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[PS4] [PS3] inFamous 2

Discussie in 'Games' gestart door DulleNL, 6 jun 2010.

  1. fredfenster

    fredfenster Active Member

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    GDC: Infamous 2's Mission Creator

    If you thought the original Infamous ran out of missions too quickly, developer Sucker Punch has you covered. Infamous 2 is going to let you create your own missions.

    Today at GDC, Sony unveiled a brand new system in the sequel that allows players to place enemies, objects and more to create your very own challenges that pop up in New Marais. You can come up with stories, limit it to races, and even assign XP to completing a quest. A trailer listed a variety of missions (Defense, Escort, Search and Destroy, Survival, Shooting Gallery, Platforming, and Obstacle Course), but Sucker Punch said that the possibilities are endless and users can create whatever they want.

    Once the creation is whipped up and uploaded, it's shared with the world. Players can select the criteria they want in their game -- say, the best shooter missions or the newest puzzle missions -- and those events auto-populate that the map. From there, players just walk up to the green cone of light, scope the vital info, and start the event. If a player hasn't cleared a story mission and a created mission uses an enemy or something from it, the player won't be able to access that created mission until he or she has unlocked that part of the story.

    How does all this work? Well, if you played LittleBigPlanet 2, it's a lot like setting up a circuit board except the circuit board is the world. You choose to create a mission and can then fly to any part of the map. You place enemies and then start placing nodes -- little blue circles that govern the action of a level -- on the ground. You can set a node that cues enemies, connect that to another node that makes a car explode, and then connect that to a node that kicks on the music for a fight. Connected nodes get strung together with wires so you can see the relationship. If it sounds complicated, it's because it is, but once I saw someone tinkering, I understood how it all came together and think I'll be OK when I get my hands on the creator.

    I played a couple quick missions, and it's easy to see how this could be awesome. One was a race through rings around the city, and the other was a goofy shooting gallery where I levitated propane tanks and hurled them at dancing enemies for points. These creations can be as serious or as silly as you want. For me, that means I'm going to break out the keyboard and work on some Trish/Cole fan fiction.

    Like most user-created content these days, the creations are rated by the player when beat. This influences how many people see the creations. The "Famous" ranking means people are playing and enjoying your content -- your stuff will appear in other people's games if they're filtering for criteria your content contains. The "Sucker Punch Featured Content" means so many people like your stuff that the developer of the actual game is recommending people play it -- these will be the first created missions you see when you turn the game on.

    If you're eager to get in on the creating action, a beta is scheduled for early April. Sucker Punch said details for the testing phase will go live March 14th on the official site. Although most of the beta creations will get erased before the game launches, the cream of the crop will be the first wave of Sucker Punch Featured Content.
     
  2. DulleNL

    DulleNL I'm a little teapot Magic Member

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  3. Delphiki

    Delphiki Active Member

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    Dat automatisch delen is wel erg tof bedacht. Dus als ik in mijn game zeg dat ik bijvoorbeeld alle hoogst gewaardeerde race missies wil dan worden deze automatisch in mijn game-wereld gestopt?
     
  4. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Muziek.
     
  5. DulleNL

    DulleNL I'm a little teapot Magic Member

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    inFamous 2: Limited Release UGC Beta Details

    So, Sucker Punch revealed the first details on inFamous 2 UGC a couple of weeks ago at GDC. For those of you that haven’t seen the details on this already, check out the awesome UGC trailer below.



    So, the question is, do you want to become Famous?

    Well, lucky PlayStation Plus members will be able to become just that when we open up the inFamous 2 Limited Release UGC Beta exclusively to PlayStation Plus subscribers on 12th April 2011.

    More information will follow on how lucky PlayStation Plus subscribers can get access, (keep an eye on the EU blog!) but please be aware that not all subscribers will be able to get into the UGC beta on 12th April.
    [​IMG][​IMG]

    Please note there is a separate process for other territories, the above is only relevant for users in the PAL territories.

    Keep in mind, the best of these missions will be handpicked by Sucker Punch to auto-populate into every user’s game world on or near the launch day of inFamous 2.

    If that smells like win to you, then do your best to be creative, innovative, and to polish your mission(s) to the quality of a shipping title. Beta participants will lead the way at launch, but once the game is
    released, the floodgates open for mission designers around the globe to Become FAMOUS.

     
  6. fredfenster

    fredfenster Active Member

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    Die savegame gaat toch niet mee trouwens hè, van deel 1? Ik had namelijk mijn davegame een beetje verkloot :eek:

    Alles als Hero gespeeld, maar na die eindbaas was de verleiding te groot :mad: Mislukte actie lol.
     
  7. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ik weet het niet. Ik hoop het niet.
    Altijd een leuke feature als een savegame wordt meegenomen, maar eigenlijk vind ik achteraf altijd dat ik teveel verkeerde keuzes heb genomen. :+
     
  8. fredfenster

    fredfenster Active Member

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    Ja, nou als het wel zo blijkt te zijn dan wis ik die van deeltje 1 maar even van tevoren :p
     
  9. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Infamous 2: Three Reasons to be Excited, One to be Concerned

    Cole MacGrath's return to the PS3 has us all tingly.

    Two years ago, I went to developer Sucker Punch's offices in Washington and became the first person from the outside world to play Infamous. This week, I returned and became the first person to play an Infamous 2 mission called "The Sacrifice." The honor might not be as great, but the feeling after putting down the controller is just the same.
    I want this game.

    If you didn't finish the original Infamous, Cole MacGrath is our hero (or antihero depending on how you played), has electricity-based powers, and discovered there was a world-ending threat known as the Beast coming for him. Although we haven't seen it, the Beast arrives at the beginning of Infamous 2, hands Cole his ass, and the beaten hero heads to New Marais (a New Orleans-like city). Here, he'll deal with the locals who don't want supers in their midst and try to enhance his powers so he'll have a chance against the Beast.

    Got all that? Good, but because I want to talk about the Sacrifice and the three reasons it got me excited for Infamous 2 -- as well as the one concern it raised.

    [​IMG]

    EXCITEMENT: WE'RE GETTING CINEMATIC
    The story in the original Infamous clicked for me, but one of the complaints people had with it was that the presentation of conversations and missions could be a bit ho-hum. Cole just stood there and moved his mouth at Zeke or whomever he was talking to. The comic cutscenes were compelling, but the in-engine conversations were flat.

    If the rest of the game is like the Sacrifice, that shouldn't be an issue in Infamous 2. The mission started with me fighting my way to a dock in the swamp and finding a woman named Sarah hung by the wrists at the end of the water. Seems some folks think a human sacrifice will keep away the monster known as the Devourer. Cole doesn't see it this way, so it's our job to cut her down and escort her back to the rebels her father -- a man named LaRoche -- is in charge of.

    When I got Sarah there, the father/daughter reunion lasted just a minute or so before the massive Devourer rolled into town, but it really showed me how far Sucker Punch has come at visual storytelling. There were over-the-shoulder camera angles, the facial expressions and lip syncing were spot on with the dialogue, and this is ignoring the gravity of a situation that had me free an innocent woman that villagers were going to feed to a monster.

    Still, it was when the Devourer popped up that I was sold on what the developers were doing. Cole set his sights on it, LaRoche began trying to talk him out of fighting it, and the hero just kept staring at the Devourer before giving LaRoche an "Uh-huh, yeah" and dismissing the worthless coward with a wave of his hand.

    Cole owning the fact that he's a badass? Yes, please.

    EXCITEMENT: WE HAVE THE POWER
    [​IMG]
    This is the Firebird Strike. It is cool.


    If you haven't watched the video above, you haven't seen the Devourer. He's this massive hulk who stomps around on all fours, spits acid balls or whatever, and snatches you with his tongue before pulling you into his mouth.

    Taking him down meant relying on some of Cole's new powers, but that was a bit odd for me. Cole had a whole bunch of super-moves in the original Infamous (and those are all back for this sequel), but I don't remember using them all that much. My method of attack had me standing at a distance and spamming the shock button while occasionally throwing an electricity grenade. The jolts didn't waste my juice and got the job done.

    Sucker Punch is focused on making us as players feel powerful in Infamous 2. There are 50 powers for Cole to tinker with, and after playing for a bit, I can already tell I'm going to be experimenting like mad.

    The Kinetic Pulse allowed me to levitate a car and then fire it off like a bullet -- I could even stand on the car, lift it, and fire it out from underneath Cole's feet. The Bolt Stream allows Cole to spray out mini-blasts of electricity like a machine gun, the Ionic Drain sucks the lifeforce from the bad guys around Cole, and the Firebird Strike has Cole fly for a brief second before exploding out in a burst of electricity.
    The coolest power addition, though, isn't even a power; it's the quick-switch option. At any time in the game, I could hold left on the d-pad and assign the unlocked abilities to a button on the fly. I could try the napalm grenades, get sick of them, and easily assign an electrocution grenade without having to jump through menu hoops.

    EXCITEMENT: USER-GENERATED POTENTIAL
    Trying to preview user-generated content is... well, it's really hard because you haven't made anything yet. That'll change when the Infamous 2 beta goes live this month, but to whet my appetite, Sucker Punch had a few tester-created missions for me to tinker with.

    When this mode debuted at GDC, I played through a shooting gallery and an assault mission. They were fun, but they were also pretty much what I expected from user-created Infamous content. What I got during this visit wasn't.

    One mission had me walk into a section of New Marais that Zeke invited me to -- it was a dance party. Non-playable characters were getting down under a disco ball made of light, but then the disco ball came alive and started disintegrating people. Cole had to spring into action, use Kinetic Pulse to levitate and hurl propane tanks into the monstrosity, and then take down a boss.

    [​IMG]

    It was goofy, but it wasn't as goofy as the game of memorization I played. Here, a grid of wood pallets was laid out and on each pallet, a villain or a civilian stood. After a few seconds, the pallets reset in the sky, and I had to remember which ones had bad guys on them and shoot them down. Hit a civilian, and the mini-game was over.

    When I'm done brawling with monsters and preparing for the Beast in Infamous 2, these creations are going to be welcome distractions -- remember, they appear on your in-game map while you're playing the real game.

    Completing these creations gave me experience points to spend on Cole's powers, and Sucker Punch is aware of what a slippery slope this is. People could easily come up with missions that start, immediately end, and award players with hundreds of points. I asked the developers how they're going to stop that, and the simple answer was that they're going to watch what you do and figure it out. The beta is going to be the testing ground to see how users break the tool, and from there, the system will get its wrinkles ironed out.

    CONCERN: MELEE MADNESS
    [​IMG]
    ... she's no Trish.

    Before I go any further with my one concern and have Sony or Sucker Punch hunting down my dog for retribution, I'll be the first to point out that this isn't the final version of the game -- this is still a work in progress, so bugs are to be expected.

    Anyway, the only thing I was worried about was the camera during melee fighting. Using the amp -- that electrified, cattle prod-looking thing -- is a blast. You wail on bad guys, a meter charges up, and hitting Triangle unleashes a finishing move. Still, there were a few times when I unleashed a finishing move close to a building or in a tight space, and the camera wigged out and clipped through something.

    Again, it only happened once or twice, but with worthwhile melee being one of the big additions to Infamous 2, it made me wonder.

    THE (NOT SO) SHOCKING CONCLUSION
    The original Infamous is one of my favorite games on the PlayStation 3. Do I think Infamous 2 will live up to the original? Well, it's always hard to say when you just get to spend a few hours with a game, but I'd say "hell yes." There are more moves, New Marais with its varying buildings and rooftops looks way more interesting than Empire City, and the new focus on camera work and presentation is interesting.

    Even though I'm impressed by little stuff like "evil" Cole's ratty red t-shirt and the fact that easy karma points pop up on the in-game radar now, we'll all need to wait for a final verdict as we get closer to Infamous' June 7, 2011, release date and IGN's review.



    Deze game staat hoger op mijn verlanglijstje dan U3. :)

    [​IMG]
     
  10. DulleNL

    DulleNL I'm a little teapot Magic Member

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  11. i EnDleSs GaMeR

    i EnDleSs GaMeR Member

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    Ben erg benieuwd naar deze game.
     
  12. DulleNL

    DulleNL I'm a little teapot Magic Member

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    [viddler]http://www.viddler.com/simple_on_site/9463f614[/viddler]

    En weer wat screens:

    [SPOILER1][​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG][/SPOILER1]
     
  13. WinterBase

    WinterBase #VOTEFORRECKA XBW.nl VIP

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    [yt]L5X8VcrloAY[/yt]

    Op 3:31

    [​IMG]

    Rechtsboven in :lol:
     
  14. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Als ze dat bewust hebben gedaan om de 360 te pesten, dan...tsja... Zijn ze een beetje laat met die grap. :+
     
  15. Vegetom

    Vegetom whojow!

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  16. DulleNL

    DulleNL I'm a little teapot Magic Member

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    ghehe, mooi om te zien dat er wat humor in de game zit. :D
     
  17. DulleNL

    DulleNL I'm a little teapot Magic Member

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  18. Kiss of Fire

    Kiss of Fire Kiss of Fire

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    Leuke feature maar ben bang dat ik 'm niet zal gebruiken. Denk ook dat er weinig echt leuks uit kan komen dat ik echt wil spelen. Maar we gaan het zien ..
     
  19. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Is er íemand hier die een beta code heeft gekregen? =(
     
  20. DulleNL

    DulleNL I'm a little teapot Magic Member

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    Ah, als je het over de duvel hebt...
    [​IMG]
     

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