If society collapsed tomorrow and you found yourself with unique powers that could either help people or hurt them, which would you do? That’s the question at the centre of inFamous.
Developed by Sucker Punch Productions, this open-ended, free-roaming game puts you in the shoes of Cole, an everyday guy and urban explorer, in the aftermath of a huge disaster that destroys his hometown of Empire City. As Cole, you must first learn to use new found powers and then decide how you will use them.
After the explosion, Empire City falls into chaos and Cole must use his new powers and climbing agility. Along the way he will unravel an evolving mystery, experience fame and/or infamy, and battle powerful, iconic villains. inFamous gives you the freedom to play how you want, whether that’s aggressively, tactically or stealthily – be warned, however, that the city’s people and environment will react to what you do. Events will unfold based on the role you take and your actions will create broader reactions in the citizens and landscape around you.
inFamous brings you a new type of superhero – an uncertain man with the weaknesses of a normal human being. What will you turn Cole into?
inFamous will feature an innovative musical score created by underground electronic musician Amon Tobin, composers James Dooley and Mel Wesson and cellist Martin Tillman.
Varying from dark intensity to haunting melancholy, collaborative efforts for the score were led by SCEA Music Manager Jonathan Mayer, veteran of the God of War II and Uncharted: Drake’s Fortune soundtracks. To encapsulate the gritty and decimated nature of Empire City, Mayer and the contributing musicians threw out all conventional standards of traditional music production, turning instead to real-life objects and materials found in urban environments. Objects such as trashcan lids, water jugs and broken glass were combined with traditional music instruments played in non-traditional ways -- bungie cords were stretched across a concert bass drum and strummed, wire brushes were beat on a suspended tuba and shakers were constructed of broken glass. Recorded and produced at SCEA’s newly built Foster City recording studio, the end result is a hybrid electronica orchestral score that enhances the chaotic and menacing nature of the city.
“PS3 has unleashed a new set of possibilities for in-game music to interact directly with the gameplay, allowing us to really capture the right mood and pace of games,” said Chuck Doud, Director of Music, SCEA. “For inFamous, we wanted a soundtrack that would encapsulate the unique artistic style of the game while immersing players in a city that is both poignant and beautiful. The team that Jonathan put together and led creatively captured that emotional pendulum perfectly with each musician bringing their own musical style to the score.”
inFamous’ unique score will be available as a complete soundtrack starting May 21 for $9.99 (MSRP). To find out more about the creative process behind the music of inFamous, PlayStation users can catch an in-depth feature on the April episode of Qore that will be available on the PlayStation Network.
The choice is yours when inFamous for PS3 arrives in June 2009, with a demo to be available shortly..
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