inFamous 2 Inspired By Assassin’s Creed Improvements
Sucker Punch reveals to Play how seeing Assasisn’s Creed helped it solve its own issues with climbing and parkour in inFamous 2. Read more after the jump.
During our exclusive visit to its studio, Sucker Punch revealed to us how the progress made by Ubisoft between Assassin’s Creed and its sequel inspired them to push its own parkour moves and style for Cole MacGrath for inFamous 2. For Sucker Punch Cole’s ability to move around his new home in New Marais is as important to his character as his ability to shoot bolts of lightening.
“We’re making [inFamous 2] more stylish so that you have a little more flair when you’re climbing a building,” Chris Zimmerman, development director for Sucker Punch and studio co-founder, told us. “You want it to feel smooth so that you flow up the side of a building. Sometimes in inFamous it was very jump, grab, jump, grab, which was functional and doesn’t look bad, but it doesn’t make you feel like a superhero bad ass and that’s really the whole point of the game.”
To help point them in the right direction Assassin’s Creed II really showed them the kind of leap that would need to be made. “We take encouragement from other games,” Zimmerman admitted. “The change that Assassin’s Creed made between one and two where the first was kind of slow and methodical and the second Ezio is zipping up and it made the game more fun. We’re doing similar sorts of things. They’re different of course, but in spirit they have similar sorts of goals where you’re taking an experience, which is a pillar for the game and moving it forward.”
Want to know more? Read Play’s Exclusive preview of inFamous 2 featuring interviews with Chris Zimmerman, Nate Fox and Brian Fleming in Issue 194, on sale July 8 (Available in stores in UK and Ireland or via the Imagine eShop).
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