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Postmortem: Behind the making of Sucker Punch's Infamous

The latest issue of Gamasutra sister publication Game Developer magazine includes a postmortem of Sucker Punch's Infamous, written by studio co-founder Chris Zimmerman.

Infamous, an electricity-themed open-world action game, was the first original property from Bellevue-based Sucker Punch since 2002, and the company's first title rendered in a relatively realistic visual style -- a distinction that led to surprising snags along the way, as revealed below.
Sangria - contributor
Published: 76 days 6 hours ago | Article | PlayStation 3
 
 

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zootang - 76 days 5 hours ago
1 -
Good Read!
Shut this user up Let user speak
Dipso - 76 days 5 hours ago
2 -
Very interesting, the game took three years to develop, given all the hurdles they had to overcome and their initial lack of vision I'd be pretty confident that we can expect the sequel come holiday season 2010.

Brian Fleming already stated that there was a wealth of ideas that never made it into inFamous, Nate Fox has been quoted recently saying that Sucker Punch are developing game content at a speed and skill level never before realised by their studio, and with the engine and gameplay mechanics in place I think a 14 month turnaround is quite feasible, even for a relatively small developer like Sucker Punch.
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