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Can we talk about how unpolished Infamous SS is?

Good luck convincing GAF that a game with good graphics isn't polished.
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The game is to popular right now for any sustained discussion about bugs/glitches/clipping whatever. People take the criticism to personally.

There is a shitton of little things that can annoy you (Hell I don't think i have walked on the metero rail one time despite a full playthrough with Deslin foot clipping through the building)

but all the little things are so small it's easy to excuse them.
 
I am not very far into the game, only an hour or so, but I am shocked at how unpolished the controls and the character interaction is. I have floated through more objects than I can count while moving about the environment (not using an ability, I mean things like the cans on the table in the first area). The characters do not feel like they are actually walking on the ground, but rather hovering over it.

Also, so far, the controls are insanely floaty. You seem to accelerate at the end of a jump which makes the game really like it does not take place in a real world with physics.

This game falls way short in all of the ways that that Naughty Dog succeeds with their games. In uncharted and last of us, the characters feel like their are really in their environment. I am not sure how much this will effect my enjoyment of the game, but so far it is shocking that a flagship game is like this.

That's not polish... that has to do with bringing down the collision count. More collision, more of that janky unnatural animation, and more importantly more costly for such a small payoff.

The jumping and climbing up buildings, has I agree taken a huge step backwards compared to the last two Infamous titles.
 
The parkour system is pretty bad. Along with the animations that go with it.

Other than that, no "polish" issues. Terrible sidequests, under utilization of supporting cast, and lifeless city? Those are the games main issues.
 
I think the OP is a little off by saying unpolished versus design decisions. For me personally, I do agree that your character seems a little displaced within the world to where he seems to be floating above it. I loathe the floaty jump, but I have always hated that in every game, to me in this one it seems like he is wearing some anti-gravity shoes that allows him to get a little air time.

The second part for me is how he does not interact with puddles on the ground and walking towards glass where there is a pre-baked reflection, but you seem to have vampire blood and you don't appear in puddles/windows/mirrors etc.

Again, reading that the floaty jump was like that in the previous games, then that is just the way they designed it. For the other stuff, I am sure they wish they could of put him splashing in puddles, reflecting in windows etc, but I am sure it would of came at a cost somewhere else.

I am about 1/2 way done with the game and I would not call it unpolished, but it does have it's quirks here and there.
 
Sorry I don't sit on Neogaf all day. I was actually playing the game. Climbing the space needle really showed the floaty controls and reinforced my opinion that the game is unpolished. It is still a fun game though so far.


I've always viewed unpolished as in "nobody bothered to test this game or do some play testing on it". When something is polished, it means that the devs put a lot of time getting it right.

Floaty controls is not unpolished, that is a game design that they like. They've used it for three games already. Not having cans fall down when your hands hit it is by design and is probably due to technical limitations. All of those cans would have to have their on physics.
 
There are definetly some areas that Deslin can't land on. Some rocks, wood pillars, tents, he's almost stuck in the jumping animation. I haven't fallen through the ground though.

I think the conversation got hostile because of the term unpolished. It's not unpolished, unless you've never played any game before
 
I was watching a friend play it a couple of days ago, he jumped on a car and the car launched in the air and just stayed there hovering till eventually clipping out of the world via falling, also why exactly do the cars explode like their packed with TNT? My friend also said it was quite short and some of the powers felt either redundant or under-developed (concrete.) I wouldn't say it's unpolished though just maybe a bit glitchy.
 
The game is to popular right now for any sustained discussion about bugs/glitches/clipping whatever. People take the criticism to personally.

There is a shitton of little things that can annoy you (Hell I don't think i have walked on the metero rail one time despite a full playthrough with Deslin foot clipping through the building)

but all the little things are so small it's easy to excuse them.

Pretty much this, it's unfortunate. People should be able to air their opinions on a game without half of GAF just saying "Nope!".


I haven't played SS, but this might be the case of OP not really being a fan of the series, but being wooed by the new graphics and forgetting it would still be an Infamous game underneath. It seemed to happen to a lot of people with KZSF at launch seeing a lot of GAF's reactions and I know it happened to me with DR3 before I got to play it.
 
The climbing is jank but thats about it.
While I really enjoyed the game compared to infamous one it seems like climbing and edges aren't handed nearly as well. Maybe the climbing is more design choice because scaling. Was more a question of not having gripable ledges and running around finding places to go verticals. This of course is negated by neon and side stepped some times by smoke.
 
I was watching a friend play it a couple of days ago, he jumped on a car and the car launched in the air and just stayed there hovering till eventually clipping out of the world via falling, also why exactly do the cars explode like their packed with TNT? My friend also said it was quite short and some of the powers felt either redundant or under-developed (concrete.) I wouldn't say it's unpolished, but these are the problems you encounter when you spend all your budget on the way the game looks.

Now you're a try hard.

edit: no wait now I recall your other posts. This is nothing new. Jeez.
 
In my 100% run of the game I experienced exactly 3 things that I would describe as unpolished:

1. Parkour system can have some terrible jank/animations. Effectively a non issue once you have some abilities.

2. When destroying DUP bases - occasionally when the van exploded, the dead bodies in the area would bounce into the air during the little cutscene.

3. 2 of the drones dropped shards from quite high in the air, and clipped through the ground where they landed. I had trouble absorbing them.

Other than that, the game was solid the entire way through. As far as games go, that's a fantastic result. More so given that it's open world.
 
Now you're a try hard.

edit: no wait now I recall your other posts. This is nothing new. Jeez.

To be honest, I'm a little on the angry side because of a different thread, didn't mean to push that anger elsewhere. Sorry. Also what other posts? I make it a goal to be polite to other members and not troll.
 
I'm bemused by this thread. It would be neat if cans and stuff on a table would get knocked around when you walked on them, but lack of that doesn't make a mean a game isn't 'polished' by any traditional definition. Also I had no issues with the controls or the way Delsin moves through the environment, in fact I thought it was extremely well done. Different strokes for different folks I guess.
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I really think the only issues I've ran into in the entirety of the game was a.) for some reason it took forever for me to get on the fallen tree at the beginning, and b. ) when cars decided that gravity was last season. I went into the wall a few times, but I could always get out. The side missions were repetitive, but that again falls more to deadlines than anything. That would be the only real complaint I could voice.
 
I am not very far into the game, only an hour or so, but I am shocked at how unpolished the controls and the character interaction is. I have floated through more objects than I can count while moving about the environment (not using an ability, I mean things like the cans on the table in the first area). The characters do not feel like they are actually walking on the ground, but rather hovering over it.

Also, so far, the controls are insanely floaty. You seem to accelerate at the end of a jump which makes the game really like it does not take place in a real world with physics.

I'd have to agree with all of this, I've been stuck while walking on tiny bits of debris, inexplicably been thrown into the air when landing and not using powers (very very common), the grabbing scenery is pretty hit & miss and the controls are really, really floaty, almost disconnected at times. I really don't feel in control, it's spoiling the game a bit. Honestly if I didn't want to know what happens in the story I don't think I'd feel compelled to keep playing, regardless of how pretty the game looks. Best bug I've seen was a crowd of 6 or 7 people stuck on top of a bus shelter. I couldn't even destroy it to knock them off, they just kept walking in circles.

I like the main character though, expected him to be a douchebag but he's a decent guy.
 
Sorry I don't sit on Neogaf all day. I was actually playing the game. Climbing the space needle really showed the floaty controls and reinforced my opinion that the game is unpolished. It is still a fun game though so far.

so what is your opinion of unpolished, some minor physics? How many of exclusive games on both sides so far (PS4/XB1) would you considered polished or unpolished? It's fair to ask more of your input since you wanted to talk about it and started this thread, no?
 
Sorry I don't sit on Neogaf all day. I was actually playing the game. Climbing the space needle really showed the floaty controls and reinforced my opinion that the game is unpolished. It is still a fun game though so far.
Controls are supposed to be a little floaty, you're a super hero, you can fly through the air.
 
There is a walk animation. Try again. You barely have to move the stick, but it's there. And I rather have it a bit floaty than heavy. It's a superhero game not a physics simulator.
If it is anything like the first two games I, personally, wish the main character had a bit more weight when walking/running. First to make walking more accurate, I have a habit of zooming past things as the walking/running is a tad too floaty, and second it would increase the impact when gliding on rails/floating as you are free from the confines of traversing on foot.
 
The game is not upolished: the floaty control is what makes you go "faster" and move more "freely" and therefore is by design - not an overlook. Pretty sure it was like that on the ps3 so nothing new.
 
A ton of issues where I would clip through tops of buildings after running up them and sliding around (without touching my controller) on rubble on the devil bridge.
 
Controls are supposed to be a little floaty, you're a super hero, you can fly through the air.

Basically this. Most of the power sets have a "max altitude option" (double air-dashes, hovers, air boosts, etc.) so they extend the hang-time at the apex of your jump slightly. This causes a feeling of acceleration toward the end of the jump when Newton catches up with you.

It's entirely a stylistic choice. Gravity is not polish. "Realistic" gravity is actually incredibly easy to program due to being one of the simplest physics problems to solve for (luv u constants). Like, wanting more realistic simulation of gravity is an entirely valid complaint, but it's just not something that results from a lack of "polish".
 
I know what you mean OP but this is expected. All the infamous games are glitchy and this game is obviously using the same engine framework of the last game. Lol I clipped through the entire area of the last battle.
 
I got my platinum trophy this morning.

-There are no frame rate problems
-I ran into 0 progression stopping bugs
-I never got stuck
-No events failed to trigger
-There was never a time where i said to myself "I'm looking at a glitch".

The only technical problem i ran into is that sometimes when you are trying to land on a rail or a skinny area, he will slip off. That's it.
That's good for you. I've encountered every single one of those sans progression stopping bugs.
 
Same level of clipping and falling into worlds and framerate issues as any other open world game. Jumps are a little floaty but, like Halo, you get used to it. :)
 
In the short time I played with it I didn't really notice anything different from Cole in terms of mechanics, except for the powers which are cool as hell.

In fact being pretty much the same as previous Infamous games mechanically is why there are a good group of people that don't like it (not "next gen" enooouuuuggghh). I agree that it could have used a bit of shakeup in terms of mission design.

But unpolished? No, not at all. Mechanics you don't like =/= unpolished. Smash Bros Brawl for all its worth was pretty bad in the mechanics but it wasn't unpolished, everything there was deliberate and it functioned perfectly. Many cite that the RE controls where terrible (which they weren't) but it was not unpolished, the tanks controls and maze environments + camera angles all functioned perfectly.
 
I don't agree with any of that about being unpolished, but I know what you mean about the jumping. However, that is a mechanic of the game that makes it easy (and fun) to jump on top of anything no matter how small and accentuates the inhuman acrobatic ability of the character.

I would have expected to see the opposite of this thread and comment on how polished the game is.
 
I fell through the top/side of a building once. It popped me right out at street level once it was done doing what it needed to do. I ain't even mad, I find stuff like that entertaining.
 
Games looks beautiful, but after 5-6 hours the gameplay started to feel dull for me personally. I'm about to finish the game, but my enthousiasm from the start of the game is nowhere to be found.
 
SS has the worst sound and sound mixing I've ever heard in a game. It also has really bad use of rumble. I never know when I'm being shot or when I grenade is coming at me. The game doesn't have the same audio and rumble cues that other games have to make me aware of what's happening to my character. It also doesn't have any audio cues to let you know that your shots are hitting other people either. Awful sound.
 
SS has the worst sound and sound mixing I've ever heard in a game. It also has really bad use of rumble. I never know when I'm being shot or when I grenade is coming at me. The game doesn't have the same audio and rumble cues that other games have to make me aware of what's happening to my character. It also doesn't have any audio cues to let you know that your shots are hitting other people either. Awful sound.

Infamous games never have good sound though it seems like most people don't care. Infamous 2 was even worse than Second Son believe it or not. Second Son actually has some nice audio, it's just horribly mixed and the volumes are all wrong.
 
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