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Sony on The Story Behind InFamous Second Son's Photo Mode

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16w ago - Sony Blog Manager Fred Dutton is here with the story behind InFamous Second Son's photo mode today!

To quote: If you've been keeping even half an eye on gaming-related forums, blogs and social feeds over the last week or two you will surely have seen the stunning fruits of inFAMOUS Second Son's brilliant Photo Mode, which developer Sucker Punch added to the game via an update earlier this month.

It's fair to say the new feature has surpassed everyone's expectations and taken off in a big, big way - there are some absolutely incredible images out there, all created by you, the gamers.

So, to find out a little more about how it came to be and what the studio is making of its reception, we caught up with the man behind Photo Mode, Sucker Punch Senior Software Engineer Matt Durasoff.

How exactly did Photo Mode come to be? Was it something you planned early on, or was it more spur-of-the-moment?

Matt Durasoff: There's nothing novel about setting up shiny screen shots (say that ten times fast), but it was always something we did internally. For Second Son, the motivation for adding this feature came completely from the fans.

Right out of the gate, people were sharing awesome shots, without any special tools. Giving people a way to hide...
 

Video: Sucker Punch: InFamous Second Son PS4 Patch Out Tomorrow

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18w ago - Today Brian Fleming of Sucker Punch Productions announced that their InFamous Second Son PS4 patch will be out tomorrow alongside a PlayStation 4 video trailer below.

To quote: I have some good news for you. We've made great progress on the inFAMOUS Second Son patch on PS4 I promised you a couple weeks back. In fact, we expect to publish it on PSN tomorrow, April 17th.

Now first, let me update you on the specifics I promised, and then toss in a few extra goodies that we managed to squeeze in when nobody was looking. First - addressing one of the top two requests we've gotten - you'll be able to disable the HUD, and once you've finished the game you'll be able to adjust the time of day as you like.

We also promised, and have included, an option to cap the game frame rate at 30 FPS if you prefer playing this way. To set expectations for you all: this is a frame rate cap - not a lock. It won't eliminate the rare instance of a dropped frame during gameplay.





But that's all stuff you expected. Let's talk about a few surprises, saving the best for last:

• A handful of localization text changes, and a couple of fixes for rare crashes in the game (Thanks to all of you who uploaded reports on those,...
 

InFamous Second Son on PS4 Today, Bonus Content Now Available

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22w ago - Today Brian Fleming at Sucker Punch Productions announced that InFamous Second Son is now available on PS4 alongside bonus content as outlined below.

To quote: All of us at Sucker Punch are super excited about the launch of Second Son today! We spent almost three years bringing Delsin and his powers to life, now it's time for you all to ENJOY those powers!

Have a great time, and let us know what you think about it all [Register or Login to view links].

Don't forget to download the patch! It comes with a nice little surprise called inFAMOUS Paper Trail. What's that? It's a FREE bonus extension for inFAMOUS Second Son that expands the universe and gameplay by weaving seamlessly on and beyond your PS4.

You will pursue missions to unravel the mysteries behind the D.U.P. and the cover-up of a violent suicide through this time-released story. New content will be released every week for the first six weeks after launch of the game, offering almost five hours of additional content available to everyone who has a copy of inFAMOUS Second Son and a PSN account.

To learn more about inFAMOUS Paper Trail go to [Register or Login to view links] or check out the FAQ.

[Register or Login to view links]
 

Video: Behind the Score: InFamous Second Son on PlayStation 4

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22w ago - Sony WWS Music Director Chuck Doud shared a behind-the-score video today spotlighting InFamous Second Son on PlayStation 4 below.

To quote: Hello PlayStation Fans! My name is Chuck Doud, and I'm the Music Director here at SCEA WWS.

With only two days left until the launch of inFAMOUS Second Son, I'd like to take the time to introduce you all to PlayStation's state-of-the-art music and sound studio and give you a behind-the-scenes look into the production of the soundscape of Second Son.

This video highlights the type of sound and score we produced for inFAMOUS Second Son in close collaboration with Brad Meyer, Audio Director at Sucker Punch Productions.





As you play through the game and experience Delsin's story, the score and sound will guide you through the his explorations and combat encounters. You'll dive into Delsin, discovering his superhuman powers and feeling his exhilaration as he takes on the Department of Unified Protection.

It's been nearly a year since the entire PlayStation team transitioned into their current San Mateo headquarters, and we're excited to share our new audio facility, which is specifically built as a centralized music and sound studio to accommodate close...
 

Video: The Superhuman Sound of InFamous Second Son on PS4

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22w ago - Sucker Punch Productions Audio Director Brad Meyer shared a video today showcasing the superhuman sound of InFamous Second Son on PS4 below.

To quote: Hey everyone! I'm the audio director at Sucker Punch, and I'm excited to show off some of the fun and painstaking attention to detail we took with the sound design of inFAMOUS Second Son.

We knew we had to up our game on all sonic fronts because we were launching on PS4, so we started early by identifying the key areas we wanted to focus on.

Obviously the powers were going to be the most important aspect, so we began conceiving ideas before there was even visual concept art. We created a language for each power set which we used as a palette to craft the design of each set. With smoke, it was charcoal, air, and extinguishing flames. For neon we strapped a contact mic on our Sly Cooper neon sign and also recorded fluorescent tubes, electromagnetic interference, and a very long induction coil.





Another area we knew needed to come alive was the ambience. Since our game takes place in Seattle, what better way to capture the bustling city than running around with microphones, capturing the subtle nuances from birds, sirens, and car alarms, to rain and traffic?...
 
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