inFamous: Second Son moral choices explained by Sucker Punch

Friday, 6 December 2013 12:18 GMT By Dave Cook

inFamous: Second Son will – like its predecessors – offer players with moral quandaries along the way. Developer Sucker Punch has discussed the nature of Delsin Rowe’s dalliances int the worlds of good and evil.

It follows this batch of inFamous: Second Son screens, which show off Delsin’s new neon power-set.

Now, speaking with OPM, creative director Nate Fox said of the moral system, “Delsin is an all new character, part of an all-new story and the player gets in at ground zero. Second Son is Delsin’s origin story and because our game lets you choose if you want to be good or evil, you get to decide how he grows as a person and how the people around him are changed by his choices”.

He added that players will, naturally, start out neutral and transform into either a hero or anti-hero. This veering will dictate where the story goes and how Delsin’s super powers evolve over time, but interestingly, is dictated by smaller events instead of large, binary problems.

Fox continued, “When he gets powers, he becomes suddenly very high profile. People are horrified by him. He’s a bioterrorist, he’s out in the city where everybody wants to put him in a cage. But that means that his every action is noticed by people in the city, and even the world”. This triggers an existence full of little choices that can ultimately lead to bigger outcomes.

Coining an example, Fox explained, “Somebody might try to surrender to you in the middle of a fight and put their arms up. You could violently execute them or take them down alive. Do you know how hard it is to take down everyone alive? And when you do it, you feel like a superhero because you actually did the work.

“Choosing to be a good guy or a bad guy, that’s the simple choice. The harder thing to do is, are you capable of walking the walk? And that’s where the game comes alive in terms of karma in my mind”.

Are you pumped for inFamous: Second Son? Want more? Here’s my impressions of the game from a behind-closed-doors session at gamescom.

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