As promised, we were able to get your questions over to the Insomniac team. Here’s what they had to say:
1. I would like to know if Insomniac takes inspiration for some of its weapons (especially in Resistance) from real world weapons?
Nathan Fouts, Weapons Programmer: Absolutely. We like taking modern-day weapons as inspiration and building on those. We also like taking physics phenomenon and natural occurrences and trying to blend them with weapons. For instance, the air-fuel grenade was based on real weapons but also on slower fluid dynamics, while the Hedgehog grenade was based on ”Bouncing Betty” mines and Cholla cactus. The look of a homing tag locked on the environment using the Bullseye was inspired by the classic Bohr model of the atom (with bullets homing on the tag mimicking swirling electrons).

2. Is there any technical reason why you did not implement a sixaxis view/aim control feature (Resistance)?
Marcus Smith, Project Manager: There was no technical reason. In fact, we did implement such camera controls, but as with everything here at Insomniac, an idea has to be put in and tried before it can be considered a bonafide feature of the game. In the case of SIXAXIS control of the camera, we discovered it detracted from the gameplay experience because people were constantly moving the controller involuntarily (especially during firefights).
FPS games have to be extremely camera-conscious and anything that takes away from the user experience is a bad thing. During playtests, we noticed people tend to stick with a particular way of holding the controller while they play- a comfortable position that is different for each individual - and many times this position interfered with camera movement tied to the SIXAXIS.
So, we made a design decision early on (after trying it out) that any SIXAXIS control schemes would be limited to optional action. For example, the player can shake off an enemy grab-hold OR they can mash the “triangle” button. In multiplayer, you can activate your map by rotating the controller, but you can also use the directional buttons.
3. Do you have any plans to develop downloadable PSN title..?
Ted Price: Founder/CEO: Yes.
4. Is Clank going to play a bigger role in R&CF:ToD compared to the previous games?
Brian Allgeier, Design Director: Clank will be playing a much bigger role than he did in Ratchet: Deadlocked. I can’t say too much now, but he’ll learn more about his “spiritual side” and discover some new abilities. We’ve put more emphasis on Clank in both the story and gameplay and there will certainly be some surprises for players.
5. How far are you going with motion control for Ratchet and Clank?
Brian Allgeier: We’ve been playing around with SIXAXIS control for both our weapons and gadgets. One of the weapons we’ve already revealed is the Tornado Launcher. It fires out a whirlwind that can be controlled by tilting the controller and causing it to travel towards enemies and swallow them up along with other random debris. This allows the player to manipulate the tornado while at the same time maintaining control of Ratchet. There’s a bit of a learning curve, but once you get the hang of it, it can be quite strategic and rewarding.
6. Will you keep your engine in-house or license it to other companies for a fee? And why?
Mike Acton, Engine Director: We have absolutely no plans on licensing our current Playstation 3 technology. Fundamentally, Insomniac has a commitment to quality and to be a quality middleware provider you must be absolutely committed to the successes of your licensees, and right now we are not prepared to divide our focus. We are totally committed to our own titles and making the best games we can for the PlayStation 3. That said, we know we have knowledge and experience on this platform that other studios could benefit from. We‘ve been able to work with some of our friends to help them improve upon their technology and share some of our work without going so far as being a solution-provider.
7. How much can you crank up the resolutions of the textures with the texture streaming that you apparently have implemented in your engine?
Mike Acton: Improving the quality of detail near the camera, without sacrificing the signature Insomniac long view, has been an important focus through the development of Rachet & Clank Future: Tools of Destruction. While I can confirm that we are actively working on a texture streaming solution, it is only part of the picture. We’re using our experience with the RSX to tweak our render pipeline and shaders to give our artists the ability to bring a lot more detail to the front while still maintaining the rock-solid framerate our players expect. For example: better detail mapping, better normal mapping, and better lighting. As to exactly how much, I can’t say. Every level, every character and every effect requires a different balance, and honestly we haven’t finished working all those issues out yet. One thing I can say though is that our artists are doing a great job of taking advantage of each of the improvements we roll out and the game looks better every day.
8. How much does the progressive mesh differ from the original PS2 R&C-engine in terms of scale?
Al Hastings, Chief Technical Officer: Our level-of-detail techniques are actually much simpler on PS3 than they were on PS2. We made the decision to steer away from doing heavy amounts of geometry processing on the SPUs, so instead we’ve focused on techniques that can be implemented directly on the graphics chip. There are a lot of trade-offs with this approach, but ultimately we like the fact that it gives us more flexibility in our engine and it frees up the SPUs for gameplay related processing.
9. For the original R&C-engine you guys used (And ND) Game Object Oriented Assembly-language, which was something unique I believe, are you taking a similar approach with the PS3 and the new engine to get the utmost out of it or is it mainly C/C++ ?
Al Hastings: The original PlayStation 2 R&C engine made use of some very fast code for rendering static geometry with smooth level-of-detail that was developed by Naughty Dog. We used this for rendering most of our background environments, and it was vital in allowing us to have large, open worlds and still run at 60hz.
But beyond this, our engine and their engine were completely different. Ours was written in C/C++ and assembly while their engine, like you say, was written in a custom language called GOAL. I think we could have benefited a lot from other cool tech features Naughty Dog had in its Jak & Daxter games, but integrating features from one engine to another is often a lot trickier than it seems — and it’s even more difficult when they are written in two completely different languages.
So far on the PS3, we are using C/C++ and assembly just like we were on PS2. And I think Naughty Dog has switched over to this too, for better or worse.






that was a great and indepth look at how a fantastic games company try’s out ideas(sisaxis camera) and gets rid of them quickly coz they dont work as well - then moves onto the next idea, constantly trying new and inventive things! nice one guys n girls of insomniac and threespecch, keep the good games a coming!
(ps - Disruptor was the first ever game i bought and the reason i bought a playstation…just thought you’d like to know that bit : )
Comment by linton — May 29, 2007 @ 6:17 pm
Looking forward to their new games and especially interested in their PSN ones
Also must add I think Ted Price is a good ambassador for the industry and a great role model for the young uns. Always composes himself in a respectful manner, none of that ‘rock sta wannabe’ swearing/attitude we hear all too often in the industry these days.
Roll on Sept (Isn’t that the pencilled in release aim?)
Comment by Timeless — May 29, 2007 @ 6:23 pm
nice Q&A session, can’t wait for the game to come out.
PSN: TheDirector
Comment by thedirector — May 29, 2007 @ 6:24 pm
Great interview, some good answers
Comment by Tom Eccles — May 29, 2007 @ 6:33 pm
fair shout lads…keep up the good work
Comment by seedaripper1973 — May 29, 2007 @ 7:38 pm
WILL WE BE LOSING R&C AS AN EXCUSIVE ALSO JUST LIKE THE POSSIBLE LOSING OF MGS4 AS REPORTED AT:http://games.gearlive.com/playfeed/article/q107-metal-gear-solid-4-no-longer-ps3-exclusive-05281612/
Comment by ERIC — May 29, 2007 @ 7:49 pm
*sighs* Will the FUD ever end?
Comment by Omaesan — May 29, 2007 @ 8:25 pm
One: The MGS4 rumor is an unsourced story from the xbox360 forums that’s actually a repeat of a similar unsourced rumor also from the xbox forums from six months ago, that’s actually a repeat of a story that’s really about MGS *2*, word for word, changed only to replace 2 with 4, ps2 with ps3, and xbox with xbox 360. Or so I’ve heard.
Two: Google Insomniac games, go to their “About” page.
“In 13 years, Insomniac Games has sold more than 20 million console videogames worldwide, and attributes its success to a philosophy based on five key principles.
All of Insomniac Games’ titles have been developed exclusively for PS one, the PlayStation 2, and the PlayStation 3, the world’s most popular videogame consoles. Insomniac Games has produced three of PlayStation’s most recognizable franchises: Resistance: Fall of Man, Ratchet & Clank and the first three Spyro the Dragon games.”
…
“As of 2006, Insomniac Games has grown to 145 hard-working, creative souls and remains completely independent. However, we work very closely with both Sony Computer Entertainment and Mark Cerny of Cerny Games. Sony publishes and distributes Insomniac’s games worldwide and provides fantastic support in all areas – production (including testing and localization), marketing, and public relations. Mark Cerny is a design consultant and contributes to various design aspects of Insomniac’s titles.”
See, many of the best game studios in the world actually are owned by or work exclusively for Sony. Oh, and lose the capslock key. It’s annoying.
Comment by androvsky — May 29, 2007 @ 8:27 pm
cannot wait for R&C-ToD….nice interview
Comment by hashim — May 29, 2007 @ 9:12 pm
Got a lot of respect for Insomniac they certainly know how to keep the fans happy with a constant drip of info on new games and supporting the ones they have released, ie new map packs and global servers for Resistance. A jewel in the crown of Sony!
Comment by Nathaniel — May 29, 2007 @ 9:39 pm
bleh. thanks for not asking about 1080 support.
Comment by 1080guy — May 29, 2007 @ 9:55 pm
Re my question about sixaxis: If you allowed the player to calibrate the controls would that not be a solution?
Anyways thx for the answers
Comment by LastNinja — May 29, 2007 @ 10:02 pm
Nice interview shame about the comment from ERIC
Comment by Eararaldor — May 29, 2007 @ 11:44 pm
That was a nice interview. I can’t wait to hear more about the Game + the PSN title ;D
Comment by Mr. Dark E — May 30, 2007 @ 12:52 am
I am almost ashamed to admit it but I have never played a R&C game before. I am seriously looking forward to this one based on what I’ve seen so far though…
Tavin.
Comment by Tavin — May 30, 2007 @ 1:30 am
Can we get a release date for Calling All Cars in Europe? Am i asking too much?
Comment by 9158 — May 30, 2007 @ 7:00 am
We need more of this Three Speech good interview but a slight critisism regarding your site, it needs a makeover & you need to update more often make the site so that i feel i have to keep checking it 2 or 3 times a day.
Comment by Mike — May 30, 2007 @ 8:25 am
very interesting, Im really forward to ratchet & the new resistance title (not to put pressure on them but hopefully its graphically improved).
Comment by Rukusa — May 30, 2007 @ 9:13 am
TO androvsky:
FORGIVE ME FRIEND, I DID NOT KNOW THIS WAS AN ONGOING RUMOR. I DID KNOW THAT IT IS NOT OFFICIAL AND IT SEEMS THAT MOST INTERNET RUMORS END UP BEING TRUE. THIS WAS NOT A CHEAP SHOT AT INSOMNIAC GAMES (IN WHICH I MYSELF AM A HUGH FAN OF AS WELL AS A SONY FAN WHICH YOU CAN SEE IN MY PRIOR POSTS), I GUESS I WAS JUST VENTING MY FRUSTRATION OVER ALL THE EXCULSIVES LOSSED AND ALL THE NEGATIVITY SURROUNDING THE PS3.
Comment by ERIC — May 30, 2007 @ 12:59 pm
Ted Price is a rockstar… Even if all he said was Yes… That guy and his crew at Insomniac smokes any development team out there and roates it twice. Love every insomniac game ever made. They’ll always have my money… More so when I die, I’m going to tell my remaining friends and family to only buy Insomniac games… Even if they don’t game themselves. I’m the vato, though.
P.S. I’m interested in this PSN game now. You know it’s going to kick donkey nuts.
Comment by gamesblow — May 30, 2007 @ 1:25 pm
Oh very good questions and amazing answers.
Comment by Wormhole — May 30, 2007 @ 2:49 pm
I’ve got to hand it to insomniac games. They make a great product for the PS3. R:FoM was top notch. I’ve not played the R&C series, but will be getting R&C:ToD. I fully support game dev who is committed to high quality, not quanity. Hey Ubisoft, you should take a page from these guys, you hacks.
Comment by MacDaddy — May 31, 2007 @ 11:44 am
why did you take online away its gonna suck without it!!!
Comment by 111 — Jun 8, 2007 @ 3:55 am
sony fans du nt dispair i admt i woz very sad nd stuff abt dmc going cross-platfrm bt yea insomniac games r 1 ov da companies hu r going 2 win dis gen’s console war 4 ps3, dis link on insomniacs site raises a ot of gud points abt insomniac http://www.insomniacgames.com/community/blarg_full.php?bid=30
peace owt guys frm NZ
nd go INSOMNIAC!!!
Comment by miscellaneislanda — Jun 20, 2007 @ 11:08 am
speak a a english please, and thanks
Comment by dude who can speal — Jun 21, 2007 @ 4:13 pm
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