 to the sharing of Cole’s comic book inspirations at Comic-Con. Whether it’s exciting new powers, gruesome new enemies, or a new comic book, there’s a lot in store for our hero/villain Cole MacGrath.
We’re busy working on making inFAMOUS 2 the best action game experience we possibly can, and we’ll have more to share in the New Year, including some big announcements. What will Cole’s powers be? How will your choices affect the game? What lies unseen in the city of New Marais? Your questions will be answered in 2011.
Until then, check out the holiday issue of PlayStation: The Official Magazine where you can get more details on inFAMOUS 2 and soak in some new images from the game.
We’ll have more updates soon — thanks for your support!!
Sucker Punch Productions and DC Comics Announce the Illustrated inFAMOUS Comic Series
Posted by Wilson Cheng in Comics, infamous 2, PlayStation Games, PS3, sucker punch on December 20th, 2010
In celebration of the upcoming release of inFAMOUS 2, Sucker Punch Productions and DC Comics today are announcing all-new chapters in the inFAMOUS storyline. Penned by William Harms and illustrated by artist Eric Nguyen, the series bridges the story between inFAMOUS and inFAMOUS 2 and chronicles Cole’s struggle to save Empire City before fleeing to the Southern city of New Marais.
Spanning six heart-stopping volumes, the series will reveal sinister motives, dark secrets, and introduce a new threat to Cole and all of mankind. We’re also happy to reveal the cover art, drawn by the famed Doug Mahnke, who has illustrated for legendary DC Comic franchises such as Justice League America, Batman,and most recently Green Lantern.




















