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CES 2009: Q&A with Sucker Punch on inFamous photo

This morning we got to see a pretty kickass presentation of the third-person, open-ended superhero PS3 game inFamous. We had the pleasure of seeing it in action, watching gameplay as the newly powered-up former messenger boy Cole scaled walls, flung cars across city blocks, and electrocuted the hell out of everything in sight.

After this presentation, we had a chance to chat with Sucker Punch's Brian Fleming for a bit on what we can expect from the upcoming title. We covered game design, console choices, streaming games off the hard disk and much more in this interview. Oh, and we got geeky with superhero powers. This guy seems to know his sh*t.

Destructoid: We saw the presentation where you showed inFamous today -- it looks pretty badass.

BF: Yeah, we're getting there. It will look better by the time we ship. We didn't think we fucked up today.

No, no. Definitely not. No fucking up here.

I was pretty fucking nervous beforehand, though.

We were talking after the presentation. Here's two different types of games for two different types of gamers. Fallout 2 looks better than ever, but inFamous is more of my jam.

You're right that they're very different games. [inFamous] comes from a very different place, and... it has a very different budget. [laughs]

Here's what I like: the superhero theme at its core.

That's what the dream was. If you took the DNA -- the key bits of the superhero genre, certain kinds of conflicts, struggles, characters -- and you made up a new one, that's a certain kind of crazy. 

You're in a space, the superhero genre, where you're competing with Superman, Batman, Spider-Man, The Hulk, all these properties that my mom fucking knows. We're trying to invent a new one -- that's a certain kind of crazy. But the reason for doing this -- the reason to make the game -- is because we love those properties, but they all kind of grew up as linear media. What would it be like if you tried to grow one of these as a videogame? 

The whole experience: the discovery of your powers, the relationship with the city, a city turning against you (which happens in every one of them), how you get framed for helping the city -- those are all the feelings we love, and we wanted to try to give you a first-person experience of what would that feel like if that happened to me?

I'm glad it's third-person gameplay. That seems to fit what you're trying to do better. You're seeing yourself in this world, and you're seeing all of this shit going down around you. 

We knew we were going to do a third-person game. That's our expertise. Look, we've stretched a lot of boundaries by doing this game. We moved from cartoon to realism, we went from... well, we did Sly Cooper. That's super-stylized cartoon, all the way to realism now. We've gone from kind of level-based to a big open-world streaming game. We've gone from PlayStation 2, with relatively simplified graphics, to PlayStation 3 with, at least in the open-world space, remarkable levels of detail and interactivity. It's been a massive change for us on enough fronts. Third-person games are what we believe in, and every game we've ever made has been a third-person action; we're staying put.

You mentioned the jump from PS2 to PS3...

Sony's our publisher. We've had a really productive relationship with them.  They've been a great coach for us, and we value that. You won't get any backscatter talk. It seems like it's popular for teams to bag on their publisher. We have nothing but respect for that team. You notice there are good teams here. Certainly we hope to include ourselves, but you've got Naughty Dog, Insomniac -- these teams could go do work. They could get gigs. And they've chosen to tie themselves to Sony. The reason is that they're actually good at what they do. They're very good at giving you enough rope, but not too much. 

Some people don't think about that aspect. You always hear talk about hardware preferences, but you never get that other side of game makers talking about the support teams behind things.

But we love the hardware. That's not the reason we chose it. 

Because you're on the PS3, and seeing the open-world nature of inFamous, do you think there will be an install process and streaming data?

I'll give you a minute of philosophy, and then I'll answer the question.

We think that the first fifteen to twenty minutes of whatever happens after you push in the game is the most important fifteen minutes of the entire experience. It is where people will transition from the world that they have into your universe. And you have this chance to get them and move them into your space, and capture their attention. And if you fuck that up, whatever you did in that last boss battle just doesn't matter. We cherish the first few seconds of the game, and if you look at all of our games -- you look at Sly running on the rooftops -- you push start, and it starts. There is no cutscene. There might be a little chitchat, but you're playing the game. This is going to be the same way.

Now, the game is a big open-environment streaming game, and we have to figure out how and when we can afford to get this content onto the disk. It is our battle to decide how to balance that. 

So that's something you're still working on then, right?

Well, we're trying how and where to put it exactly, so it's a very difficult decision for us. It's painful to us as players that the first thing you would have to do is wait for a dialog. Certainly, if we succumb to there's going to be a dialog, then we will do what we can to make... well, that 15-minute install is an absolute non-starter for us. 

Right now, I can tell you that the game... today, if you took the build that we ran earlier, it would take 4 minutes to get the game fully cached. Now, it's not going to get worse. So the question is how much better can I make it? I think we can make it a lot better, but we'll find out.

Would you call this disk streaming a necessity at this point? Because of the nature of the game, is this something you're going to have to do?

One of the big advantages of the PS3 is the guaranteed hard drive. When you're streaming as much content as we're streaming, it's a massive win for the development team to have a hard drive. The optical disc access is fairly high-bandwidth, but there's latency because the disc seeks are so long. Hard drives are higher bandwidth and way lower latency, so it's a way preferred model for how to get the content load. Much, much better from our standpoint.

From what I've seen, it seems like you can just run forever...

It's an open-ended game -- it's the real deal. At the beginning of the game, there are some obstacles that you have to overcome before you can get to everywhere. You're not going to be able to run to everywhere right... [pauses] I almost said something I would have been killed for. [laughs]

You're not going to be able to access all of the content right from the initial moment, but there's plenty of content to explore, with cool reveals along the way.

So Cole's power, electricity -- was that just a creative choice? Or is there a story reason why he's throwing electricity?

It's a little of both. It was a question of, How do we make choices that make this a good interactive title? Instead of, oh, we're shackled with X-ray vision and can blow frost and bullets can hit his eye. It's pretty hard to make to make a Superman game if you ask me. I wouldn't know how to make that game. Really smart people have tried hard.

Our goal was, How do we define a power set? First of all, at some level, unlimited power isn't the best superpower. It's very important that powers have strengths and weaknesses. Weaknesses need to be built into the game and character. And a weakness in our game could be as simple as a chain-link fence, because if you're on the other side of a chain-link fence, and you have a gun, you could fuck me up and I can't do anything to you. I can't shoot you, so that's a real problem for Cole. So that's essential that you have these kinds of strengths that have weaknesses.

There's kind of an emotional contract that you have with superheroes... look, I'm willing to suspend belief that a radioactive spider could bite you and give you spider-like powers. But, if suddenly you could turn invisible and fly and do all these crazy things -- people are willing to take one or two steps into a fantasy world, but if you ask them to take a hundred, then you lose them. 

There's also an important part of this: people have to relate. They have to be able to get into their head that there's this some kind of yet-to-be-explained accident that happened, and somehow this guy can how completely conduct electricity. But he can't also walk on water -- that's it, that's your limitation, and you have to stay in that universe. It's got to hold together or things start to fall apart. So for us, part of it is what's fun, and part of it is staying true to conventions and the archetypes of the genre we're in.

Are there specific comics that were direct inspirations for inFamous

At its core, it's more general. We'll sit around and talk about what kind of situations do we think are iconic for this genre. By being iconic, it means it's not just that we took this from The Punisher. It's more that this is the theme that is in the center of this genre. So we're really more interested in that. And then there are specific things that inspire you, like anyone, really.

Certainly there are some comic works. We always talk about DMZ as a great example. There are plenty of others. It's not like we're trying to make DMZ, but it's very inspiring to us. The kind of grounded-ness of that universe. We're not as passionate about the big buckles and underwear on the outside kind of guys.

We were pleasantly surprised by the success of the TV show Heroes, which came out about a year into the development of the project. They're really channeling this everyday people superpowers vibe. You see it be successful and you're like, wow. Good reinforcement. There's a frequency there that connects with people.

Back to the powers, I imagine your team sitting in the room and someone calling out "shocking things is badass. Let's do that."

Certainly. It's visually very badass. Because, that's important. This is a visual medium. Electricity, on the grand checklist -- we could make that look fucking awesome! [laughter]

You showed that electricity is being drawn from one thing, and then you take it and use it. Is it always limited? 

You have a certain amount of what I'd call bio-electricity. You could shoot some basic lighting bolts out of your hand. It's pretty much self-generated. But there are heavier powers, and those consume charge out of your body. You lose it, and you need to go replenish that charge. 

There's a meter that seems to run out...

It's really kind of cool that there's a profoundly different feel when you leave areas, when you get to dark areas. It's kind of cool how it connects lyrically with the city. When the game changes as profoundly as when you don't have power anymore, and you're kind of mortal, it's this really awesome reinforcement of what you're trying to say artistically. The power is out in this area, and by the way, you're very vunerable. 


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29 comments | showing # 1 to 29

darkwhitehair's Avatar - Comment posted on 01/09/2009 12:31
darkwhitehair
I am so fucking jealous Dale... Im a big fan of Sly Cooper from just playing Sly3... Ive heard of infamous longer than Ive heard about Prototype... they are pretty similar in concept... and the prototype team has also made good games (Hulk Ultimate Destruction) so I hope people give this a chance and just dont say "DIS IS JUST LIKEZ PROTOTYPE!!! HAXXORZ COPYCATZ"

Im rooting for ya sucker punch... just because of sly... who doesnt like sky cooper??

can I have sly 4 now?? please??
ikiryou's Avatar - Comment posted on 01/09/2009 12:36
ikiryou
Okay, DO WANT. inFamous and Prototype can peacefully coexist on my gaming shelf.

And just for the sake of random conversation, a crossover between Protoype and inFamous would be sweet. It'd never happen, but I'm just saying.
collegeGirls's Avatar - Comment posted on 01/09/2009 13:08
collegeGirls
This looks repetitive. The hand animation reminds me of the japanese comedy personality Hard-Gay when he says "say-say-say." The sound too, sounds irritating. As long as there are no motion controls, it should be alright. I'll PASS!
Togail's Avatar - Comment posted on 01/09/2009 13:08
Togail
Fuck yes, day one purchase.
elsteveo's Avatar - Comment posted on 01/09/2009 13:09
elsteveo
Infamous looks pretty lame. I seen it being played and real time and it is nothing special at all.
mix's Avatar - Comment posted on 01/09/2009 13:17
mix
I was going to say, what the HELL is the big difference between InFamous and Prototype?

When I saw a clip for Prototype I honestly thought they changed the name or something.
pedrovay2003's Avatar - Comment posted on 01/09/2009 13:21
pedrovay2003
Wow, these people do know what's up. I honestly wasn't all that interested in inFamous before, but I really am now. Hell, I want to go and play all the Sly games now, too.
munkee's Avatar - Comment posted on 01/09/2009 13:29
munkee
very cool interview... the dude sounds clued-up and it was an interesting read. I like that they are trying to get around the installation process or at least make it non-offensive to the gamer. I hope big things come to these guys, because they seem to care a lot about what they are trying to achieve. Nice to hear something good being said about sony too. they are getting too much bad press lately.
collegeGirls's Avatar - Comment posted on 01/09/2009 13:31
collegeGirls
Also, this makes me laugh every time... what's with the purse or backpack the main character wears?

This game just has no style or look, it's so bland. It feels like a bunch of 3D assets were dropped onto a flat plane, that could of came from the same library as any other mediocre next-gen title. I never played Sly but I remember that having a nice look about it. Granted it's a cartoon, and a completely different style of game, but the art direction was more in-tune with itself. Infamous doesn't look like anything, just flat.

Same goes for Prototype.
munkee's Avatar - Comment posted on 01/09/2009 13:36
munkee
@ collegeGirls

*ouch* but, agreed... it does seem bland. realism can work, well. But, take a look at GTA4.. its realism was its pro's and con's. Great living breathing city. but, f*king dull.

vice city looked fun and made the game more fun - gta4 looked dull and made me not want to go back there very often

sly looked fun which made the game more fun - uh oh
pascuz46's Avatar - Comment posted on 01/09/2009 13:38
pascuz46
this game looks interesting, Ill give it a rent.
Stahlbrand's Avatar - Comment posted on 01/09/2009 13:40
Stahlbrand
Look here, Suckerpunch: You make Sly 4, and I will buy a PS3.

That is all.
Primo's Avatar - Comment posted on 01/09/2009 13:42
Primo
I went from 'not interested' to 'pretty interested.' thanks for the interview
Samit Sarkar's Avatar - Comment posted on 01/09/2009 13:42
Samit Sarkar
Wow...awesome interview, Dale. You have singlehandedly spiked my interest in inFamous!
GooN's Avatar - Comment posted on 01/09/2009 13:43
GooN
I agree with the "this game looks to be boring." I watched three or four IGN videos of game play and they basically kept throwing lightning grenades at EVERY enemy. BORING!
The only reason I'd still pick Prototype up instead of this garbage is the ability to drive tanks and fly helicopters. Also, Prototype's main character can take on forms of other people and walk amongst them like Hitman.
I have both systems and Wii like I always say so it aint fanboyism... It just looks so generic. Jump, Climb, throw lightning grenade.. oh yeah and charge up your lightning powers by the payphone. They need to give Niko Belic superpowers and I'd be sold on that game!!! :) Just think about it, good graphics, guns, cars, (BRING BACK JETS), and drop SUPERLOADS in random whores.
munkee's Avatar - Comment posted on 01/09/2009 13:48
munkee
lol @ "I have both systems and Wii" .. because we all know that Wii isn't really a threat to anybody :P
mistic's Avatar - Comment posted on 01/09/2009 14:03
mistic
Great interview man, I was already pretty exited about this game, but now I'm totally stoked!
brainderailment's Avatar - Comment posted on 01/09/2009 14:10
brainderailment
I've always seen this game with one raised eyebrow. I hope it's good. I want to play a game like this.
Quiotu's Avatar - Comment posted on 01/09/2009 14:15
Quiotu
Pretty much anyone who's a fan of Sucker Punch and Sly Cooper will give this one a shot. It's a big stretch from what they were doing before, but then again... so was Resistance for Insomniac, and Uncharted for Naughty Dog.

These three companies are known for shelling out high quality titles that don't disappoint. And while all three are going from wacky toontown to gritty realism, 2 out of 3 have made the jump with flying colors, and I expect Sucker Punch to deliver as well.

Now... if only it'd get released! The wait is killing me!
Sheir's Avatar - Comment posted on 01/09/2009 14:31
Sheir
Very, very good interview. I was pretty excited about this game to begin with, having just got a Playstation 3 and having loved the original Sly Cooper. One of my most anticipated of 09.
SWE3tMadness's Avatar - Comment posted on 01/09/2009 14:43
SWE3tMadness
This game would be the one that I am looking forward to the most in 2009, but I don't have a PS3. :[

Hope it manages to live up the hype it's been generating lately though.
Holyetheline's Avatar - Comment posted on 01/09/2009 17:22
Holyetheline
Oh god... I just realized that I've been confusing inFamous and Prototype for some time now... lol
Dexter345's Avatar - Comment posted on 01/09/2009 23:05
Dexter345
Nice interview. I heart Sucker Punch.
Necros's Avatar - Comment posted on 01/09/2009 23:13
Necros
I still want to see more of the game, but this interview did peak my interest.
RoninZero's Avatar - Comment posted on 01/09/2009 23:39
RoninZero
These guys seem keen and in touch with what they do, and that's games based on cool super powers, and stylish raccoon thieves. I'm looking forward to this how this turns out, but since I don't have a PS3 (working on it), then I'm up shit creek. Unless this game sucks, then I'll paddle by it.

But awesome interview. Now if they do DLC like Criterion, I'd get it ASAP, and a PS3 by selling organs.
fykdig's Avatar - Comment posted on 01/10/2009 10:00
fykdig
i like like how the guy threw a punch at prototype talkin about too many powers and you lose the audiencethats where wanted goes wrong, im also willing to put money down all the people bagging this game would change their tune if it wasnt an exclusive
Rabite's Avatar - Comment posted on 01/11/2009 02:45
Rabite
I'm picking up both of them. Probably day one but it depends on if I can afford both. Hopefully they space the two of them out so there's no release date interference. I like the climbing and jumping they show in the trailers. Definitely impressed.

Also I second Cotton McKnight. On everything he said. Especially the last part.
dmgi's Avatar - Comment posted on 01/12/2009 15:11
dmgi
Seems like a really cool developer. Down to earth and seem to be aware of the huge risk they're taking. Looks like it's going to be awesome.
Serivor's Avatar - Comment posted on 01/13/2009 09:49
Serivor
It's probably going to be a good underated game just like Sly Cooper.
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