Interview with Insomniac Games: Ratchet & Clank Future: A Crack in Time
- Posted October 27th, 2009 at 19:09 EDT by Adam Dolge
- 3,524 views
- 11 Comments
With today’s release of Ratchet & Clank Future: A Crack in Time, we had a chance to chat with Bryan Bernal, project manager at Insomniac Games, about the latest entry in this PlayStation 3 franchise. In this exclusive interview, Bernal talks about how the game will draw players deeper into the story than past titles.
Check out the interview below, and look for our review of Ratchet & Clank Future: A Crack in Time soon. We'd like to thank Insomniac Games and Sony for working with us on this interview.
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PSU: How did the development of Ratchet & Clank Future: A Crack in Time differ from past entries?
Bernal: “When we first started developing Ratchet & Clank Future: A Crack in Time, we knew that we wanted to make a game that was innovative while at the same time retained the qualities that have made the series so popular among fans in the past. To do this we decided to concentrate on several key tent pole features that would drive the production, but also keep the core gameplay consistent with Ratchet & Clank Future: Tools of Destruction. First and foremost was the theme of time, which was used to not only tell a new and unique story, but also was the driving force behind our new time-based gameplay features such as Clank's time recording challenges and our time travel levels.
“We also knew that we wanted to deliver a more thoughtful and engaging story. We've had some great (and certainly funny) stories in the past and feel that we’ve approached the Pixar level in terms of visuals, however; developing characters that you have a more emotional bond with was a greater challenge. This added a significant amount of development complexity because we were changing the way we approached designing allies. Not only do you interact with allies on a cinematic movie and audio level, but they also help you in a more meaningful sense throughout the game. I can't speak to this too much without spoiling it, but we think players are really going to enjoy being part of this story.”
PSU: Are there any advancements along the way that will set this title apart?
Bernal: “One thing that we're all very excited for players to get their hands on is the new time gameplay mechanics -- specifically Clank's time recording challenges in The Great Clock. We were inspired by a lot of the independent games that we've been playing over the course of the last few years and wanted to do something that was truly innovative not only to the franchise, but also to the action/platformer genre.
“In The Great Clock, Clank will have to overcome some mind-bending time puzzles that will require successful planning and execution to pull off. To do so, you create multiple recordings of yourself and choreograph them together to activate switches, jump across platforms, ride elevators and complete the puzzles. We think that when players complete these challenges they'll have a great sense of accomplishment and maybe even feel like they've worked a muscle of their brain that they don't use every day!
“Another new advancement for Ratchet & Clank Future: A Crack in Time is our open galaxy space exploration. We have truckloads of optional side content that players can tackle in any of the games space sectors, including side quests, moon exploration and engaging in space combat against enemy ships. My favorite is one where you need to use a special ship gadget to extract a piece of ore from a moving comet. There are some really incredible experiences to be had here, and you can do it all while listening to your favorite space tunes (such as Rusty Pete and Captain Slag’s Pirate Radio and Deep Space Jams with Maximilian Zane).”
PSU: R&C really focuses on interesting weapons and fun gameplay, what can we expect for new weapons, and what is your favorite tool in Crack in Time?
Bernal: “Ratchet & Clank Future: A Crack in Time has fifteen new weapons and several new gadgets for both Ratchet and Clank to use. I think many of us around the studio have our own preferences as to which are our favorites, but my personal favorite is GrummelNet’s new ‘Constructo Weapon’ line. These weapons are super customizable and allow you to swap parts to ... (continued on next page)
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PSX_Legend |
KillZone3000- 7:58pm GMT - October 27th, 2009
- 4
The same classic gameplay on this one and the same graphics from Tools of Destruction is a good option but not for a full retail price.Insomiac kinda rushed this game.
I just hope that next time that they dont waste precious time doing a RnC game and they add more ppl working on Resistance 3.
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Silentkiller223
- 8:24pm GMT - October 27th, 2009
- 5
@4 dud RnC games are awesome, what are u talkin about?...but u are right about Resistance 3. They should really hold off for awile and work on R3 and make it the best game ever. Theres also a possibility of KZ3 bein better too or GoW3 bein better too...but who really knows with all these great a** games comin out,lol. I also got to mention Uncharted 2 cuz it's awesome
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Skyesapaart
- 9:02pm GMT - October 27th, 2009
- 7
Nice interview Adam, never knew RnC was Sony's property :), shame it is last 1 on ps3 :(. Would be great if the originals 1-3 were remastered like the GoW collection.
Perhaps they may do a spin off at some point, like Qwark's adventures or something
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edward_moffet |
edd- 9:57pm GMT - October 27th, 2009
- 8
@4 actually the graphics are quite a bit better than the first one, the style is even slightly different.
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Centurion-Legion777 |
Centurion-Legion- 10:19pm GMT - October 27th, 2009
- 9
it wouldn't be smart of insomaniac to go multiplat , i know two great PS1 and 2 franchises that were ruined: chrash and spyro, those got went straight down once they went multi plat
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PS3-The Ultimate Machine
- 1:52pm GMT - October 29th, 2009
- 11
Wow PSU bagged quite the interview this time.



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