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Who comes up with the new

weapon ideas – are there ever

any that are too crazy even

for

Ratchet & Clank

?

The whole team collaborates

to think of weapon ideas.

It’s a favourite thing to do for

just about everyone here. We

get together and brainstorm,

and always end up with more

weapon ideas than we can

possibly execute. And yes,

some are too crazy, weird, and downright

silly even for Ratchet & Clank - we once

prototyped a weapon called the “Mackerel

3000” that was nothing but a big electric

fish. Another time, we prototyped a

Captain Qwark airstrike beacon—Captain

Qwark would fly in, but instead of helping

in battle he’d stand around and admire

himself in a mirror. We dropped both of

those even though we thought they were

funny; we want Ratchet’s weapons to be

strategically useful as well as unique.

Has making a movie based on your

franchise always been something

you’ve wanted to implement?

It’s been a dream of ours for a long

time. We’ve always thought that Ratchet,

Clank, Qwark, and the rest of the universe

would make a great feature film. We’re

pretty ecstatic that the movie is about

to arrive in theatres; in some ways, it’s

deeply surreal.

What’s it like working with the voice

talent?

They were great! Everyone involved

was gracious, talented, and intuitively

tapped in to the characters.

How much collaboration did you have

with those working on the film?

Quite a lot. The game and film were a

true co-development.

Ratchet & Clank

’s

long-time writer TJ Fixman wrote the

script for both projects. Rainmaker

Entertainment was very open to

suggestions for the film, and in turn their

contributions helped shape the game. At

times, we’d send a model from the game

to Rainmaker. They’d rework it for the film.

And then we’d take the model back and

drop it into the game. At other

times, we’d send over location

concept art, then grab a still

frame from the film and match

it carefully in the game. It was a

constant back-and-forth.

Did both begin production

around the same time?

Yes, both stuck to almost

identical production schedules.

Ratchet and Clank

has always

been predominantly a single player

experience – minus

All 4 One

.Why

do you think that is? Are people just

looking for an escape from all the

multiplayer games out there?

The series is fundamentally about

story. It’s about discovering an amazing

sci-fi universe. And it’s about Ratchet

and Clank’s character arcs, about how

they face challenges and grow from their

experiences. Given the narrative focus,

a single player experience usually makes

the most sense for the series. That’s not

to say we don’t dip a toe into multiplayer

from time to time—

Up Your Arsenal, Full

Frontal Assault

, and (as you mention)

All 4

One

all have big multiplayer components.

It’s really a game-to-game decision about

what best supports the material.

3 4

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