When a game turns out as wonderfully as inFamous , you'd probably believe development went extremely well and everyone was on the same page right from the start. Well, that wasn't exactly the case for Sucker Punch.
In a recent interview with Game Developer Magazine , Sucker Punch co-founder Chris Zimmerman said inFamous caused many a headache amongst the team during certain stages of creation and production. In reality, their "lack of direction" really cost them a great deal of time. Said Zimmerman:
"For the first year of the project, we really didn’t have much of an idea of what kind of game we were building. We were sure about some things — that you played as a superhero, that the game took place in a city, that it was a T-rated game — but beyond this, we weren’t sure of much. Our lack of focus cost us months and months of work, pursuing what ultimately turned out to be discarded ideas."
Another problem was the transition between their Sly Cooper series on the PS2 and the "gritty and realistic PlayStation 3 look of inFamous ." Well, that's to be expected; when we first heard the name of the studio behind this bad-ass superhero-type game, we were a little taken aback. In the end, the entire process was "a struggle on multiple levels," but we're willing to bet that Zimmerman would admit the game was a massive success. It remains one of the best PS3 exclusives to date and a legitimate Game of the Year contender (at least in our eyes). Now, all we need is the announcement of a sequel, and we can start being excited all over again…
Related Game(s): inFamous