So what’s new? I mean, what have you been up to? Cool. Us? Not much. Just a new character, new city, new powers, and all designed especially for the new PlayStation 4. I hope you’re excited – because we really are! Actually, for us it’s probably one part excitement and one part pure terror, but that’s just the way of things I guess… But here we are at last to break the months of silence: All of us at Sucker Punch are very pleased to introduce you to Delsin Rowe, and our new title Second Son! Let’s cut to the chase!
Delsin Rowe is the star of Second Son, and you probably know someone like him: A 24 year-old who is absolutely convinced he’s destined for greatness; though so far that greatness has managed to elude him. He grew up just outside Seattle, where his great – if accidental – calling comes crashing into his life.
It’s been a long time since my last PlayStation.Blog post, and today’s entry is a little….different. I’ll start with the marketing facts (inFAMOUS: Festival of Blood available now!!!! $9.99!! Only $7.99 if you are a PlayStation Plus member!!!) but really, I thought I’d give you a little insight into why and how we ended up making a vampire based spin-off of inFAMOUS.
For us, we’d been working for two projects and five-plus years on the main storyline of inFAMOUS. We wanted the DLC to be a chance to take all that art and technology and do something fun and different for players. We knew we couldn’t just release some more missions or a skin pack, so we took a bunch of pitches from all the departments here at the studio for what we might do. We wanted something that fit the world of inFAMOUS, would be fun to work on, and ideally would be unexpected, too.
+ Posted by Brian Fleming
Well, it’s finally here… Launch day!
Two-plus years, eighty thousand individual checkins of art and code, countless hours of testing, and it all builds towards today! At long last we turn over the keys to you all. It’s your game now… Whether you’re someone who plays the game on easy and wants to see how the endings differ, or a borderline crazy completionist who needs to get every last blast shard and every last XP possible. Or maybe you want to contribute your own pages to the story and create some missions for the whole community (including us at Sucker Punch!) to play and enjoy…
Whichever you are, it’s your game now. We hope you enjoy the game a bunch, and look forward to hearing from you all about your inFAMOUS 2 experience!
Have you ever put on a wedding or a huge party? A bunch of us are in working this weekend, but it’s not just the normal bug fixing, polishing, and optimizing. Today we’re hanging art, arranging some furniture, and (shudder) cleaning up our offices. All of this is being done in preparation for the 60+ media members who will be flying up to Seattle on Monday for our “Media Day” event for inFAMOUS 2. So you can think of this as our once-every-two-years chance to spruce up the place, and put on a little bit of a show.
+ Posted by Brian Fleming
Today I’m here to talk about everyone’s favorite topic: powers! More specifically, how does Cole manage to improve on is already impressive set of electrical abilities?
For those of you who don’t know the original inFAMOUS story, Cole’s electrical powers appear when he’s caught in the blast of a mysterious device called the Ray Sphere. Cole gains more and more abilities, becomes more and more powerful, and survives the gauntlet of Empire City… but he also is given a glimpse into his future. He realizes that even at the height of his powers, he is no match for the challenge that awaits. A battle with a great Beast looms, and Cole isn’t ready to face it.
+ Posted by Brian Fleming
3+ years, 60+ people, insane amounts of caffeinated beverages, and 70,000+ individual checkins of code, art, and media, and what do you get? A gold disc for inFAMOUS! We got the news late yesterday (just in time for the team to run off and tip a few back!) and I’m not sure it’s really sank [...]
+ Posted by Brian Fleming
I think the people around the office are starting to worry about me… That’s okay, it’s good for them to think the producer is a little nuts I think… In a sort of twisted way I really enjoy the final crunch of game production. We are working a ton, and of course miss our families [...]