
But somehow it doesn't feel like a cash-grab the love is tangible here.įor example, Dezern notes that with the first game, it almost felt as if difficulty in shooting was a core design philosophy. That means back-of-the-box bullet points like gorgeous graphics, bigger worlds, more to see and do and better narrative structure.
#New ratchet and clank Ps4#
This new Ratchet and Clank is what the team would've made if the PS4 had existed in 2002.

How would Insomniac approach this as a foundation for future games while maintaining the spirit of the original? "Apply everything we've realized about Ratchet and his origins that we didn't necessarily know at the time we were making it," Derzen says.Īnd unlike the glut of HD remasters that have been released on the PlayStation 4, Wii U and Xbox One, it actually does look and feel like a modern game rather than a time capsule piece.

With the new Ratchet and Clank, Insomniac has the opportunity to reconsider the game using everything it's learned in the intervening 14 years. "That's not exactly what we were after for this one."Īnd besides, they had already done something like that on the PlayStation 3 in 2012. "There are times I'd want to play a game in its exact original format almost to see how things have changed over the years," he continues. "It's about trying to make a game that's great on its own merits and not just because you remember what it was like the first time you played," he says.

Insomniac isn't taking a page from Resident Evil's book and just rereleasing the original game, warts and all, on a new console, either.Ĭreative Director Chad Dezern says doing a quick-and-dirty nostalgia grab like that didn't jibe with what the team ultimately wanted to do. But it isn't a "definitive edition" like we've seen with Uncharted or Gears of War. If you could go back and redo anything you've created, would you? The team at Insomniac Games was able to do that and give the original Ratchet and Clank from 2002 a complete overhaul.
