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  • Rumor: Infamous coming to Vita

    by 
    Earnest Cavalli
    Earnest Cavalli
    09.06.2013

    A single sentence uttered by a developer in a recent Q&A has spawned the rumor that Sucker Punch Productions' Infamous series will be making an appearance on Sony's Vita handheld. At the 5:45 mark of the DualShockers interview above you can hear Infamous: Second Son director Nate Fox obliquely reference a potential Vita entry in the Infamous franchise when asked point-blank about its existence after misinterpreting a question regarding Vita-related functionality for Second Son. "Right now we're only talking about the PS4 game," states Fox. "I would love to talk to you about any Vita-related titles when, or if the time comes." Was this a casual slip of the tongue or something more meaningful? VGLeaks sees the quote as evidence of an upcoming Infamous game in development for the Vita. "This statement sounds like Sucker Punch has been working on Infamous for PS Vita, however it could be just a project in an early stage, a test for that hardware," said the site. The next entry in the franchise, Infamous: Second Son, is currently slated for exclusive release on the PlayStation 4 in Q1 2014. We've reached out to both Sony and Sucker Punch for more information. Update: This article's sourcing has been updated based on new information.

  • PSA: inFamous 2 and Festival of Blood now support PlayStation Move

    by 
    Ben Gilbert
    Ben Gilbert
    11.03.2011

    As promised earlier this year, PlayStation Move support is now functional in inFamous 2 and the franchise's latest iteration, inFamous 2: Festival of Blood. Even more thrilling? You can add Move functionality right into your user-created content, care of the game's level editor. Move support comes to inFamous 2 and Festival of Blood via an in-game update, which players will be prompted to download at the launch of either game. If that info weren't enough to get your arms waggling (get it? 'cause of the Move? yeah!), Sucker Punch creative lead Nate Fox starred in the handy video above, detailing the added functionality.

  • GDC: How Sucker Punch built inFamous' big city with a small team

    by 
    Griffin McElroy
    Griffin McElroy
    03.11.2010

    Last year's shockingly awesome superhero title inFamous boasted a massive sandbox world known as Empire City -- a playground full of climbable, grindable, shootable objects. It was an impressive environment, made all the more impressive by a startling piece of information revealed by Sucker Punch's Nate Fox during a recent GDC panel: The whole city was created by a team of just 12 artists. Fox explained that this feat was accomplished with the liberal reusing of the game's catalog of environmental assets. For example, there were only two types of cars in the game, differentiated by hue shifts and decals. The map was partitioned into a hexagonal grid -- the inspiration for which came from the popular board game Carcassonne, Fox explained. Edges of each hex were designed to effortlessly fit together, allowing designers to make minor changes to each compartment, and paste the location into another chunk of the city. This might sound like a cheap tactic for a developer to employ, but Fox explained that a developer's time and resources are limited. By swiftly executing the creation of a game's setting, the developers are given more of an opportunity to focus on designing "evil lairs" and other memorable landmarks. Oh, and according to Fox, the industry term for these outstanding structures is "Weenies." Yes, for that reason. Yes, that is wonderful. %Gallery-26262%

  • Interview: Sucker Punch's Nate Fox on inFamous and inSpiration

    by 
    Griffin McElroy
    Griffin McElroy
    06.09.2009

    If you've been spending a lot of time enjoying the electro-shockery featured in inFamous, you've got the guy pictured above -- and the other 50-odd members of Sucker Punch Productions -- to thank. His name is Nate Fox, game director for inFamous and a writer/designer who has a decade of tenure with the studio. We had a chance to sit down with Nate at E3 to get a post-mortem look at the high voltage superhero sim, and to finally inquire what lies within protagonist Cole's mysterious backpack. So, Nate Fox, how long have you been at Sucker Punch? Nate Fox: I've been at Sucker Punch for over 10 years. When I started, I had a full head of hair. That is not a lie.

  • Didn't see the X-Play inFamous footage? Catch up now

    by 
    Jem Alexander
    Jem Alexander
    12.19.2008

    Miss the inFamous footage on X-Play last night? You can watch the full 12 minute video after the break and see Sucker Punch's Nate Fox talk through a section of the game. The video actually raises our excitement for the game, though there's still a lot of the game that's a real unknown quantity and it seems that they're saving a lot of stuff for us to discover as we play. Though Fox does start talking a little more about morality choices and power upgrades in this video. We're looking forward to more upcoming information that is revealed between now and the game's release in Spring.