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inFamous 2


Bessie

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The Beast is Coming!

>http://www.youtube.com/watch?v=Cv-9WHPFYjk

What’s the Beast you ask? Like a meteor from outer space it’s a force of destruction too powerful for humanity to contain. At the end of inFamous 1 Cole MacGrath was given a vision that the Beast would arrive into the world and that he alone could stop it. The safety of our species was put on his shoulders. No pressure right? As you might imagine, Cole would do anything in his power to get ready for the fight. He’s desperate to win, to save the lives of his friends and neighbours.

But at the start of inFamous 2 he fails. The Beast arrives and Cole isn’t strong enough. He’s forced to run south to New Marais and prepare for a second, final encounter while his home, Empire City, is swallowed in flames.

Povezava

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  • Pred 2 meseci ...
  • Pred 2 meseci ...

>http://www.youtube.com/watch?v=Wdr-mU63OEI

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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.

One of the strong pitches we got was originally called “Vampire City” (a play on “Empire City” from inFAMOUS). The pitch was that Zeke was trying to impress a girl with a tall tale about Cole, Vampires, and the origins of Pyre Night. There was a lot to like about this pitch, some important ones were: finally getting to add flying to inFAMOUS, the strong “Pyre Night” set dressing we could add to New Marais, a solid supernatural basis for new powers, and of course having a launch date in the days before Halloween didn’t hurt, either. So it was decided, and work began!

About the same time, we had some promising PlayStation Move prototypes running. We’d initially thought we would use Move to support UGC authors–but as we progressed, we became convinced we could make the game fully playable with Move. So Move shifted to become a core gameplay feature, and our UGC team decided to tackle our next big wishlist item – “speech bubble” cutscenes. Like making narrative missions? Now you get set-up camera shots and add speech bubbles to characters!

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BessieSABU.png

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  • 1 year later...

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