Players are going to have to throw out their moral compasses if they want to experience everything the inFamous: Second Son has to offer, game director Nate Fox told VG247 in a recent interview.
The inFamous franchise has always contained player decisions that would ultimately push its protagonist \ down a certain path on the good/evil spectrum. These moral dilemmas remain as a focal point for the game’s narrative, but according to Fox, the team at Sucker Punch is trying to remove the gray that has become a staple in many games recently and make the player’s options more black and white because, as it Fox puts it, “it really sucks when it’s nebulous.”
Fox also mentioned that he paid close attention to how people played during testing. He noticed most folks tended toward being nice on their first go around, but then had fun stirring up trouble on their second run-through.
“We do our damnedest to make it fun in both directions, but in my opinion you’ve got to play the game twice to really experience infamous: Second Son,” Fox told VG247. “I know from watching people play the game, that most of them play first as a good guy because we’ve been conditioned by society not to speed and help old ladies cross the street.
“But then they play through again, and they’re the most evil sons-of-guns you’ve ever met. They enjoy being evil, but they’ve got to get the good guy experience out of their systems before they allow themselves to be the jerks they are in their heart.”
Another interesting point Fox brought up is the importance collective playthroughs will be to franchise’s overarching canon. Much like how Trophy data was analyzed for inFamous 2 to determine which ending would be canonical leading into Second Son, Fox mentioned that Sucker Punch plans on doing something similar for whatever the next chapter in the series might be.
So, being a jerk carries even more weight now, as it could have ramifications the world of inFamous will forever feel.
Infamous: Second Son launches worldwide March 21, 2014 exclusively on PlayStation 4.