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Developer Sucker Punch has mentioned the possibility of 3D and Move support in the past, but this is the first time it\'s suggested multiplayer as a potential feature. "Sony has a lot of great technologies: 3D, Move, multiplayer. We\'re looking into all of them," inFamous 2 designer Darren Bridges told a Eurogamer Expo 2010 audience today. "The single-player campaign is our main focus and then we\'re going to look at those other features and see if they fit in." Bridges manned a robust on-stage demonstration of inFamous 2. He took the audience through New Morais and showcased the new parkour system and superpowers. We talked to him before the presentation about those. His Eurogamer Expo 2010 session didn\'t, however, mention the morality system. "It\'s going to be a pillar of inFamous 2," Bridges assured fans. "We haven\'t talked a lot about it yet, but it\'s definitely coming back." "We want players to have a different experience based on how they play." Another grey area was whether characters from inFamous 1 could be carried over to the sequel. "I can\'t talk about that. We\'ve had that question a lot," said Bridges, not denying its inclusion. Fans also quizzed Bridges on the ice powers spotted in a recent trailer. "It was in the trailer," he admitted with a smile. "That\'s all I got for now, but stay tuned. "He\'s still the electric man; he\'s not going to turn into ice man, but stay tuned." Nevertheless, Bridges could confirm that side missions will return. "They were actually a bigger success than we thought," he offered, but acknowledged, as a developer can, "there were some that sucked". "They\'re going to be coming back. They\'re a big focus for us as well." inFamous 2 is due out exclusively on PS3 next year.
[list=a]Infamous 2, just like the original Infamous, is on target to be rated T for Teen, meaning that while the game might have different themes – even more serious or adult at times – it should still be accessible for a younger audience.A map within the article shows part of New Marais. Six specific locations around the map are identified, although it\'s unclear whether you\'ll be able to explore the interior of these locations or whether they will simply be worked on or around during your adventure (just like in the original Infamous). They are Plantations, St. Ignatius Cathedral, Fort Philip, St. Charles Cemetery, Ville Cochon, and Ascension Parish. The cattle prod-like weapon we\'ve seen and heard so much about seems to have a name. At least for the time being, it will be known as "The Amp." The E3 demo of Infamous 2 saw the controlling hooligans of New Marais, The Militia, doing battle with a group of monstrous-looking creatures. These guys look a great deal like the Necromorphs from Dead Space, but they didn\'t have a name. Now, apparently, they do. According to the PlayStation: The Official Magazine article, this rival group is known simply as The Corrupted. Perhaps the single most interesting tidbit from the article pertains to the game\'s choices. Infamous was rife with good-versus-evil choices, and Infamous 2 will have the same system. We already know that your save from the original Infamous will somehow affect how Infamous 2 plays out, Mass Effect-style. But what we didn\'t know until now is that there is at least a single choice in the game that, once taken, will lead the player down drastically different roads towards the end of the game. It\'s unknown how deep into the game this particular choice is made, and it\'s unclear whether or not there are more radical choices like this, but one thing appears to be sure – playing through Infamous 2 more than once will be a necessity, just as it was in the original Infamous. And finally, collectibles! Nate Fox wasn\'t ready to talk at E3 about just what collectibles, if any, Infamous 2 would have in store. The PlayStation: The Official Magazine article seems to answer that question for us, however. A profile piece in the magazine introduces a yet-unknown character named Dr. Sebastian Wolfe. The doctor resides in New Marais and was apparently part of the scientific crew that created the Ray Sphere, which is the mysterious device that gave Cole his powers at the beginning of the original Infamous. Wolfe was responsible for deploying items called Blast Cores all around New Marais, which will apparently give Cole new powers as he finds them. There appear to be not many of these, so this could be construed as being Infamous 2\'s version of Dead Drops. But worry not; the article also confirms that Blast Shards are making a return. There were 350 of them in the original Infamous, and finding them gave Cole more and more power. We still don\'t know how many will be in New Marais, however.
I think most of us at Sucker Punch have noticed the days starting to blur together a bit. So while I had a quiet moment here on Southwest Flight 651, I thought I’d put the time to good use and give you an update on our progress with I2 (inFAMOUS 2) … Ken’s post from last week got the ball rolling, let’s see if I can spill some more beans on the Karma system…When we took a look at the Karma system in I1 (inFAMOUS, the first game) we wanted to keep the successful stuff, but also make improvements … As a top line, we knew we wanted to continue to offer players the choice and responsibility that comes along with having powers. This is one of the central themes of many archetype super-hero stories, as well as an interesting exploration of the relationship between power, responsibility and the test of character that powers bring. So, that had to stay.But on the flip side, we got feedback from fans that some of the choices felt too mechanical, and they wanted their choices to have more meaning in the narrative and in the world. So, our challenge with I2 was to make these choices more real, more believable, and yet still keep them visible and clear to the players.When we spent time thinking and designing the improved Karma system, we ultimately concluded that there was a way to make these choices both clearer and much more believable: to make your Karma decisions more about relationships and less about the specific choice at hand. So instead of a question that really didn’t relate to our primary gameplay (e.g. “should we take this food or give it away?”), in I2 we let the player decide who to ally with on a quest, or choose between Kuo’s surgical strike or Nix’s no-holds barred assault. You aren’t just choosing a mission, you’re choosing an ally and alienating another person. This was both clear for players, and more real.Here are a couple videos which demonstrate what I’m talking about, but let me set them up a bit …