Table of Contents Table of Contents
Previous Page  98 / 98
Information
Show Menu
Previous Page 98 / 98
Page Background stack.net.au

3 4

1 2

The Pixeliser is the best

weapon I’ve seen so far –

where did the idea for that

come from?

We loved the visual idea of

reducing enemies to their 8-bit

components. When we started

making the weapon, gameplay

programmer Joel Bartley

realized that it’s really fun to

turn enemies into colourful voxel cubes,

and then submit the cubes to the physics

system. The result is a weapon with a

lot of toy-factor; it’s fun to see what each

enemy looks like in its pixelated form, and

then reduce it to a shower of bouncing

cubes!

Where do the different dance moves

for each of the monsters come from?

Is this something that’s thought of

when they’re designed (provided the

Groovitron is always included) or is it

conceived after?

We have an awesome animation team,

and every animator contributes dance

moves for the enemy they’re working on,

from concept to final. It’s not uncommon

to see animators dancing in the mirror to

get the subtleties just right. This is a fun

place to work, but it’s also sometimes

highly disturbing.

Is the levelling/XP system the same in

this game?

The levelling system is an evolution

of our best work. It uses the “level as

you use it” system from the Future

series, coupled with the “choose your

own Raritanium upgrades” system from

Ratchet & Clank: Into the Nexus

.

Do the Smuggler and his parrot make

a return, or is he being replaced by the

Telepathopus guy?

Not just yet - Ratchet’s origin story

takes place in the Solana Galaxy, while the

Smuggler hails from the Polaris galaxy.

There’s no replacing the Smuggler, but as

you note there

is

a Blargian brain scientist

who would love to get his hands on some

Telepathopus brains. I wonder if he has

any exotic tech to trade?

Ratchet & Clank

manages to find

the middle between simple and

challenging – is it difficult to

achieve this?

It is. We spend a lot of time

playing the game ourselves,

then making it much too hard

because we play it every day.

Then we watch other people

play and tune it properly over

many, many weeks. A lot of

our systems are designed to

let us tweak right up until the very end;

we want the game to require skill and be

challenging, but never frustrating.

Given your venture into the VR market,

will we see any form of Ratchet and

Clank in that department?

Hmm. That’s an interesting idea. It

sounds mind-blowing. It’s hard to even

think about our next projects; we’re still

focused on this one!

Where does the franchise go from

here?

We’re still thinking about

Ratchet &

Clank

PS4. We can’t wait for the movie

to come out, and we can’t wait to get the

game into players’ hands. After that - and

after we’ve had some sleep

- we’ll think about what’s

next!

Ratchet &

Clank

is out on

April 20