inFAMOUS: Second Son engine will be presented at GDC

I wonder if any other Sony studios will be using this engine. I hope so, since it's a great looking game from what we've seen.
Doesn't seem like it. But Sony's first and second party studios share tech all the time, so obviously other studios can learn from it if they want.


I'm really hoping that this area is as large as it appears to be

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The series really hasn't done a whole lot outside of the cities that they take place in. i2 had the swamp area, but it was small, and you couldn't do much in it anyway since Cole couldn't touch water. But this seems to be a pretty big play space to explore.
Don't get your hopes up. I wouldn't be surprised if this area ends up only appearing in cutscenes, tutorial or downtime sections without much to do. Just a feeling.
 

Man I want to see gameplay here, I am sick and tired of the same ol' area in Seattle being presented.

Think they will show this at GDC?

Don't get your hopes up. I wouldn't be surprised if this area ends up only appearing in cutscenes, tutorial or downtime sections without much to do. Just a feeling.

Nah, look at those power lines that are just primed to be used to ride around on.
 
Just having a little fun and sorry it was at your expense. To your last comment, you should give Infamous 2 a little time if you like that genre of gameplay. It really is a fun game. ;)

EDIT - trying to fix the quotes didn't quite work.

Well like I said which was skimmed over, I enjoy the Saints row series, So I don't know why I didn't enjoy the time I spent with the Infamous games, I don't have a ps3 anymore so I might just jump into it with Second Son, Is it related too the previous games at all?
 
Man I want to see gameplay here, I am sick and tired of the same ol' area in Seattle being presented.

Think they will show this at GDC?

Reminds me of the flythroughs for the levels of Ryse Crytek released before the game, And You couldn't explore all of them areas albeit that's a linear experience wheras this is Open sandbox type.
 
Well like I said which was skimmed over, I enjoy the Saints row series, So I don't know why I didn't enjoy the time I spent with the Infamous games, I don't have a ps3 anymore so I might just jump into it with Second Son, Is it related too the previous games at all?
If you enjoy Saints Row, you should like Infamous. Much better IMO.

Second Son is a continuation of the series. Here are some cliff notes of it:
Surrounded by a society that fears them, superhumans are ruthlessly hunted down and caged by the Department of Unified Protection. When Delsin Rowe discovers his powers he's forced to run, searching for other superhumans in order to save those he loves from the oppressive D.U.P. now hot on his tail. The choices he makes along the way change the future of everyone around him.
 
Nah, look at those power lines that are just primed to be used to ride around on.
I would love to, because forest areas either don't appear at all or get treated like shit in most games (aka the scene lasts 5 seconds). It sure would be awesome to walk and fly around there...
 
Don't get your hopes up. I wouldn't be surprised if this area ends up only appearing in cutscenes, tutorial or downtime sections without much to do. Just a feeling.

I kinda fear that as well. But that seems like it would be a lot of work wasted if it's just for cutscenes. There's a lot of detail there.
 
I kinda fear that as well. But that seems like it would be a lot of work wasted if it's just for cutscenes. There's a lot of detail there.
This doesn't always mean much. I don't have a good example right now, so I just use this GIF from Beyond: http://abload.de/img/beyond1d4s7v.gif
I would say the amount of detail and the artistic direction in there is pretty good for a scenery that lasts exactly as long as the GIF (3 seconds) and you never see again. I wouldn't be surprised if the forest area in SS only appears in this cutscene (and the other one in the car) and maybe a tutorial.

Perhaps Sucker Punch operates in a totally different way and only adds detail when the area is actually playable? I don't know. Again, I would love to be wrong, good, non-linear and lengthy forest areas are pretty much impossible to find these days. We will see and hope for the best I guess...
 

Nice facial animation, details and all, but what exactly is that expression?

I think I received the same gif in a Titanfall thread when I said it didn't look that great and 6v6 was disappointing.

Well not only it doesn't look that great, it doesn't look great at all. Obviously if you go and say that on a Titanfall thread you will be laughed at, but don't worry, you're right, the game looks as visually appealing as FUSE. In fact it does look exactly like FUSE (that means like every other generic looking grey-brownish shooter) in first person.
 
This doesn't always mean much. I don't have a good example right now, so I just use this GIF from Beyond: http://abload.de/img/beyond1d4s7v.gif
I would say the amount of detail and the artistic direction in there is pretty good for a scenery that lasts exactly as long as the GIF (3 seconds) and you never see again. I wouldn't be surprised if the forest area in SS only appears in this cutscene (and the other one in the car) and maybe a tutorial.

Perhaps Sucker Punch operates in a totally different way and only adds detail when the area is actually playable? I don't know. Again, I would love to be wrong, good, non-linear and lengthy forest areas are pretty much impossible to find these days. We will see and hope for the best I guess...

I definitely get where you're coming from. But it would seem really strange that they'd create such a section in an open world game and never let the player explore it. In something like Beyond it really is just about creating a bunch of pretty, somewhat interactive sets. So, I guess you could say that it's no surprising that it has "wasted" environments. It's harder to see an open world game doing that just because of how much time it takes to create them. They'd just be better off having Reggie live somewhere in the city. Plus, they have to know that it'd be very disappointing to fans to see that location and never get to play around in it.
 
This game looks miles ahead of what I've seen from others (that isn't just cutscenes or closed environment areas).

My most anticipated game for the system. Loved the first, didn't really get into the second though, a little too much of "been there, done that" so hopefully this rekindles my love.
 
Nice facial animation, details and all, but what exactly is that expression?
This one lol

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Not mine ;)


I definitely get where you're coming from. But it would seem really strange that they'd create such a section in an open world game and never let the player explore it. In something like Beyond it really is just about creating a bunch of pretty, somewhat interactive sets. So, I guess you could say that it's no surprising that it has "wasted" environments. It's harder to see an open world game doing that just because of how much time it takes to create them. They'd just be better off having Reggie live somewhere in the city. Plus, they have to know that it'd be very disappointing to fans to see that location and never get to play around in it.
Well, if it's not open it wouldn't take that long to create. You never know if there is something behind the camera or not :D
The example I used from Beyond is pretty extreme even for that game, considering the set is not interactive and only used for 3 seconds. But for the rest of the game you might have a point, even though the game mostly uses its environments well enough.

Let's hope you are right. I would buy a PS4 and this game much sooner if there is more to it than just Seattle...
 
lmao at this thread. Hyped PS4 game threads always seem to deliver on the foolish meter.

Can't wait for this one man, really can't wait. LOVED infamous 1/2, thought the storyline was brilliant as hell ... was fun as hell to play. Physics looked great, travelling around looks fun as hell with many different ways to get around, thankfully they are not ruining the combat system by showcasing ALL the powers you have and the moves you have within each power, we have just seen the very .. very basic things ( except the power dive ) thankfully.

Can't wait. Graphically beautiful, especially for open world type of structure.
 
Nice facial animation, details and all, but what exactly is that expression?

it looks like he farts, is worried that he's followed through, waits a second to check, and then a wave of relief, laced with happiness, washes across his face
 
I'm sure the forest section has a fairly big role in the story. If I had to bet it would be that one of Delsin's powers has something to do with it. I'm really curious to see what the other powers end up being.
 
Link? Pretty sure they were real time.

Google?

http://www.reedbeta.com/talks/

Called AO Fields and AO Decals, they work by precomputing the occlusion an object casts onto the space around it and storing that data in a texture, which is then applied in real-time much like a light in deferred shading.

Sure it has real-time component, but the whole precision [which wasnt great on PS3 - watch video] comes from baking.
 
As opposed to what game? Infamous 2 had 'realtime character shadows'.

It also had one of the most impressive implementations of 3D ambient occlusion.

was just making a joke because none of the gifs or pics shows it. ;)


early build footage had it for the main character so I wouldn't worry
 
It was baked.

--------

Btw i hope that they worked on shadows and particles, because those were very poor in old footage.

It was baked in the sense that it was not procedural - i.e it had to be programmed to an object.

But it was realtime and it wasn't static as 'baked' usually implies.
 
I'm guessing he meant "played through to the end." I didn't love the first two games either, but there were things I liked about them, and I think SP is awesome dev team. This one looks better to me. Cole was such a blah character, and this guy seems more interesting. I can't stand the stupid hat, though. I'm worried I'll want to punch him in the face. Maybe there are costume changes available early in the game?
Gotta find a way around dynamic hair physics, lol.
 
It was baked in the sense that it was not procedural - i.e it had to be programmed to an object.

But it was realtime and it wasn't static as 'baked' usually implies.

It had to be baked per object and then was calculated for interactions in real-time.
Its not real-time, just like we dont say that static lighting is dynamic or cubemaps are real-time reflections. Sure You can tweak it to some degree, but its not fully dynamic, because most of it components must be precalculated.

Btw I'm not saying that tech is bad, i think its cool, its just not dynamic, its heavily baking dependent.
 
Found Infamous 2 boring. The reactions from the population weren't that organic. People ran in a frenzy managed to never trip or trample anyone. For some reason only the cops and gang members had weapons. Why weren't there any children, did they all get out in time........some how? The black and white morality is just getting old. How is it that the gang members are super evil and civilians/cops are so wholesome? It's not like innocent people wouldn't be caught in the crossfire and forced to choose the side they disliked. I mean corrupt cops don't exist right?

Remember that gang hide out you destroyed? Turns out they were really a resistance group and could of helped you. Too bad.

There's a crap ton of shards over there you could use, but a gang has a family cornered. You choose to ditch the shards only to find out the "family" was with the gang and they were caught stealing for selfish reasons. Or maybe the shards and gang/family was a trap to lure wholesome idiots to their doom.

Never happened in the game.
 
Is brother and Fetch don't have hats :p

Well, I expect less detail to go into their real-time models than Delsin. And also Delsin is gonna be flying and zipping all over the place, so i feel like his hair physics would come under heavy scrutiny if it wasn't top notch. While I don't feel like his design is inspired by the desire to avoid hair, I don't think you can knock that SP don't see that as a plus. But it would be amazing if you could option the hat on or off, if you choose. Just so SP can be like "Here you go, assholes. We can do flawless hair physics, perfectly" lol
 
It had to be baked per object and then was calculated for interactions in real-time.
Its not real-time, just like we dont say that static lighting is dynamic or cubemaps are real-time reflections. Sure You can tweak it to some degree, but its not fully dynamic, because most of it components must be precalculated.

Btw I'm not saying that tech is bad, i think its cool, its just not dynamic, its heavily baking dependent.

Everything is a solution. Even when we achieve realtime fully ray-traced scenes, there will be imperfections that need solving.

So why you'd get hung-up on the way the solution was executed is beyond me. Especially when it's implementation is far more seamless than baked shadows or cube maps. Which is to say the player will notice visual discrepancies in both those solutions (baked shadows not working with realtime shadows and cubemaps not reflecting the surrounding environment), whereas this ambient occlusion solution has no seams as long as every object is 'baked' with the information.

I merely said it was impressive. And it's almost undeniably more impressive than any other ambient occlusion solution in any other games, The Last of Us being an exception. Way better than any screen-space based solution.

EDIT: Also... Realtime does not have to mean dynamic. Cubemaps are still realtime. Even baked shadows are realtime in the sense the texture is rendered.
 
It had to be baked per object and then was calculated for interactions in real-time.
Its not real-time, just like we dont say that static lighting is dynamic or cubemaps are real-time reflections. Sure You can tweak it to some degree, but its not fully dynamic, because most of it components must be precalculated.

Btw I'm not saying that tech is bad, i think its cool, its just not dynamic, its heavily baking dependent.

I don't think that qualify as baked. Baked means that shadow would be baked into texture and would be absolutely static. In this case baking is just part of tech from which comes "dynamic" AO.

It is not baked nor it is fully dynamic. Something in between.

Saying "baked" is also disservice to actual good tech used in I2 that is imo better than poor man AO or actually static baked AO.

Good AO is very taxing for hardware.
 
huh? Knocking the ps4? read other threads you'll see ive praised B4, KZ, Warframe.

As for Infamous it was a mistake of words, Hardly blasphemy but considering the reaction it would seem that way, I meant to say from what I played they never did anything for me, Don't have to like every game I played.




Just share your PSN name, then everyone will see that you have played the game by checking the trophies. You earn trophies very early in both games. Then, everyone will have proof that you played them and they will get off your back.
 
I just put down a pre-order for the Limited edtion.

Here's hoping I can get a PS4 the day the game releases, or at least their stock is up by that time.

I love the Infamous iP
 
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