Entrevista a INSOMNIAC sobre Ratched & Clank


PSU was given the unique and rare opportunity to interview Insomniac, creators of the highly successful Resistance: Fall of Man on PlayStation 3, and the brilliant Ratchet & Clank series on PS2. We spoke to the team about its plans for the future, including recently announced Ratchet & Clank Future: Tools of Destruction, exclusively on PS3, and the rumours surrounding a Resistance sequel.



PSU: How long has Ratchet & Clank Future: Tools of Destruction been in development?

Brian Allgeier, Creative Director/Design Director: We began pre-production several months ago after Ratchet: Deadlocked shipped. We formed a core team of 15 people that consisted of the project leads, some artists, programmers, designers, and a writer. Though the whole company contributed during the early brainstorming process, most Insomniacs were focused on Resistance: Fall of Man. The core team developed a lot of the prototypes and gameplay that gave us a plan for production. It was great working with a small team early on and developing Ratchet and Clank's back-stories, new gadgets, crazy weapon ideas, and new gameplay concepts. After Resistance: FOM shipped, we started production with the full team.

PSU: Will F:TOD be using the same game engine used in Resistance?

Mike Acton, Engine Director: The unique technology built here at Insomniac for Resistance: FOM certainly formed the base of what we're doing with Ratchet & Clank Future: Tools of Destruction. However, we're making such significant enhancements that they absolutely cannot be considered the same engine.

Our tools team has worked tirelessly to provide our artists and designers with a brand-new set of tools that will let us build better and faster than we could have on our first-generation title.

Our technology team is one of the very few groups in the industry with experience in building fast, practical game engines for the PS3. Every day we're focused on taking lessons learned and re-applying them to our engine to create new features and improve upon existing ones.

We also have a much better understanding now of how to take advantage of the RSX and the Cell architecture. We're using that experience to give our players more of the signature Insomniac animations, characters and visual effects that they've come to expect.

No, you should not expect to see the Resistance: FOM engine in Ratchet & Clank Future: Tools of Destruction. You should expect to see an even better one.



PSU: What is the basic storyline behind F:TOD? Will it tie into past titles and the PSP renditions?

Brian Allgeier: The Ratchet & Clank Future story opens with the shocking discovery that a villain from Ratchet's distant past has tracked him down and wants him dead. This revelation brings up many questions as to Ratchet origins and launches Ratchet and Clank into a mysterious adventure where they begin to learn about his past, the villain's current evil plans, and a glimpse of the future. The story takes place after the past R&C games. We're bringing back a few of the favorite characters like Captain Qwark, who is working undercover to give Ratchet and Clank clues that help guide them on their journey. We've coordinated with High Impact Games (the folks who did Ratchet & Clank: Size Matters) to ensure that there were no story conflicts with the PSP game.

PSU: Ratchet & Clank has always been known for its fun, wacky, and well-made weapons. What weapons will be making a return and what are some of the new ones we might find?

Brian Allgeier: We've come up with a whole new arsenal of weapons for Ratchet & Clank Future: Tools of Destruction. Though there are some staple R&C weapons like the Pyro Blaster, a high powered flame thrower, all of the weapons have been started from scratch and tuned for the new enemies and combat. In addition to those weapons, we have some more outlandish types like the Tornado Launcher that sucks up enemies and whips them around - it's also controllable by the sixaxis motion sensor in the controller. There's the Plasma Beasts, which are slimy goo-like monsters that spring up and tackle enemies that are in range. And we've got the Groovitron, a disco ball grenade weapon that when thrown out causes the enemies to hypnotically dance to a groovin beat. Though it's a strategic weapon that stuns enemies, many players will probably watch them dance and forget that they should take them out!



PSU: What is most exciting about building the game for PlayStation 3? Anything that you are able to do with the game that you could only do on PS3 hardware?

Anthony Yu, Lead Gameplay Programmer: The PS3 is a powerhouse if you know how to play nice with it. If you think of the PS2 as a shovel, the PS3 is a bulldozer. You have to invest the time to figure out what levers to pull when, but once you do, you're ready to move mountains. The most exciting thing about it all is the revival of hope and inspiration that it brings to the Ratchet and Clank franchise. The boundaries are new and relatively uncharted, which gives us an opportunity to try to push all the boundaries again. A perfect example of something that we couldn't have done anywhere else was the Tornado Launcher. The designers wanted a natural disaster in a box. It had to consume everything around it and spit it in a flurry. On top of that, they wanted the player to be able to control its path of destruction, but not affect Ratchet's move set at all. On the PS2, we would have run out of processor time and run out of buttons, but on the PS3, it has become a reality. It's instances of performing the impossible like this that revitalize the team and reinforce why we're here. The PS3 gets people excited about making games, and nothing excites me more than excited people.

PSU: What resolution and frame rate will Ratchet & Clank be set in?

Brian Allgeier: For one of our recent demos, the game was running at 45 fps in HD mode. This is a good sign in that it is so early in production and we still have a lot of room for optimizing and improving the game's overall performance. However, at the same time we're also putting more and more stuff in the game like enemies, weapons, and environment details that can affect performance. This has always been the tricky balance for game development and as we get closer to our Alpha deadline (where we'll have all the gameplay implemented), we'll have a better idea of what we can optimize and tune to determine the game's resolution and frame rate. So check back with us later on this topic!



PSU: Will there be online multiplayer? Co-op?

Brian Allgeier: I can't answer that question - it's too early to say right now plus Ryan, our Marketing Director, would probably kill me. He’s quirky like that.

PSU: What is the planned release date for Ratchet & Clank Future: Tools of Destruction?

Brian Allgeier: It's coming out this fall.

PSU: Rumors have been circulating that Rise of Man will be the sequel to Resistance: Fall of Man…any comment on this?

Ted Price, President and CEO: Rise of Man is a logical guess. But we're not making a Rise of Man.

PSU: When should gamers expect to hear more on the next installment of the Resistance franchise?

Ted Price: I've already gotten called out for "confirming" a Resistance: FOM sequel. I've never done that overtly. What I've said is that Resistance: FOM is the first chapter of a bigger story...so for now we'll leave whatever's next shrouded in mystery Smile


And who doesn't love a bit of mystery! We'd like to thank Insomniac for taking the time to answer our questions, and wish them the best of luck with the continued development of the R&C and R:FOM series.


Os pongo lo mas destacado

# Development on Tools of Destruction started shortly after the last title, Deadlocked, shipped. So it's been under the knife for a while.

# The engine used to create R&C:ToD is based on the Resistance engine, but has been so enhanced that it really can't be called the same.

# A villain from Ratchet's past has emerged and wants him dead! The story takes place after the other games, so no worries... there's no prequel here.

# When asked about the wacky new weaponry, Insomniac said "we have some more outlandish types like the Tornado Launcher that sucks up enemies and whips them around - it's also controllable by the sixaxis motion sensor in the controller. There's the Plasma Beasts, which are slimy goo-like monsters that spring up and tackle enemies that are in range. And we've got the Groovitron, a disco ball grenade weapon that when thrown out causes the enemies to hypnotically dance to a groovin beat."

# The PS3 has the power to move mountains, once you give it enough time and understand what you're doing. The Tornado Launcher weapon couldn't have been created on any other system (well, maybe the Wii... but it wouldn't look that good).

# Resolution and frame rate are up in the air, still.

# Online? Co-op? They can't say.

# Release date? Fall.

# More Resistance? It's a mystery, but the silence is so deafenin


Aqui para verla entera y en condiciones:

http://www.psu.com/node/9630

SALu2 And Bye
alguien traduce lo "mas destacado" en español?

gracias
Traducción-rápida

* El desarrollo de Tools of Destruction estuvo por un tiempo estancado y a punto de no llevarse a cabo

* El motor usado para el juego es el mismo que el de Resistance, pero está optimizado por lo que no se pueden comparar

* Armas:

- Lanzador de Tornados: Lanzas a los enemigos por los aires (uso del sisaxis)

- Plasma Beast: Se originan 'monstruos fangosos' que atacan a los enemigos que están a cierta distancia

- Groovitron: Una granada en forma de Bola de discoteca que al lanzarlas hipnotizas a los rivales y se ponen a bailar

* FPS / Resolución - Todavía indeterminados

* No dicen nada de si tendrá modo cooperativo u online

* Para Otoño

^^'
# Development on Tools of Destruction started shortly after the last title, Deadlocked, shipped. So it's been under the knife for a while.

--- La creación de Tools of Destruction empezó poco después de que el último titulo fuera lanzado. Por lo tanto ha estado bajo el cuchillo por un tiempo (supongo que será una expresión de esas echas pero no se traducirla bien xD)

# The engine used to create R&C:ToD is based on the Resistance engine, but has been so enhanced that it really can't be called the same.

---El engine usado para crear R&C:ToD está basado en el engine del Resistance, pero está tan optimizado que en verdad no podemos decir que sean el mismo

# A villain from Ratchet's past has emerged and wants him dead! The story takes place after the other games, so no worries... there's no prequel here.

--- 1 Villano del pasado de Ratchet`s ha vuelto y lo quiere a él muerto. La historia toma lugar después de los otros juegos, asique no preocuparse que no hay precuela... [plas]


# When asked about the wacky new weaponry, Insomniac said "we have some more outlandish types like the Tornado Launcher that sucks up enemies and whips them around - it's also controllable by the sixaxis motion sensor in the controller. There's the Plasma Beasts, which are slimy goo-like monsters that spring up and tackle enemies that are in range. And we've got the Groovitron, a disco ball grenade weapon that when thrown out causes the enemies to hypnotically dance to a groovin beat."
---Cuando se les pregunto acerca del nuevo arsenal, Insomniac dijo " Tenemos más tipos outlandish?¿ (NPI) como el Tornado Launcher que succiona a los enemigos y los lanza. Se puede controlar también desde el sixasis. Hay Bestias de plasma, que son muy parecidas a monstruos que cogen a los enemigos que estan en su rang. Y tenemos el Gravitron, un arma lanzador de granadas disco balon ( [360º] ) que cuando es lanza causa que los enemigos bbailen hipnotizados a ritmo groovin (NPI)

# The PS3 has the power to move mountains, once you give it enough time and understand what you're doing. The Tornado Launcher weapon couldn't have been created on any other system (well, maybe the Wii... but it wouldn't look that good).
--- La Ps3 tiene el poder de mover montañas, una vez que le des tiempo y entiendas que estas haciendo. El Lanzador tornado no podría haberse implementado en ningún otro sistema (Tal vez en Wii pero entonces no se vería tan bien)
# Resolution and frame rate are up in the air, still.
--- La resolución y el fram rate todavía están en el aire.
# Online? Co-op? They can't say.
(Esto creo que se entiende no??)
# Release date? Fall.
--- Fecha de salida? Tarde o temprano (Fall no se que sentido darle)
# More Resistance? It's a mystery, but the silence is so deafenin
--- Mas resistance? Es un misterio. pero el silencio es muy sospechoso.

Un saludito y perdonar faltas en la traducción y de ortografía.
xaoo
miky1986 escribió:# Release date? Fall.
--- Fecha de salida? Tarde o temprano (Fall no se que sentido darle)


Fall es en Otoño, vaya lo que ya deduciamos todos, este año tendremos este juegazo entre manos [jaja] [jaja]
Az@zel escribió:
Fall es en Otoño, vaya lo que ya deduciamos todos, este año tendremos este juegazo entre manos [jaja] [jaja]

Fall otoño?? jajaja asias... es lo que tiene no ver el inglés desde 2º de bachillerato... ains via tener que apuntarme a una academia o algo XD ...
1 saludito
Muchisimas gracias por la traduccion amigo y a Blade por traerla!!!la mejor frase la de PS3 mueve montañas.Antes no les creeria ahora pongo la mano en el fueg por ellos con el milagro que han hecho.
Saludos.
6 respuestas