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Sucker Punch blames itself for lack of inFamous support at launch

Sucker Punch's Brian Fleming believes inFamous was turned out to be "an okay game," but it could have been better if the firm had supported it more.

Speaking in an interview with Spong, the game's producer said the reason inFamous didn't generate blockbuster sales was due to the firm not showcasing it properly.

"I don’t think we did ourselves any favours on the first game," said Fleming. "Launching a new game takes a lot of time, and a lot of people, especially when you think of a worldwide launch. In that setting, I just don’t think inFamous 1 was a great game a year before it shipped. It really wasn’t.

"And it wasn’t even really a great game six months before it shipped. We didn’t do ourselves any favours because showcasing the game was hard. And it was hard because the game wasn’t ready enough to get people excited about what inFamous could be.

"It did turn out to be an okay game, we did a pretty good job on it, but because that curve was so steep at the end, I think it was a little surprising for a lot of people. We have to take the blame for that, we can’t sit around and say, ‘Oh, it didn’t get support.’ We have to say, ‘Yeah, it’s our fault it didn’t get support.’ "

With inFamous 2, Fleming said the team has done a better job organizing the development cycle, which has allowed the firm to focus on key improvements which also impressed Sony.

"It allowed [Sony] to believe that we could further extend and even build on the success of the last game, and that it wasn’t just going to be more levels," added Fleming.

The beta for inFamous 2 was recently extended due to the current PSN outage. The game itself releases on June 10.

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