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inFAMOUS - The oFFicial Thread

Rez said:
I don't even remember any sparks or explosions in AC.

I prefer the lighting in AC, but I think that the lighting in Infamous is one of its strongest visual points nonetheless.

The thing to wait for will be the lighting in AC2, as it features a day/night cycle.

I was being sarcastic. But since we are comparing them, the lightning and explosive effects do make for some spectacles of dynamic lighting that you just plain won't see in the world of Assassin's Creed. I guess what I'm saying is that it's a bit daft to directly compare them, given how different they are. And that includes the visual bit.
 
Didn't a couple of mods including EvilLore complain about the floaty controls of inFAMOUS and praise Assassin's Creed solid controls/animation that made you feel more grounded in the world? Turns out most of the reviews single out the controls and responsiveness as the most impressive part of inFAMOUS...

It's just abit funny how different strokes work for different folks but war happens over that :lol
 
AC sure looks more believable but Infamous doesn't look bad either and it's WAY more fun. You can actually do stuff besides running. Awesome!
 
AltogetherAndrews said:
I was being sarcastic. But since we are comparing them, the lightning and explosive effects do make for some spectacles of dynamic lighting that you just plain won't see in the world of Assassin's Creed. I guess what I'm saying is that it's a bit daft to directly compare them, given how different they are. And that includes the visual bit.
fair enough, I didn't give a whole lot of thought into the discussion going on to be able gauge whether or not you were being sarcastic or not. I just saw that post and thought I'd weigh in. ;)
 
Just played 4 hours on the first island and unsurprisingly had a blast doing it. Some parts are frustrating, because it can be difficult to locate the enemy shooting at you because of the verticality of the game. Graphically, it's fine for me. It isn't pushing the hi-fidelity envelope, but the scenes where there is a lot of action on screen at once work well. The atmosphere is great, much better than GTAIV IMO. I chose to play through as evil the first time around and I definitely feel the sense that I'm reviled in the city. In terms of writing...well...it's a videogame. I'll never get why characters like Zeke and Moya can't be written more believably, but whatever. It's the rare game that can do that. I do get Roman vibes from Zeke though. Anyway, will definitely play more manana and I'm looking forward to it.
 
ElyrionX said:
Well, you *are* playing the game on Hard. If it bothers you so much, switch the game to Medium and enjoy the game the way you want it. It doesn't make sense for you to ruin the game for yourself like that.

Eh I'm still enjoying it and with increased powers I've gotta a little better at controlling crowds. It is still easy to get overwhelmed at times and the tough encounters always seem to happen in places where electricity is just out of reach. Also I want the trophy now that I've played this much on hard.

The ability that lets you drain the enemies helps in this regard some, but not when you're near death.

Just got the
hover ability
. It's not as powerful as I'd hoped but still useful. Hoping there are some new quest types now that I'm on the second island.

I will say that I LOVE the spidey sense power for finding the hidden items, fuck if that doesn't take the tedium out of collecting and actually makes it fun. Kinda wish it was mapped to another button cause for some reason it causes my thumb to get kind of raw.
 
Finally unlock the second island and damn,the enemies takes abit more damage before they go down.

But I collected all deaddrops in the first island not to mention 100% crime free too.
 
Since the game doesn't have island-specific collectibles counters (boo!) is there a kind soul here that knows how many shards/drops there are on each island?

I hate collecting them, and not knowing if I've missed a single little fucker somewhere.
 
Don't have the game yet but how fast could you complete all the stunts? I don't want to be in a situation were in the end you still have to do some stunts but there almost aren't any enemies anymore.
 
AltogetherAndrews said:
I was being sarcastic. But since we are comparing them, the lightning and explosive effects do make for some spectacles of dynamic lighting that you just plain won't see in the world of Assassin's Creed. I guess what I'm saying is that it's a bit daft to directly compare them, given how different they are. And that includes the visual bit.

*nods*

IIRC Sucker Punch went with a differed renderer (somewhat similar to KZ2) so they can throw a bunch of dynamic lights on the screen at any given time. Kinda makes sense for a game centered on fun things to do with electricity. ;)
 
Mesijs said:
Don't have the game yet but how fast could you complete all the stunts? I don't want to be in a situation were in the end you still have to do some stunts but there almost aren't any enemies anymore.

You want to do the stunts as early as possible in the game, because the enemies will thin out as you start taking over the islands. Nightz and I both had issues with the same stunt... It involved 3 enemies in a specific area who have to be killed with a specific power... and we just couldnt find the enemies in that area.

Its best to do the stunts as soon as possible in my view.
 
iamcool388 said:
You want to do the stunts as early as possible in the game, because the enemies will thin out as you start taking over the islands. Nightz and I both had issues with the same stunt... It involved 3 enemies in a specific area who have to be killed with a specific power... and we just couldnt find the enemies in that area.

Its best to do the stunts as soon as possible in my view.

Can you spoil the stunt so us noobs don't get into the same precarious situation?
 
In the demo there is a map marker for the blast shards in the legend, but the shards do not light up on the map.

How is this implemented in the final game?
 
gantz85 said:
Didn't a couple of mods including EvilLore complain about the floaty controls of inFAMOUS and praise Assassin's Creed solid controls/animation that made you feel more grounded in the world? Turns out most of the reviews single out the controls and responsiveness as the most impressive part of inFAMOUS...

It's just abit funny how different strokes work for different folks but war happens over that :lol
I fully agree with the 'floaty controls' criticism. Well, not criticism, so much, as it's not a bad thing. The controls do respond, but something about the movement, perhaps the animation, just makes it feel very...jaunty. I don't feel like my character has a lot of weight to him (nor doesmy buddy, and he looks like he certainly has weight).
Movement and impact with the world (be it stepping, jumping, or landing from a fall) just felt a hell of a lot more solid in both AC and Crackdown.

Mind you, I am not trying to rip the game, as I am enjoying it quite a bit.
 
glaurung said:
In the demo there is a map marker for the blast shards in the legend, but the shards do not light up on the map.

How is this implemented in the final game?


They show up on the minimap when you use your Spider-Sense :) not on the big map though.
 
For those people who played the final version: I read a lot of complaints from people who dislike open world games. "no I want linear games mimimimimimi" - from that I have seen, read and from the demo I would say that infamous is a very linear "open-world" game compared to let's say GTA. The "open-world" is just a huge playground for cole and his abilities. But besides that, there is not much to do there. So it's more like three huge levels and not really an "open world".

Right or wrong?
 
Thrakier said:
For those people who played the final version: I read a lot of complaints from people who dislike open world games. "no I want linear games mimimimimimi" - from that I have seen, read and from the demo I would say that infamous is a very linear "open-world" game compared to let's say GTA. The "open-world" is just a huge playground for cole and his abilities. But besides that, there is not much to do there. So it's more like three huge levels and not really an "open world".

Right or wrong?

the story mission is linear, some take advantage of the open world-ness by having you to go to different places.

outside of story mission, you got a lot of side missions, I think there are around 10 or so unique mission repeated a couple times but get more and more challenging as you play the game.

so, there are things to do outside of story mission. and don't forget the collectibles. 32 dead drops that give you audio recording telling the back story. and since the story is pretty interesting so far, I'd guess people will want to find all of these.

then there's 300+ blast shards, which is not really needed, but give me reason to climb around looking for these shards. which is fun.
 
Callibretto said:
the story mission is linear, some take advantage of the open world-ness by having you to go to different places.

outside of story mission, you got a lot of side missions, I think there are around 10 or so unique mission repeated a couple times but get more and more challenging as you play the game.

so, there are things to do outside of story mission. and don't forget the collectibles. 32 dead drops that give you audio recording telling the back story. and since the story is pretty interesting so far, I'd guess people will want to find all of these.

then there's 300+ blast shards, which is not really needed, but give me reason to climb around looking for these shards. which is fun.

So when it comes to side missions, it's pretty much like Spiderman 2 and Assassin's Creed.

And when it comes to collectibles, it's like Crackdown.

I love sandbox games but I think developers are running out of ideas to keep things interesting outside of the main missions.
 
Is it me or is the demo really hard? I'm playing it at normal and I hate how accurate the reapers are. They snipe me with their weapons from a mile away and I find it so hard to spot them.

I hope the full game isn't like this.
 
ElyrionX said:
So when it comes to side missions, it's pretty much like Spiderman 2 and Assassin's Creed.

And when it comes to collectibles, it's like Crackdown.

I love sandbox games but I think developers are running out of ideas to keep things interesting outside of the main missions.

I think all genres are running out of ideas. When's the last time you really, truly played something you'd define as fresh? When it really gets down to it, we're playing the same shit with different tweaks here and there.

It's the characters, setting and gameplay tweaks (not to mention controls) that keep us coming back. Innovation is definitely not the reason you're a gamer.
 
Got a confirmation from shopto :D I'll be getting Uncharted beta code, yay! Hopefully the game would arive sooner. I recieved KZ2 3 days before the release date. I'm going away for a month or so starting from 6th June (no access to PS3), and I want to finish the game before that. :D
 
Superblatt said:
I think all genres are running out of ideas. When's the last time you really, truly played something you'd define as fresh? When it really gets down to it, we're playing the same shit with different tweaks here and there.

It's the characters, setting and gameplay tweaks (not to mention controls) that keep us coming back. Innovation is definitely not the reason you're a gamer.
Completed Mirror's Edge yesterday. That REALLY felt totally fresh. A great experience.
 
Defuser said:
Escort and destroying survelience = worst side missions ever.

One is slow paced plus irritating while the other is troublesome.

Pretty much. But the other missions are essentially go to "X" and kill "Y" number of guys.
 
ElyrionX said:
So when it comes to side missions, it's pretty much like Spiderman 2 and Assassin's Creed.

And when it comes to collectibles, it's like Crackdown.

I love sandbox games but I think developers are running out of ideas to keep things interesting outside of the main missions.

Er, the whole collection thing was a pretty big reason why people played Crackdown as passionately as they did. And it was also limited to power-ups, whereas here it also gives you rewards by way of more story bits.
 
Defuser said:
Escort and destroying survelience = worst side missions ever.

One is slow paced plus irritating while the other is troublesome.
They're easy as shit, though.

In fact, most of the sidequests in this game are.

I really wish they put some real thought and care into these side missions, instead of just recycling the same 8ish across the 3 islands.
It's a good thing most of the story missions are pretty good/great... but still, the majority of missions you do (if you do all of them, which I'm currently working on) are side ones... so the majority of the game's missions are based on tedium.
 
Hi guys, looks like i could get a copy soon enough BUT.. its a spanish inFAMOUS :s
Does anyone know if the EU version who has the Spanish voice over ALSO has the english one?

ezekial45 said:
GT just posted 3 Dev Diaries:

Episode 1
Episode 2

Episode 3
Wow,that seriously awesome.
 
Fersis said:
Hi guys, looks like i could get a copy soon enough BUT.. its a spanish inFAMOUS :s
Does anyone know if the EU version who has the Spanish voice over ALSO has the english one?

There's gonna be a patch so all versions have an English option :)
 
FFObsessed said:
There's gonna be a patch so all versions have an English option :)
Im sooo hyped for this game, the demo floored me :lol
Its so damn fun. I LOVE FUN GAMES ! >:(
 
I didn't enjoy the demo. I found I wasn't caring about what was going on and the controls were driving me batty.

Nit pick, but, does anybody else find it odd how even if you're just standing around casually with no enemies in sight you're always in that wacky battle stance?

I agree with the sentiments that this game could have used a bit more of ACs/POPs animation/platforming dynamics. It feels so unnatural in general, just kind of off.

Just to say something positive, the audio aspect seemed pretty well done to me.
 
Revolutionary said:
They're easy as shit, though.

In fact, most of the sidequests in this game are.

I really wish they put some real thought and care into these side missions, instead of just recycling the same 8ish across the 3 islands.
It's a good thing most of the story missions are pretty good/great... but still, the majority of missions you do (if you do all of them, which I'm currently working on) are side ones... so the majority of the game's missions are based on tedium.

I wish there are more sidequests that is not defeat enemies in area. I love the spying mission, satellite uplinks and locate a spot side quests. the counter intelligence side mission is pretty annoying, but at least it give a different pace to the gameplay. and I actually kinda like the escort mission.

also, I kinda hope there are story side quests as well. would be cool if the dead drops have some unique mission you have to finish to get them.

but, this is still Sucker Punch first game on new system and new genre. they probably spent quite a bit of time trying to establish the basic gameplay. I'd have much higher expectation for Infamous sequel.

following Sly trilogy. I think there will be multiple playable heroes in InFamous 2. it'd be cool to have new heroes that specialize in melee combat for once. Cole is a pretty cool hero, but he's more of a ranged fighter than close combat fighter.
 
gantz85 said:
Didn't a couple of mods including EvilLore complain about the floaty controls of inFAMOUS and praise Assassin's Creed solid controls/animation that made you feel more grounded in the world? Turns out most of the reviews single out the controls and responsiveness as the most impressive part of inFAMOUS...

It's just abit funny how different strokes work for different folks but war happens over that :lol
Yeah, the demo kinda reminded me a bit of AC as well as you could grab and climb onto anything, but if your characters movement were as slow/sluggish in this game as they were in AC, it wouldn't be a superhero game now, would it. You need to feel like a quick cat in a game like this. And yeah, this also didn't get boring after 10 minutes of playing it like AC does every time I try to play it. Gah, this is not the place to complain about it, but that game was one of the biggest disappointments this gen to me. Heartless, soulless and boring as hell.
 
ezekial45 said:
GT just posted 3 Dev Diaries

Those were really, really awesome videos.

It's crazy the amount of hard work and dedication it takes to create a high-quality game these days... especially with a small(er) sized team.

There was a lot of funny, quotable moments in those videos too.
 
Just played the demo. There's no auto-aim or target lock on?

I can't aim very well with the analogue sticks.
 
DeadGzuz said:
Like the square?

I'd rather not do the huge shockwave, blowing up cars and killing civilians, just because I get to hit the ground faster. :lol

I wish this game used a 'press/hold a button to activat stick grapple' it feels far too automatic for my tastes as is.
 
-viper- said:
Is it me or is the demo really hard? I'm playing it at normal and I hate how accurate the reapers are. They snipe me with their weapons from a mile away and I find it so hard to spot them.

I hope the full game isn't like this.
WHY AM I GETTING IGNORED
 
ezekial45 said:
GT just posted 3 Dev Diaries:

Episode 1
Episode 2

Episode 3

2 Player Productions did a great job with those videos. I wonder if Sony commissioned them to do it, and for how much. One thing was how depressing they made the whole setup seem though.. :lol I definitely don't want to get into videogame development in North America.


Anyways, do you guys know how much Sony is about to "support" Infamous? Anyone spot TV ads, posters and all that jazz? I know Sony marketing is a wreck, but I'm still curious.
 
Click said:
Those were really, really awesome videos.

It's crazy the amount of hard work and dedication it takes to create a high-quality game these days... especially with a small(er) sized team.

There was a lot of funny, quotable moments in those videos too.
I have some crazy crunch time stories about that. Even making a 'lousy kiddie' game its hard work sometimes.
 
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