Q: Is it story-based persistent destruction?īF: We’ll get into that. But how you decided to solve a particular thing might leave remnants of itself behind. It’s not just, oh, you’ve completed these four tasks so the drawbridge will go down, kinda stuff. One of the real changes in the game is that there are going to be significant story and potentially even morality-related elements that are going to alter the city, like fairly large chunks of the city. But there are significant breakable elements that are persistent. There are some breakables that of course will regenerate, like all the cars on the streets. It’s not down to the rubble’s left where you left it. It makes the game better, and so that’s what we should be working on – stuff like that.īF: It’s persistent at some level. We tend to be the other way, where we want to build something we like, and then re-engineer the technology to support the thing we like.
We designed the verandas and we did a demo to the team everyone was like, these are great! And the engineers are all like, oh my fucking God! That’s our job, is to make stuff breakable.īF: You can get into a situation where you’re doing technology for technology’s sake. You’re talking about thousands and thousands of individually breakable items. The thing that actually limited us more was the technical realities of making everything break, and we’ve dramatically increased the design of our breakable system such that we could support something like those verandas in high density areas. We can’t have you break the entire church. So what looks like should break, we want to break. Q: Just how destructible will the environment be?īrian Fleming: It’s sort of like the rule for climbing, which is what looks like you should be able to climb on it, you should climb on it. Luckily for us – and you inFamous fans – we cornered Sucker Punch co-founder Brian Fleming afterwards to get answers. The open world action game looks the business – a marked improvement over the solid original – but questions remain. Last week, during a special behind closed doors presentation, US developer Sucker Punch unveiled to press inFamous 2, the sequel to one of the PS3’s most successful new franchises.