Next-Gen Gamer

Your #1 Blog for all Next-Gen Console News!

PSU Interviews Insomniac Games

Posted by Aaron on Wednesday, April 11, 2007

The guys over at Playstation Universe(PSU) did a interivew with Brian Allgeier, Creative Director/Design Director, Anthony Yu, Lead Gameplay Programmer, Mike Acton, Engine Director & Ted Price, President and CEO of Insomniac Games. Here is a little tid bit:

PSU: How long has Ratchet & Clank Future: Tools of Destruction been in development?

Brian Allgeier, Creative Director/Design Director: We began pre-production several months ago after Ratchet: Deadlocked shipped. We formed a core team of 15 people that consisted of the project leads, some artists, programmers, designers, and a writer. Though the whole company contributed during the early brainstorming process, most Insomniacs were focused on Resistance: Fall of Man. The core team developed a lot of the prototypes and gameplay that gave us a plan for production. It was great working with a small team early on and developing Ratchet and Clank’s back-stories, new gadgets, crazy weapon ideas, and new gameplay concepts. After Resistance: FOM shipped, we started production with the full team.

PSU: Will F:TOD be using the same game engine used in Resistance?

Mike Acton, Engine Director: The unique technology built here at Insomniac for Resistance: FOM certainly formed the base of what we’re doing with Ratchet & Clank Future: Tools of Destruction. However, we’re making such significant enhancements that they absolutely cannot be considered the same engine.

Our tools team has worked tirelessly to provide our artists and designers with a brand-new set of tools that will let us build better and faster than we could have on our first-generation title.

Our technology team is one of the very few groups in the industry with experience in building fast, practical game engines for the PS3. Every day we’re focused on taking lessons learned and re-applying them to our engine to create new features and improve upon existing ones.

We also have a much better understanding now of how to take advantage of the RSX and the Cell architecture. We’re using that experience to give our players more of the signature Insomniac animations, characters and visual effects that they’ve come to expect.

No, you should not expect to see the Resistance: FOM engine in Ratchet & Clank Future: Tools of Destruction. You should expect to see an even better one.

PSU: What is the basic storyline behind F:TOD? Will it tie into past titles and the PSP renditions?

Brian Allgeier: The Ratchet & Clank Future story opens with the shocking discovery that a villain from Ratchet’s distant past has tracked him down and wants him dead. This revelation brings up many questions as to Ratchet origins and launches Ratchet and Clank into a mysterious adventure where they begin to learn about his past, the villain’s current evil plans, and a glimpse of the future. The story takes place after the past R&C games. We’re bringing back a few of the favorite characters like Captain Qwark, who is working undercover to give Ratchet and Clank clues that help guide them on their journey. We’ve coordinated with High Impact Games (the folks who did Ratchet & Clank: Size Matters) to ensure that there were no story conflicts with the PSP game.

PSU: What is most exciting about building the game for PlayStation 3? Anything that you are able to do with the game that you could only do on PS3 hardware?

Anthony Yu, Lead Gameplay Programmer: The PS3 is a powerhouse if you know how to play nice with it. If you think of the PS2 as a shovel, the PS3 is a bulldozer. You have to invest the time to figure out what levers to pull when, but once you do, you’re ready to move mountains. The most exciting thing about it all is the revival of hope and inspiration that it brings to the Ratchet and Clank franchise. The boundaries are new and relatively uncharted, which gives us an opportunity to try to push all the boundaries again. A perfect example of something that we couldn’t have done anywhere else was the Tornado Launcher. The designers wanted a natural disaster in a box. It had to consume everything around it and spit it in a flurry. On top of that, they wanted the player to be able to control its path of destruction, but not affect Ratchet’s move set at all. On the PS2, we would have run out of processor time and run out of buttons, but on the PS3, it has become a reality. It’s instances of performing the impossible like this that revitalize the team and reinforce why we’re here. The PS3 gets people excited about making games, and nothing excites me more than excited people.

PSU: Rumors have been circulating that Rise of Man will be the sequel to Resistance: Fall of Man…any comment on this?

Ted Price, President and CEO: Rise of Man is a logical guess. But we’re not making a Rise of Man.

To read the rest of the interview click here.

Awesome interview guys 🙂 I cannot wait for this game! 😀

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

 
%d bloggers like this: