![]() Sure, the film is based on the original game, and pulls some models from our asset libraries. What did co-development of a game and film really mean? A lot of variables, that’s what. Second, there was the prospect of syncing up with film production. And we needed to ship it in 10 months to line up with the movie release." It needed to sync up with the just-getting-started film. "We needed to make a big game that blew away our previous efforts. We’ll need to make sure the eleventh one is suitably epic. The most recent title, Ratchet & Clank: Into the Nexus, was mostly well received, earning the backhanded compliment/upbeat critique “it was too short, we wanted more.” Okay. We’ve had universal successes and noble failures. Single player/competitive multiplayer hybrids. We had 10 Ratchet games under our belts at that point, across the full spectrum: story-driven single player epics. This one needed to be a major step forward, but it also needed to retain the soul of the original game. Hey, it’s a big universe.īut the prospect of making a film tie-in was especially daunting.įirst, we had the legacy of the series to consider. We’ve long felt that Ratchet, Clank, Qwark, and their Solana galaxy milieu had all of the action, humor, pathos, and just plain Of course, we were thrilled when we heard that the film was a go. But Ratchet & Clank for the PlayStation 4-designed as a killer one-two punch alongside the film, the ultimate version of an origin story-didn’t always seem like such a great idea. Of course there should be a Ratchet & Clank game to tie in with the major motion picture.
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