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Ratchet & Clank: Rift Apart [PS5]


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Blog post with this amazing piece of info:


The song we chose for the trailer has special meaning beyond just being a great, exciting track. It is from the (Rock n’ Roll Hall of Fame nominated) band DEVO, a personal favorite of mine, but, some would say more importantly, the band that the incomparable Mark Mothersbaugh co-founded. I’m excited to announce that Mark is the Composer of the Rift Apart soundtrack! Beyond his work in DEVO, you’ve likely heard his compositions across the years whether it was in the original three Crash Bandicoot and Jak & Daxter games, as well as animated series like Rugrats, and the blockbuster film: Thor Ragnarok. We are so thrilled to be collaborating with Mark and cannot wait for you to hear the incredible score he’s come up with.



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There are some big, obvious features we can see in terms of the benefits of the PS5, like the fast load times or the rifts that pull you into a parallel world immediately. But are there any examples of smaller, less obvious things that are cool or that you’re really proud of that wouldn’t have been possible on the PS4?



With the SSD, it’s easy to say there are no load times, and look how fast we can load this other area, but it has all sorts of knock-on effects. We don’t need to be as careful with how we package our data. All of the assets for an area don’t need to be collated on the spinning hard drive to get the right streaming speed out of it. It makes the game smaller on your hard drive; it means we can patch it more easily. That’s a nice bonus. We unload the things literally behind you from a camera perspective. If you spun the camera around, we could load them before you see that. That lets us devote all of our system memory to the stuff in front of you right now, that you need to experience in that moment.


The ray tracing is nice and shiny — well, literally shiny — and it’s very obvious when it’s working. But it does have a really subtle effect on the materials. There’s a part where you’re in the spaceship with Rivet and Clank, for example, and you’re not actually looking at a reflective surface per se, but just all of the metal things in that cabin, which are all curved in different ways, are all showing the effect of those characters shifting position in a realistic way. It takes us a long way toward getting the same feeling of an animated film. The way things are grounded in the environments, the way they’re animating with each other, helps us close that gap.


Is that the goal? To have it look like a high-quality animated film?


Certainly for this title, from a rendering quality perspective, we would love to be delivering stories in the same way that those films deliver stories, and having that emotional effect for players. I think between the performance capture we do know, the detail and density of the animation rigs that we have, we can tell some really good stories that I think can hit in the same way that the films hit.


Now that you’ve spent some time with the PS5, and the studio has made three games for it, what are some aspects where you’re excited to see where it goes in the future? Some feature where you can’t wait to see how Insomniac or other studios will be able to exploit it for future games. What do you think is the thing people will really be able to dig into?


Behind the scenes, there’s so much to peel back about the SSD and the I/O around it. We’re just scratching the surface of it. As a developer, that will be really cool to see how it turns out. I love seeing what the other internal PlayStation studios are doing, we have an awesome relationship with them. We don’t show each other everything all the time, so we still get that fun surprise and delight when we see what they’re doing and get to marvel at how good it looks… and then try to pick it apart and see how to do better

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It’s been said elsewhere, and considering how much other studio acquisitions have cost, the $240(?) million Sony paid for Insomniac seems like a bargain. They have always been a good studio, but they seem to have reached a new level these past few years.

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