Author Topic: infamous  (Read 4785 times)

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fistfulofmetal

  • RAPTOR
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Re: infamous
« Reply #60 on: April 18, 2014, 05:14:25 PM »
messing around with the newly released photomode. pretty cool feature:



nat

Shaka Khan

  • Leather Jihadist
  • Senior Member
Re: infamous
« Reply #61 on: April 18, 2014, 05:27:34 PM »
I was just about to post about it. The quality of some of the shots posted in the GAF thread is nuts. The main takeaways are: more non-racing games should have a free-camera photo mode, and Sucker Punch did solid job at building this game, so much they felt confident enough to give people the tools to inspect it.
Unzip

fistfulofmetal

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Re: infamous
« Reply #62 on: April 18, 2014, 07:01:07 PM »
Especially now that games have reached a certain threshold of image and graphical quality.

I'm curious how many games have features like this baked in by developers for the purposes of PR screenshots. I imagine the function is there so they can get fancy screens and stuff. It would make sense, at least to me, that giving that function out would basically be handing off a lot of PR to the consumers.
nat

Shaka Khan

  • Leather Jihadist
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Re: infamous
« Reply #63 on: April 18, 2014, 07:29:47 PM »
Exactly. People are taking better composed shots than what SP's marketing released in the lead up to launch. And most of those screens are being uploaded to FB and Twitter, no less.

I'm curious how many games have features like this baked in by developers for the purposes of PR screenshots. I imagine the function is there so they can get fancy screens and stuff. It would make sense, at least to me, that giving that function out would basically be handing off a lot of PR to the consumers.

Unzip

chronovore

  • relapsed dev
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Re: infamous
« Reply #64 on: April 20, 2014, 07:49:08 PM »
It's amazing that they did this; I hope it makes its way into more games.

Getting a feature like this out of debug is not all that stunning. My first gamecube title had a feature which would do four separate screen grabs and then composite it into a 4x large picture for print magazine screenshots.

To get that feature into the finished game would require a stunning amount of additional QA, let alone compliance with the console hardware manufacturer for managing their local storage, etc. Huge PITA.

a slime appears

  • retro king
  • Senior Member
Re: infamous
« Reply #65 on: April 21, 2014, 08:47:20 AM »
It's amazing that they did this; I hope it makes its way into more games.

Getting a feature like this out of debug is not all that stunning. My first gamecube title had a feature which would do four separate screen grabs and then composite it into a 4x large picture for print magazine screenshots.

To get that feature into the finished game would require a stunning amount of additional QA, let alone compliance with the console hardware manufacturer for managing their local storage, etc. Huge PITA.

We did that for our 3DS games. Albeit it was after a publisher was surprised we didn't have that functionality already. :lol

But yeah, what works amazing for development never translates into the customer's hands these days thanks to rigorous QA and the complexity of modern debug tools. It was a lot nicer back during the 8/16-bit days but I still find it funny that what used to be debug commands for those games were considered cheat menus by the average player not really realizing they were there to make testing easier.

Brehvolution

  • Until at last, I threw down my enemy and smote his ruin upon the mountainside.
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Re: infamous
« Reply #66 on: April 21, 2014, 10:25:17 AM »
My first son beat Second Son last night.
©ZH

chronovore

  • relapsed dev
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Re: infamous
« Reply #67 on: April 22, 2014, 09:48:57 PM »

It's amazing that they did this; I hope it makes its way into more games.

Getting a feature like this out of debug is not all that stunning. My first gamecube title had a feature which would do four separate screen grabs and then composite it into a 4x large picture for print magazine screenshots.

To get that feature into the finished game would require a stunning amount of additional QA, let alone compliance with the console hardware manufacturer for managing their local storage, etc. Huge PITA.

We did that for our 3DS games. Albeit it was after a publisher was surprised we didn't have that functionality already. :lol

But yeah, what works amazing for development never translates into the customer's hands these days thanks to rigorous QA and the complexity of modern debug tools. It was a lot nicer back during the 8/16-bit days but I still find it funny that what used to be debug commands for those games were considered cheat menus by the average player not really realizing they were there to make testing easier.
wait, are you even older than I am?

Bebpo

  • Senior Member
Re: infamous
« Reply #68 on: April 22, 2014, 10:19:07 PM »
You know, one thing I didn't really like about SS is that it didn't remind me of Seattle much from the experience I had on vacation there a couple of years ago.  I was hoping for a GTAV Los Santos kind of virtual recreation of Seattle that would be awesome for Seattle locales and cool for people who've visited Seattle to remember "oh yeah, I went down this street", but it just feels like an original videogame map that took some Seattle landmarks and placed them around the videogame islands. 

On a more positive though, Photo mode is awesome!  And yeah, visually the game is gorgeous.  I'd rather that instead of infamous SS2 in a new city in 2.5 years, they first put out a Festival of Blood type $20-30 expansion that takes place in this city since it's criminally underused gameplay-wise.

a slime appears

  • retro king
  • Senior Member
Re: infamous
« Reply #69 on: April 23, 2014, 08:46:54 AM »
wait, are you even older than I am?

Nope! I have/had co-workers who've worked on 16-bit games and they like to tell stories during lunch. Most of them revolve around industry icon X or Y constantly being high or being a complete asshole though, lol.


You know, one thing I didn't really like about SS is that it didn't remind me of Seattle much from the experience I had on vacation there a couple of years ago.  I was hoping for a GTAV Los Santos kind of virtual recreation of Seattle that would be awesome for Seattle locales and cool for people who've visited Seattle to remember "oh yeah, I went down this street", but it just feels like an original videogame map that took some Seattle landmarks and placed them around the videogame islands.

Yeah I was pretty disappointed about that too. I mean I still prefer a city built for gameplay instead of accuracy but no one seems to be able to pull off "getting the vibe" without compromising gameplay like Rockstar can. It's an incredibly challenging and nuanced design challenge that has two completely disparate goals (reality vs playability) so I'm not surprised it ended up that way.
« Last Edit: April 23, 2014, 09:25:02 AM by a slime appears »

chronovore

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Re: infamous
« Reply #70 on: April 23, 2014, 11:24:00 AM »
ah. I've worked with only a few people who predate me, and they've all been pretty nice. Not the most productive types at times, but nice.

FatalT

  • Senior Member
Re: infamous
« Reply #71 on: April 26, 2014, 12:29:19 AM »


Gorgeous game. The new photo mode is amazing!

AdmiralViscen

  • Murdered in the digital realm
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Re: infamous
« Reply #72 on: April 28, 2014, 04:47:34 PM »
I beat the first 6 missions and I'm not blown away. Get radio call, go to place, fight guys, go to place. Oops this place won't let you start the mission unless you go to the nearby place and fight the guys. Oops those guys killed you so now you respawn on the other side of the city and have to run all the way back to the place.

Also for a superhero game I spend a lot of time staring at my feet trying to identify drug bags or find a pipe to dash into to avoid the abominable wall-climbing.

I also miss grinding on train tracks and power lines, much more fun than X O X to hover. Maybe when I get more upgrades.
« Last Edit: April 28, 2014, 04:49:16 PM by AdmiralViscen »

archnemesis

  • Senior Member
Re: infamous
« Reply #73 on: April 29, 2014, 03:10:22 AM »
Traversing can be a bit more fun if you aim for vents and the rooftop booster jump pads. I also prefer the grinding mechanic from the last game but I appreciate them trying to introduce a few different new powers.

FatalT

  • Senior Member
Re: infamous
« Reply #74 on: May 02, 2014, 02:36:47 AM »
Just found my favorite stencil art graffiti during my Evil playthrough.


Bebpo

  • Senior Member
Re: infamous
« Reply #75 on: May 02, 2014, 05:07:51 PM »
I wonder if they hired a street artist to do all the graffiti images for the game.  It's a pretty good imitation of the real thing.