Ratchet & Clank Future: A Crack in Time PAX 2009 Interview


Posted September 11, 2009 - By Jake Gaskill

Ratchet & Clank Future: A Crack in Time PAX 2009 Interview »


I recently had a chance to get some hands-on time with Insomniac Games’ upcoming Ratchet & Clank Future: A Crack in Time (Check out my full preview here), and one of the things that struck me, even in the brief time I played it, was how sharp and engrossing the story is. The writing is just fantastic, the voice work is top notch, and there were moments when it felt like I was playing a game developed by Pixar. Consequently, it should come as no a surprise to you when you hear what Insomniac’s creative director, Brian Allgeier, had to say about the game’s narrative elements when G4 caught up with him at PAX 2009.

In terms of what Insomniac is trying to achieve from a storytelling perspective, Allgeier said:

“We’re really venturing into a more story-driven adventure. Ratchet & Clank was a platformer seven years ago…and that’s where we focused more on platforming elements, and keeping it sort of more of a mascot style game. But now we’re delving into more of, 'Who is Ratchet? Who are the characters he’s interacting with? And how do we make this CG-animated experience that feels like a movie?'"

From what I saw of the game, Insomniac has gone about answering these questions brilliantly, and I can’t wait to see the final product.

Ratchet & Clank Future: A Crack in Time PAX 2009 Interview


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