If you played the original Ratchet & Clank, you’ll remember that it’s a little hard to shoot sometimes. We have this rare opportunity to go back and improve the way shooting feels. What convinced you to make a game that retells Ratchet and Clank’s origin?Ĭhad: We love Ratchet & Clank and its universe, and we felt it was a really good time to introduce it to a new audience, and apply everything we’ve learned over the years making games. We have an opportunity to visit a lot of the earlier planets that were featured in the original game, and at the same time, introduce new sets, characters and locations from the film. That’s how we could make the game work very well with the over-arching mythology, starting from the first game up to the movie. That’s our opportunity for Qwark to kind of bend the fiction and tell it his own way. So, the best way to frame it was through the view of Captain Qwark. The two of them were real back-and-forth collaborations to build it together and make sure they work as a cohesive whole.īrian: One of the funny things is, is that it is a re-imagination. They’re both kind of our ultimate take on Ratchet and Clank’s origin story. Fixman, so they have a similar script in the early-going and they both share story beats.
The feature film and game share one writer, T.J. We made the game for the PlayStation 2 back in 2002, and it was translated to a feature film.
RATCHET AND CLANK RATCHET MOVIE
How much inspiration does the game draw from the movie?Ĭhad: Well, we say it’s the game based on the movie based on the game, and we’re half tongue-in-cheek, but it really is the truth. The film comes out in just over two weeks, and we’re encouraging everybody to fill theaters so a video game movie will be number one at the box office. Ryan: The game is out, it’s doing terrific, the reviews have been outstanding and it’s hard to find copies of Ratchet & Clank in stores. How does it feel to make a Ratchet & Clank game based on a movie that’s based on the game? Listdaily sits down with Chad Dezern, studio head at Insomniac’s North Carolina studio, creative director Brain Allgeier, and chief brand officer Ryan Schneider to talk about how the video game and movie are tied together, and what new adventures await in this retelling of a classic story. If that concept makes your head spin a little, then you might be in just the right mindset for Ratchet & Clank‘s brand of humor. Insomniac developed Ratchet & Clank based on the events from the movie, making it a game that’s based on a movie… that’s based on the game.
The release of the game roughly coincides with the premiere of a first Ratchet & Clank movie, which hits theaters on April 28th and features an all-star cast that includes Rosario Dawson ( Sin City Marvel’s Daredevil), Paul Giamatti ( Straight Outta Compton Billions), John Goodman ( Argo Monsters Inc.) and Sylvester Stallone ( Rambo The Expendibles). However, instead of being a straight remake, remaster or reboot-as video games are often fond of doing-the team at Insomniac Games has taken a completely unique approach. Almost fourteen years and eleven games (not including the spin-offs) later, we saw the two come together again for the first time in the new Ratchet & Clank game that released this week, which retells the story of the original game. Meanwhile, reoccurring characters like Captain Qwark ended up being the duo’s ally or adversary, depending on the adventure. Connect with the sounds of combat and explore in wonder as worlds come to life, enveloping you with high fidelity sound.Ratchet & Clank originally released for the PlayStation 2 in 2002 and introduced the video game world to the unforgettable duo (a mechanic named Ratchet and his robotic friend, Clank) and their comical adventures across the galaxy. Tempest 3D AudioTech on compatible headphones: Immerse your ears in 3D spatial environments, enabling you to hear everything above, below and surrounding you, all the while using your favorite pair of headphones.Haptic feedback: Sense the impact of in-game rumbles and explosions through the DualSense wireless controller’s haptic feedback.
Each weapon has unique responses as you mow down foes.