The Graphic Engine's Certainly Been Spruced Up. Just A Bit.

We really don't care about subjection and opinion — it's fact. Nobody can touch those guys, they are incredible. As such, it's always refreshing to see how the internal teams help each other — be it with elements of their engine, programming for the PlayStation 3, or simply giving feedback on each other's games.

In an interview with NowGamer, Sucker Punch duo Chris Zimmerman and Brian Flemming have described Naughty Dog's feedback on the original inFamous as invaluable.

“We got some notes from Naughty Dog when we were three months from releasing inFamous about what frustrated them about the climbing system,” Brian Flemming said.

“It’s great because it’s like getting feedback from somebody you trust and respect and you know has your best interests at heart. They’re not trying to screw you, they’re saying here’s this piece of information that you can’t get from a focus test.

“Testers don’t understand what it is you’re trying to do at the level that someone who spends all day, every day working on Uncharted can.”

Sucker Punch's Chris Zimmer added that a trip to Naughty Dog's studio proved equally effective.

“Our visit to Naughty Dog really showed us some things where they just have better approaches to some problems and we’ve been able to fold that stuff into how we’re doing things,” he said.

“And it’s not just technology, although there’s lots of stuff there. Just their approach to how they integrate their game design with the story design. It’s great to see a team you respect – and any reasonable person would have a lot of respect for those guys given what they’ve been able to do in the last 20 years – and see how they work and how they decided to work that way and be able to apply those lessons to the way we go about things.”

Zimmerman concluded that the team would like to “make as big an improvement between inFamous and inFamous 2 as between Uncharted and Uncharted 2".

"That's the goal," he said.