Sucker Punch: Bespoke Engines ‘Push Limits’
Co-founder and producer Brian Fleming told NowGamer: “As games get more complex I think you see more and more people are using engine technology. I believe that if you look at the entire industry that phenomenon will continue to happen, but part of the deal of being first party is doing things that try to push the limits of the console.”
Sucker Punch co-founder and creative director Chris Zimmerman agrees that third-party engines don't suit the studio, and it's approach to the PlayStation 3. “If you get one of the commercial engines, by definition it runs on all the bits of hardware so it can’t be as specialised," said Zimmerman.
"An Unreal-based game is going to run on all the platforms and so the PS3 version of Unreal clearly has lots of PS3 specific code in it, but they’re not really rebuilding their whole approach to match the architecture. There are advantages to having our own engine, even though we try to share technology where we can.”
Some of that tech may be shared with Sucker Punch's Sony-owned counterparts at Naughty Dog, with whom the studio has a productive working relationship.
Our colleagues on Play Magazine were lucky enough to visit Sucker Punch's Seattle-based studio (follow the link for the photographic proof) to see inFamous 2 up close – check out issue 194 (pictured below) for their world-exclusive six-page preview with all the new screenshots, interviews and details on the game. Available on Thursday 8 July, Issue 194 will be in all good newsagents in the UK, online at the Imagine eShop and for mobile devices via iTunes – keep an eye on the Play site and, of course, NowGamer for more on inFamous 2 this week.