Exclusive Infamous Developer Interview
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I don’t blame you for not knowing the name “Sucker Punch Productions” right off the bat. Its games aren’t as grandiose or as visceral as something like Killzone 2 or Gears of War 2. The phrase “great platformer in a kiddie wrapper” accurately describes the studio’s output to date (three Sly Cooper games, plus some N64 game about a one-wheeled robot, Rocket: Robot on Wheels). But hey, if director Alfonso Cuar?n can go from Harry Potter and the Prisoner of Azkaban right to Children of Men, so can Sucker Punch go from Sly Cooper to the dark, open-world superhuman action game that is Infamous.
We got to talk a bit with game director Nate Fox of Sucker Punch about the development of Infamous, and while we didn’t straight out ask what’s it like to go from a furry platformer to a real game, we did learn some interesting details, like what influence a real-world riot has over a superhero game and just where the heck did the idea for mind-reading electricity come from.
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