Sucker Punch äußerte sich jetzt ein weitere Mal zum Actionspiel und enthüllte mehr Infos.
Ken Schramm und Joe Ishikura von Sucker Punch konnten ein paar neue Details in einem Interview mit der Website vg247.com enthüllen. So erklärten die beiden Entwickler, dass man kein "inFamous 1.5" entwickeln wollte, sondern ein Spiel mit frischen Ideen und einer tollen Spielerfahrung.
“There’s always a different way to encounter an enemy, there’s always a different way to approach something and it’s just something I hope that players know to explore,” sagte Ishikura. “With the blast cores and the beast coming, it’s telling you, ‘You’ve got to be more powerful,’ and this is one of the ways to make you more powerful.”
“For me it’s very simple,” erklärte Schramm. “It’s a superhero game. I want to feel a sense of power.”
Mit den zahlreichen Spezialkkräften entsteht das Rikiso, dass Hauptcharakter Cole zu übermachtig wird. Cole wurde mit allen Fähigkeiten des ersten Spiels ausgestattet. Dennoch wird es diesmal viel stärkere Gegner, wie z.B. den Behemoth geben, wegen denen man immer stärker werden muss. “We’re not bringing Cole all the way back down to square one,” erzählte Ishikura. “We’re actually going to let him retain most of his powers. It’s why we keep pushing on this whole ‘Ionic Powers’ – epic content raising the bar – because we actually do let you retain most of these things. We want you to face bigger enemies and have to use stronger powers because of it. The Ionic powers are a representation of that on the power side, and of course you’ve seen the Behemoth, and so hopefully that’s very clearly a step up from what you had to face in inFamous 1.”
Schramm fügte hinzu: “Everything has to scale up. Remember, we’re not telling an origin story now: we’re telling a superhero story, so everything scales up. Whether that’s your powers, whether that’s the enemies, all of it. Up up up!”
Es gibt aber ein Problem mit dem Karma und Moral-System im Spiel, denn es handelt sich nicht immer nur um gute und böse Entscheidungen. Es gibt ein großes Spektrum zwischen den beiden Seiten, was nicht oft in Spielen deutlich gemacht wird. inFamous 2 fokusiert die Trennung von Heldentaten und bösartigen Entscheidungen und Sucker Punch verteidigt das. “What if we decided should be in the middle ground?” so Schramm. “I think today we would be sitting here going ‘Well hey, what about those people that wanted them to be very abstract from one another?’ What the real challenge is, is trying to find a balance. Morality, karma, whatever you want to call it, it’s a very difficult thing to make sure that each and every players likes it. We couldn’t focus on that. What we needed to focus on was the delivery system of how we presented karma this time in the game. In the first game it was very much Cole deciding on his own ‘Do I feed the people or do I feed myself?’ This time along, it’s brought about by relationships. We’ve introduced Kuo and Nix but there’s other people that will introduce different scenarios. My point being there is that it’s about gameplay, we want to make sure your choices matter.”
Kuo oder Nix werden für kurze Zeit der Partner des Spielers sein, was inFamous 2 ein gewisses Multiplayer-Gefühl gibt. Denn der Entwickler findet, dass es mehr Spaß macht, wenn man ein Superhelden-Spiel mit einem Freund spielt. Da stellt sich natürlich die Frage, ob Sucker Punch in einem späteren Teil einen Coop-Modus oder einen Multiplayer-Modus integrieren werden. “Oh jeez, let us finish inFamous 2 first,” sagte Schramm. ”inFamous 2 isn’t co-op, you’re talking about future products. We’ve got to get this thing out the door first, then have vacation time, then we’ll worry about what project we work on next.”
Sucker Punch hat außerdem vom ersten Teil gelernt und mehr Freiheit in das Spiel eingebaut. “I think one of the cool things that we have here is that we try and expand freedom as much as possible,” erklärte Ishikura. “We have this ‘power variant’ system where the way we try and expand the freedom in that we allow people to use different types of grenades, different types of rockets, different types of bolts this time around. We really let people determine for themselves what the best way to take out enemies is. I think what inFamous 1 told us is, and we very frequently let the game tell us how to make it, is that one of the funnest parts is to free-style on your own and try and take out enemies in your own way.”
“I think Joe’s got it right,” fügte Schramm hinzu. “Another aspect that we really tried to improve on with inFamous 2 is just the overall presentation value. Let’s face it: right now, Uncharted 2 set the bar as far as presentation, so you’re always trying to achieve at least that. We’re trying to do that with our 3D cut scenes as you saw, so everything’s mo-cap now. Don’t get me wrong, we still have our beloved 2D cut scenes, but I think one of the biggest distinctions between inFamous 1 and inFamous 2 has to be our presentation style. We really wanted to bring the players into the game but give them enough gameplay as well. We’re not trying to create an interactive story, it’s very much a video game, but nevertheless the presentation, trying to deliver the storyline… got to improve that. I think we did a good job between 1 and 2 on that.”
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Game: inFamous 2 | Genre: Action | System(e): PS3 | Release: 7.06.2011
Hersteller: Sony | Entwickler: Sucker Punch Productions | USK: ab 16, uncut
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