Part three of Insomniac's most revealing interview yet!
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VideoGamer.com: Insomniac is an independent game developer, but you have a close relationship with Sony. Will you make a game for a non Sony platform?
JS: Never say never. Who knows what the future holds. We obviously have an awesome relationship with Sony. We have amazing product development support. The amount of dev kits we received early with Resistance, even Ratchet when dev kits were scarce, put us way ahead of the game. So we have great support there. We get things we need from Sony. They've been a great partner for a very, very long time with us. We have fantastic relationships with the product development group. So we have a happy relationship with Sony. But, like I say, you never say never. We are fully independent still. We obviously will never make a Resistance or Ratchet game on another platform because Sony owns those IPs. But as far as new IP goes, who knows? I could see that future. But right now we're very happy with the relationship we have with Sony.
VideoGamer.com: Talking of new IPs, have people started thinking about original Insomniac games? Are those thoughts happening?
JS: They're always happening, right? You're always thinking about what you may want to make in the future. But that doesn't necessarily mean anything's concrete. There's always just like, you're just throwing around wouldn't this be cool, wouldn't that be cool.
VideoGamer.com: Ratchet and Clank, as you say, is a shooter/platformer hybrid, and Resistance is an FPS. Are shooters what Insomniac will focus on? Is that what the studio excels at?
JS: I don't know if we'd put ourselves in that box. I don't think I'd say that's what we'll focus on. I don't know what we're going to focus on. Who knows what the future holds? We're nowhere near anything like that. Like I said, we're just throwing ideas around right now. I wouldn't put us in that box. We've made great platformers. Even Quest for Booty was a good, more of a platforming game and less of a shooting game, although it does have some shooting elements. We made Spyro and that was a great series. We can make a lot of different games. I know if we put our heads to it we could make whatever we wanted to make. But, we obviously do have some competency and experience developing games with shooter aspects. At the same time, we develop a third-person game and we develop a first-person game. You can't pigeon us into either of those. We could easily do something in either of those fields. The range and depth, from our platforming to the Clank puzzle solving we have now, from shooting in Resistance to online gaming in Resistance, we have a well-rounded set of skills among our employees. Even from the aspect of creating dark, bleak-looking worlds for Resistance to colourful bright worlds, to our engine effects from water to snow, ice to wind, we have a nice wide range of skill sets that gives our creative teams a lot of freedom to do what they want. So I wouldn't pigeon us in a specific hole based on what we're developing now.
VideoGamer.com: What do you think of the Resistance 3 billboard that was snapped on the set of Battle for Los Angeles?
JS: No comment.
VideoGamer.com: What was your reaction to it popping up on the internet?
JS: No comment.
VideoGamer.com: Is it no comment from you as well, TJ?
TJF: No comment. You tried!
VideoGamer.com: I've got to try. Our readers want to know what's going on and everyone's excited. Better that than no-one cares, right?
JS: Right… no comment! Almost! That was good.
VideoGamer.com: Thanks for your time guys.
Ratchet & Clank: A Crack in Time is due out exclusively for the PS3 on November 6.
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