here's a good reason why the Ratchet and Clank series has been one of PlayStation's most celebrated over the years. It's gorgeous looking, easy to play and challenging to truly conquer. And based on our latest playtest of the series' all-new PlayStation 3 outing, Ratchet & Clank Future: Tools of Destruction, there's little reason to doubt that the team at Insomniac Games has refined the classic formula on all counts.
In one of the most visually vibrant and shiny titles yet seen for the powerful Sony console, talking monkey Ratchet and his baby robot friend Clank are embarking on a totally new adventure that not only adds cool new weapons and fantastic environments to the mix, but actually makes worthwhile use of the Sixaxis controller as well - although Insomniac wouldn't be drawn on rumble functionality at the time this interview was conducted on a fancy press trip in Croatia just recently.
Kikizo: You've said that some inspiration is taken from games and movies, but have you found influences of Ratchet in other games?
Ryan Schneider: Yeah, I think that it's flattering... well OK, first of all, there was a PlayStation 2 game which I won't name, that was more or less a direct rip-off of Ratchet and Clank.
There's evidence all around us I think, of certain games that have borrowed from Ratchet and Clank. One that we're even extremely flattered by is Super Mario Galaxy, with their spherical worlds; we did spherical worlds in Going Commando, and Up Your Arsenal. It would be amazing to think that Miyamoto-san thought that was so cool that he wanted to incorporate it into Mario Galaxy.
Granted, he's doing it in a different way, but it's still a spherical world, so it's flattering to see those sorts of things.
Kikizo: Can you tell us a bit about the creative process of designing a Ratchet game for PS3?
Schneider: The way we make our games, we have a pre-production, and then production. And we spend a lot of time in pre-production working with our designers and our artists, setting up our tools and technology, and making sure that everything is integrated. And obviously our designers have a huge role in that. Arguably, the people who have the biggest say in the matter are our project managers; they're arguably our most important component because they tell us what is possible within the time constraints, and they help us define what we can and can't do, within the deadline structure. So they really make sure that while we're ambitious, we're realistic. That's a key component to production. And then we have a creative director, who's Brian Allgeier. He's been the lead designer for every Ratchet and Clank game, and he's the one who is also really the singular keeper of the vision for the franchise. And essentially my job is to take his creative vision and work with Sony Europe, America and Japan, and help translate that so that it's properly communicated to you, to the consumers and retailers as well. So we have a lot of different facets each with their specialised job, making sure that we create a game that's unique, large and epic.
Kikizo: When we think about the previous games, one of the biggest features has been the weapons, and how cool they are. You've talked about the weapons upgrade system, but can you tell us more about the weapons themselves? Will any be making a return?
Schneider: I'll talk about some of my favourites! The Tornado Launcher, without question, is my favourite, although it's a combat device... actually it's a weapon, I take that back! The Tornado Launcher, it launches out tornados! And you upgrade it, and it has various lightning paths, and it looks like Twitcher, the movie... I love it because you use the Sixaxis to control the Tornado, while you're controlling Ratchet independently - that's really cool. The Buzz Blades are sweet, because you can fire out so many so quickly, and they interact with so many different environmental objects, that it's great to use in an enclosed area; you can really get a sense of the physics-based activity on the screen. I love the Visicopter, because it's a really cool way to use Sixaxis and guide weaponry remotely to its target, keeping Ratchet hidden, so you've got that element of weapons strategy. So it's exciting, I think that's only just a brief taste of the weapons. And I haven't shown much of the gadgets, we've got the Gelinator, which you've got to go and play, that's awesome that you can encase small enemies in Jello and then jump on them! I think that the PS3 allows us to do the most dynamic and entertaining weapons we've been able to produce yet, and that's a bold statement, considering what we've done in the past.
Kikizo: It's not the first time you've changed the name of a game in this series for its release in Europe, can you tell us why you took out the word 'Future' in for the European release?
Schneider: I personally can't, that is a territory decision. In North America, we put Future in it because we wanted to symbolise a new beginning for Ratchet, a new galaxy, we're looking ahead to new adventures.And in Europe I think each territory, well obviously there are localisation challenges but in addition, I think each territory has its own unique message for the game that they want to communicate as well.
Kikizo: One thing I noticed, you're putting this big emphasis on 'Pixar style' as you mentioned this several times; in the cut scenes that really comes across, like wow, these characters are really rich and detailed. But it's not so apparent in-game because the sprite is actually very small when you play the game with the way the camera is positioned on the action. So in-game, how are you trying to get this across?
Schneider: Great question... great question! And that's first of all why I'm very keen to say we're not quite there yet
. But one way we are trying, is to play with camera angles, in the Metropolis demo, we played a lot with that sweeping camera angle, where you've got a side-scrolling view of Ratchet, and we tried to set up the camera in sort of exciting ways that bring out that cinematic experience. But we're on the path; we're able to do more innovative things with cameras than we've been able to in the past, even with cut scenes we're able to do a better job of camera positioning. But we still have a ways to go [with gaming, until Pixar quality is prominent in-game] .
Kikizo: From a technical point of view, what elements have you improved upon since Resistance: Fall of Man?
Schneider: Well, the physics system and the effects system. I mean, we've been able to optimise those by shifting more of the physics and effects systems onto the SPUs, and as a result of just optimising our own technology, you're seeing up to four times the physics and effects-based activity, at nearly double the frame rate. It's not locked at sixty frames per second, but it will hover between forty-five to fifty, and up to sixty
. There's a lot going on on the screen!
Kikizo: Ratchet and Clank was the first western developed franchise bundled with hardware in Japan, what made this series appeal to Japanese players?
Schneider: That's a hard question to answer. The Japanese have unique sensibilities and appreciation, for I think humour, and I think well crafted gameplay, customisable gameplay, and an easily identifiable character, one they can really relate to. And I think they really like Clank a lot too, as a robot companion. I think all those things put together make it really appealing.
Kikizo: Clank is more prominent on the box art we've seen than Ratchet - do you think Clank could be more popular?
Schneider: Well, Ratchet takes a more direct path and he just likes to blow stuff up, where Clank may use a little bit more stealth. But in Tools of Destruction, we'll actually be using more stealth; we'll have the pirate guys, where Ratchet can disguise himself as a pirate, and you can actually do a lot more with stealth-based gameplay, and so Ratchet has to be a little bit more careful in Tools of Destruction.
Kikizo: Are you releasing a demo of the game?
Schneider: Yeah. Sony Europe and America can tell you when, but I don't know exactly when the date is. It'll be out before the game releases. [The demo is scheduled for release via PlayStation Network on October 11th in the US and October 18th in Europe].
Kikizo: Have you included rumble feedback data in the game code? Because we all know that rumble is coming out. I'm just wondering is some games are pre-empting that functionality coming out so that it'll run straight away when the new controller is out.
Schneider: I don't think so. No, we're just focussing on Sixaxis.