Sega Is Considering Worldwide Launches For Future Atlus Games

Thanks to the success of games such as Yakuza: Like A Dragon–the most successful entry in the franchise–on multiple platforms, Sega has begun reevaluating how it wants to release games in the future. Part of this new strategy includes releasing Atlus games simultaneously worldwide and on multiple platforms, which would be a massive departure for how the developer usually handles such releases.

“A simultaneous release on multiple platforms would be favorable for our titles. Of course, we’ll make adjustments on a per-title basis, but we want to be conscious of the global expansion of Atlus titles as well,” Sega’s Chief Strategy Officer Shuji Utsumi said to Famitsu (via Persona Central) of the company’s new plans.

Atlus fans outside of Japan are no strangers to waiting years for games from the studio to be localized, as the challenging task of creating English dubs and subtitles for these titles would usually only be done after an Atlus game launched in Japan. Persona 5 Strikers took a year to head west after it was first released in Japan, as an example.

Shin Megami Tensei 5‘s upcoming release will be a global one, and recent Atlus games such as Catherine Classic have also recently arrived on Steam with less of a delay. Shin Megami Tensei 3: Nocturne HD Remaster will also arrive on Steam this month as part of Sega’s global expansion efforts.

Now Playing: Yakuza: Like A Dragon Video Review

GameSpot may get a commission from retail offers.

Chris Rock Talks About The Last Time He Saw Chris Farley Alive

Actor Chris Rock has shared a sad story about the last couple of times he saw his friend Chris Farley alive. Speaking to Esquire, Rock spoke about the famous photo of himself, Farley, Adam Sandler, and David Spade, which was one of the final times he got to spend with Farley before his untimely passing. Later, Rock would spend time with Farley and have a premonition about Farley’s demise.

The photo was taken as part of Rock’s comedy tour, at the now-shuttered Universal Amphitheater in Los Angeles. “This looks like one of the last times I saw Chris alive,” Rock recalled. “I would see him one more time when I did a gig in Chicago. We tried to hang out afterwards, but… I don’t know if you’ve ever really hung out with an addict. Towards the end, anything that isn’t the drug is a chore.”

Rock and Farley joined the cast of Saturday Night Live in 1990 and quickly became friends, along with other new cast members Sandler and Spade. Farley suffered from years of addiction to drugs and alcohol, and he eventually died in December 1997 from an overdose.

The very last conversation Rock had with Farley was at Farley’s apartment. Rock said he remembers having a bad feeling as he was leaving.

“He was showing me his apartment. I leave, I see him out the window, and I was like, ‘That’s probably the last time I’m going to see him.’ I knew.”

Rock said he’s still close friends with Spade and Sandler; the four were known as The Bad Boys of SNL back in the day.

Hood: Outlaws & Legends Review – Petty Theft

On paper, Hood: Outlaws and Legends has a lot going for it. It’s a competitive riff on the co-op multiplayer heist game where two teams of four merry men and women simultaneously attempt to unlock a vault and extract a giant chest of gold. Its stealthy race to elude computer-controlled knights and rival players rarely plays out with the grace implied by the concept. More often, the competition for keys, chests, and respawn points devolve into protracted brawls that showcase Hood’s clumsy combat, rather than dynamic stealth. Throw in some confusing UI, easily exploitable stealth-kill mechanics, and myriad small design flaws, and Hood’s execution fails to deliver the goods it’s promised.

Each match in Hood has four phases. First, someone needs to steal the vault key from the invincible (but generally unaware) Sheriff. Second, you find and open the vault. Third, someone carries the chest to one of a few extraction points on the map. Once the chest is locked in, one or two players use a winch to lift the chest while the others defend them. The “other team,” meanwhile, has opportunities to disrupt the mission to try and acquire the key or chest for themselves. With both teams naturally meeting at a few key locations, you have plenty of opportunities to surprise and overtake the objective.

In this idealized version of the game, the match is a coordinated stealth run, where each character uses their unique skills to advance the mission or help their teammates. Each of the four characters theoretically has a role to play: Marianne, the stealthiest fighter, moves quickly and has abilities that let her steal the key or assassinate enemies discreetly. Robin’s bow allows him to take out enemies from afar. Little John can lift gates and move the chest quickly. Tooke is a solid backup fighter with a wide-reaching melee attack and a healing ability. Though some of these skills make certain characters well-suited to different tasks, there’s no moment where you need a specific character and their skills. This opens the door for players to choose characters based on their playstyles, but also minimizes the importance of class-based play around the heist itself.

Ultimately, the character combat abilities matter more than their other affinities. Though Hood is primarily pitched as a game about heists, things get more chaotic and aggressive when you add another team of players. Rather than picking each other off or a coordinated ambush, most matches devolve into a series of team battles for control of the key, the chest, or the winch. Once the fighting starts, any pretense of a stealth mission falls away. The AI-controlled knights, while powerful enough to overwhelm any one player if they are in large numbers, are still easy enough to avoid that most players will engage each other even if it means getting spotted by them. Even the sheriff, who instantly kills you when he gets in range and can only be temporarily stunned, is slow enough that you can fight around him.

Hood’s unwieldy combat mechanics make large battles painful whether you win or lose. Though every character has some capacity for hand-to-hand fighting, Hood’s melee attacks feel loose–they’re difficult to aim or time well. On the receiving end, most attacks stun slightly, leading to a situation in large battles where a single hit will leave you stun-locked. In theory, you have either a parry or dodge to keep an enemy from hitting you, but it’s nearly impossible to keep track of the action in a scrum. These large clumsy battles can turn into minutes-long wars of attrition where players fight, die, respawn, and run right back into the fray until one side wipes the other out, giving themselves enough time to make progress. This is especially true in the winching phase of the match, where one team needs to defend a fixed point.

Hood’s unwieldy combat mechanics make large battles painful whether you win or lose

Then there’s the assassination issue. Any player can stealth kill an opponent by crouching behind them and hitting a prompt. It doesn’t matter if the assassin’s already been seen or even if the two have been fighting previously. This frequently leads to situations where one player will engage another openly, only to get assassinated by another opponent waiting in the wings. Getting assassinated mid-fight feels abrupt and inappropriate in the situation and, at times, it feels unavoidable and is therefore extremely aggravating. Similarly, Robin Hood can kill other players with a fully charged headshot. While it isn’t always possible to land one, especially while getting attacked, it also leads to frustrating sudden deaths in and out of combat. While this kind of combat seems appropriate for a stealthy combat experience, its unregulated use feels more disruptive than additive; more like an exploit than a well-considered mechanic.

Since a team can get wiped out quickly, matches can turn on a dime. Just because your team got the key and moved it to an extraction point doesn’t have any bearing on whether or not you’ll beat the other team. All you need to do to win is winch the last of seven progress pips. I’ve had matches where my team did all of the work, only to have the match stolen at the last moment, and I’ve also stolen matches at the last second in the same fashion. Still, the only reward for match progress nine times out of 10 is experience. Sometimes a steal feels earned, but sometimes it doesn’t. Either way, it doesn’t feel like the better team always wins.

Whether you play the objective or you go after the other team, Hood requires a lot of coordination. The best teams attack as a group and find ways to cater to their best players’ strengths. Hood features a ping system that allows for some nonverbal communication, but when you’re predicting enemy movements or noting something not in direct line of sight, you need to be able to say more. It also helps to relay intel when you get it: For example, when you steal the key, you learn the location of the vault, which isn’t on the map. Without chat, it would be impossible to share that information. Hood’s in-game party chat is on by default, which seems to prompt matchmaking-assembled groups to chat more than other multiplayer games, but there’s no substitute for playing this game with friends.

You can experience the pure heist version of the game without a second set of players, but sadly that PvE experience is relegated to a “practice” mode, which doesn’t give you any experience or gold to unlock and earn cosmetics or character perks. Without any opportunity to experience a narrative or make meta-progress, the practice feels slightly wasteful of time, especially since it’s also not great practice for the main PvPvE experience.

That said, I don’t think it’s a problem that Hood sidesteps the lore that so many multiplayer games feel compelled to build. In fact, Hood deftly uses the Robin Hood myth to get around it. There’s almost no story in Hood–you can earn text-based snippets of character information, but there’s no plot, per se. While that leaves open the question of why there are two rival bands of thieves, the story doesn’t really feel missing. All you really need to know is that Robin Hood and his band of thieves–Little John, Father Tuck, and Maid Marian–steal from the rich and give to the poor. Chances are, if you were drawn to this game there’s a good chance you’ve got the gist already.

No Caption Provided

Gallery

It is not without its own sense of style, though. Hood does try to put its own slightly darker, edgier spin on the Robin Hood universe. The character designs are more intimidating than the simple green garb. Tooke, Hood’s take on Friar Tuck, looks more like a shaman than a monk. (Also, in the lore, he’s a reformed church Inquisitor who tortured enemies of the state before going rogue). The more brutal aesthetic touches feel in line with all the killing you do on any given heist, but without any real story to spotlight those characterization changes, they don’t really register. It’s been a while since I’ve seen any of the Robin Hood movies so I can’t say for sure, but I think the biggest difference between Hood and other Robin Hood adaptations may be that this is the first time I’ve ever heard Robin Hood say “F**k.”

But without interesting characters or a story the focus falls solely on the gameplay, and Hood’s gameplay feels sloppy. It’s a heist game that usually devolves into a wild, frustrating melee combat arena. In its best moments, it’s a tense, highly cooperative experience, but those moments never last long. I want to believe in the competitive heist Hood tries to pull off and, in theory, a living multiplayer game could evolve into something better over time. (There are already plans to introduce a new game mode, map, and character for all players within the next 12 months). Still, there are too many points of frustration built into the experience to expect that Hood’s evolution will be transformative.

Now Playing: 8 Minutes Of Hood: Outlaws & Legends Gameplay

New Loki Poster Shows Off the Series’ Characters (Including a Mysterious Cartoon Clock)

Disney has released a new poster for Loki, the Marvel Studios original series that is set to premiere on Disney+ on June 9, 2021.

The official Loki account shared the latest piece of artwork for the upcoming series, which features the God of Mischief front and center. He is surrounded by several of the series characters including a mysterious cartoon clock. “Marvel Studios’ Loki arrives in four weeks with new episodes every Wednesday starting June 9 on Disney+,” read the caption that accompanied the poster.

LOKI

The animated anthropomorphic clock appears at the side of the image, overlaying a larger clock-like face that hints at the multiple realities expected to be present in the show. It’s unclear what role the clock will have to play in the series, though it’s plausible that it could be a mascot for the Time Variance Authority, supporting Owen Wilson’s Mobius M. Mobius (also pictured).

The TVA is a largely faceless bureaucracy, as most of its agents are artificial clones called chronomonitors, which could also be what we’re seeing here. A new chronomonitor springs to life every time an alteration to the timeline creates a divergent reality, and anyone who attempts to use time travel to alter either the past or future has to answer to the organization.

[ignvideo url=”https://www.ign.com/videos/2021/04/05/marvel-studios-loki-official-trailer-2″]

Loki follows the God of Mischief as he steps out of his brother’s shadow and into a new series that takes place after the events of 2019’s Avengers: Endgame. Tom Hiddleston is returning as the title character, joined by Owen Wilson, Gugu Mbatha-Raw, Sophia Di Martino, Wunmi Mosaku, and Richard E. Grant. Kate Herron is the series’ director, and Michael Waldron is the head writer.

Herron previously revealed that Loki would be going to “an entirely new part of the MCU,” as the mischievous character is expected to pop up at various points throughout human history, influencing historical events. The series is said to tie into the events of Doctor Strange and the Multiverse of Madness, which is currently penciled in for a release on March 25, 2022.

Very few details are known about Loki’s connection to the MCU movie, but we do know that the Doctor Strange sequel is also going to tie into the events of Spider-Man 3 and WandaVision. Elizabeth Olsen’s Wanda Maximoff will appear alongside Benedict Cumberbatch’s Steven Strange, and Kevin Feige has teased that the Multiverse will be a running theme throughout Phase Four and beyond.

[widget path=”global/article/imagegallery” parameters=”albumSlug=marvels-loki-trailer-frame-by-frame-breakdown&captions=true”]

Loki will premiere on Wednesday, June 9 on Disney+. After that, one new installment will arrive on the streaming platform each Wednesday throughout the rest of its six-episode run. While the first season is yet to air yet, Marvel Studios VP of Production & Development Nate Moore previously indicated that Loki could see multiples seasons, with reports suggesting Loki Season 2 is already in development.

[poilib element=”accentDivider”]

Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Nier Reincarnation Pre-Registration Available Now On iPhone And Android

Nier fans will soon learn what “all prayers lead to the cage” means as Nier Reincarnation, the first mobile game in Yoko Taro’s popular RPG franchise, has opened pre-registration on both the iOS App Store and Google Play Store. The game’s official Twitter account announced the beginning of preorders while also unveiling the game’s official website and an intro trailer. Listings for Reincarnation on each digital storefront also confirm the game’s release date as November 6.

Nier Reincarnation is a “command-action RPG” following The Girl of Light, a young girl who awakens on the floor of a place called The Cage. Together with a small and mysterious creature who calls herself “Mama,” the girl must travel through the labyrinthine Cage in search of answers on how she arrived there.

Nier Reincarnation pre-registration bonus

While there are no bonuses just for preordering, Square Enix has confirmed that extra Gems will be given to all pre-registered players. The amount of Gems awarded to pre-registers, however, depends on how many players preorder the game. The milestones per the game’s official Twitter are as follows:

  • 100,000 users = 100 Gems
  • 150,000 users = 400 Gems
  • 200,000 users = 900 Gems
  • 250,000 users = 1800 Gems
  • 300,000 users = 3000 Gems

GameSpot may get a commission from retail offers.

Scarlet Nexus’ Anime-Style Action Has Potential But Hasn’t Fully Impressed Yet

Scarlet Nexus makes a good first impression: fast anime-style action with an attitude and wild visual flourishes to go along with it. There’s a bit of a Platinum Games vibe, and maybe you see a lot of Astral Chain in its aesthetic and premise. If you’re anything like me, that’s enough to grab your attention. However, after getting a hands-on preview of Scarlet Nexus (about three hours played through the Parsec streaming platform), I think it has more to prove before I’m convinced of its potential.

One of core conceits of Scarlet Nexus is that it features dual protagonists whose fates are intertwined. Kasane is the cold, stern, but sometimes friendly anime girl, and Yuito is a lax yet well-meaning anime boy. They walk different paths in the same story, and you choose who to play as at the start then experience the game through their perspective–the other, meanwhile, becomes a key companion in the story. The path through the story is largely uniform for both characters, but there are some small deviations specific to them, and some dialogue with the supporting cast is changed. But otherwise, they’re essentially two sides of the same coin.

Whether you choose to play as Kasane or Yuito, they’re both part of a larger elite task force who make up the main cast of characters. Dubbed the Other Suppression Force (OSF), these operatives have been physically modified with superhuman brains, which grants them powers to fight otherworldly monsters, called Others, that threaten their futuristic world. Your typical anime tropes make up the OSF crew, like the super-annoying arrogant boy who’s an absolute clown or your overbearing best friend. In the opening hours, however, the writing comes off as either cheesy or generic with stilted pacing, even though the voice performances themselves are well done.

Narratively, it feels like so much is thrown at you in such a short span that the story presumes you care before establishing why–between the flurry of character names, backstories, and roles in the story, the things that are supposed to carry weight aren’t given the room to leave a lasting impression quite yet.

No Caption Provided

That’s not to say Scarlet Nexus won’t be able to evolve into something more captivating as the story progresses, though. There’s a social sim aspect in between missions where characters have the opportunity to grow into deeper, more interesting companions, in addition to their main story roles. As for the main protagonists, the one thing that has me intrigued is the way in which the two are tied together–Yuito has a hazy memory of a distant past which he recognizes the present-day Kasane being a part of, even though they’re about the same age. It’s said to be a side-effect of their brain enhancements, but you can tell there’s a larger mystery at hand and I can see the seeds of a mind-bending trip coming together.

Scarlet Nexus is a stylish-action game at its heart, though, so gameplay is where it’s going to make or break the experience. You won’t necessarily get the fluidity of a Platinum action game or the complexity of a Devil May Cry–it’s a bit stiff as a whole, but once you get the hang of Scarlet Nexus’ quirks, it shows its potential. You have a set of basic melee attacks and psychokinetic powers to fling environmental objects at enemies, and properly timing both psychokinesis with melee attacks allows you to string together some crunchy combos and air juggles. A more powerful psychokinetic ability is reserved for certain objects in the world, and while it takes more energy and longer to charge up, it’s pretty damn satisfying to use–the specific analog stick QTEs make it feel like you’re physically controlling that power. It can seem like fairly basic stuff at first, but things start to layer on and open up when you have a party member or two tag along.

No Caption Provided

You’re always controlling the main character, but party members offer support skills–for example, the aforementioned super-annoying arrogant boy buffs your attacks with electricity, which can stun enemies and deal more damage. Status ailments such as being wet can exacerbate the effects of electricity, and it’s a two-way street since enemies can do the same to you. It’s nothing you haven’t seen before in action-RPGs, but it creates a satisfying flow in the heat of combat. It goes beyond just elemental effects, too. In a later mission, one party member assigned to your team offers a temporary vision enhancement to help identify enemies that can go invisible. And the few boss fights I conquered also presented some unique challenges that demanded using psychokinesis in smarter ways and making the most of my party’s abilities. While your companions fundamentally displace what would otherwise be spells or abilities, it’s nice to have AI companions as part of the mix in combat and story moments as well.

Kasane and Yuito also play slightly differently from one another. While you still have basic psychokinetic powers, their standard melee attacks and combos differ. I spent most of my time playing as Kasane, who uses a set of short-range floating knives, but the rhythm of landing hits and keeping combos going with Yuito’s sword felt more natural for the game’s frenetic action. I’m not entirely sure if combat will evolve in ways that magnify their differences, so for now, their contrasts in combat seem to come down to preference.

No Caption Provided

Structurally, Scarlet Nexus is essentially segmented in story chapters–some are small, open areas like the main city of Suoh where you talk to NPCs and do side quests, and others are linear levels full of combat sequences that lead into a big boss fight–and as mentioned earlier, social scenarios are also interspersed at times to help flesh out the character dynamics. This created an enjoyable flow that didn’t linger on one thing for too long. Yet, I can’t help but feel that these different parts didn’t particularly stand out or distinguish themselves as highlights of the overall experience.

When reflecting on my short time with Scarlet Nexus, I see potential for a high-quality action game with slick anime-stylings, even if I feel like I’ve seen something like this before. However, it’s the smaller gripes that accumulate and leave me reluctant to wholly embrace the game right now. I’m reminded of my time with other Bandai Namco games like Code Vein or God Eater in a sense–yes, those are very different types of action-RPGs, but they too didn’t really get me with a distinct hook. I feel like I’ve seen how this plays out before; however, Scarlet Nexus has my attention and I hope the full game can make good on the decent foundation it builds in its opening hours.

Now Playing: SCARLET NEXUS – Official Cinematic Opening Animation

Zack Snyder Says a Black Live-Action Superman Is ‘Long Overdue’

Justice League director Zack Snyder has praised the decision to cast a Black actor in the lead role of J.J. Abrams’ upcoming Superman reboot.

Snyder reportedly shared his thoughts on Superman’s future on the big screen while speaking to Radio Times and others at a recent event. Specifically, Snyder is said to have expressed his interest in J.J. Abrams and Ta-Nehisi Coates’ new live-action take on the classic DC character, in which the Krypton-born superhero will be played by a Black actor.

“My feeling is that I love J.J. [Abrams], I love what he’s done in the past,” Snyder said, touching on the project. “I’m interested to see what happens, it’s a bold and cool and probably long overdue move. But I love Henry [Cavill] as Superman, of course, I do. He’s my superman.”

[ignvideo url=”https://www.ign.com/videos/2021/02/26/superman-reboot-project-coming-from-jj-abrams”]

“I’m not really involved in any of the decision-making at Warner Brothers in any way,” he continued. “So I guess for me it’s just wait and see what they do with this and how it manifests itself. But on the surface, it seems interesting.”

Bad Robot’s J.J. Abrams and Hannah Minghella are attached to produce the upcoming feature, though no director has been found as of yet. Warner Bros. and DC are reportedly “committed” to hiring a Black director to helm the movie, the script for which is being written by Ta-Nehisi Coates. No casting details have been announced but there has been plenty of speculation on who could play Superman.

Michael B. Jordan was one likely candidate after it was reported that he had met with Warners in early 2019 to pitch his idea for a Superman reboot (before he became attached to produce the Static Shock movie). While the upcoming Superman reboot isn’t believed to be connected to Jordan’s original pitch, he has been rumored for the lead role — though it’s a suggestion that he has downplayed.

[widget path=”global/article/imagegallery” parameters=”albumSlug=dc-extended-universe-every-upcoming-movie&captions=true”]

As Superman fans may well remember, Abrams himself was once attached to direct a Superman reboot in the early 2000s. Abrams’ Superman: Flyby would have been the start of a brand new trilogy featuring a very different take on Superman and Krypton. Unfortunately, though, it became one of the many DC movies that never came to pass.

[poilib element=”accentDivider”]

Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

How Spider-Man Influenced Ratchet and Clank: Rift Apart

Ratchet and Clank is one of Insomniac’s longest running franchises, but it hasn’t seen a proper new entry since 2013’s Into the Nexus. Sure, there was the 2016 reboot/remake, but Insomniac has certainly been busy in that time outside of the R&C universe, creating new worlds with Sunset Overdrive and launching PlayStation’s megahit Marvel’s Spider-Man series.

So with Rift Apart set to launch exclusively on PS5 on June 11, the studio has a chance to not only modernize and iterate on what’s worked for Ratchet in the past, but to learn from its other series and blend their highpoints into the DNA of Ratchet and Clank.

[ignvideo url=”https://www.ign.com/videos/2021/04/29/ratchet-clank-rift-apart-gameplay-overview”]

The Ratchet series is no stranger to robust arsenals of weapons, but game director Mike Daly explained how the toolkits Sunset and Spider-Man give players opened the team up to improve various aspects of Rift Apart’s gameplay.

“What we found with developing Sunset Overdrive, and one of the things I think worked really well in Spider-Man, is giving the player a bigger move set to tackle their challenges than is strictly necessary,” Daly said to IGN in an interview. “Since you have so many more permutations of ways to handle threats or navigate spaces than you did before, it feels a lot more personal and customizable, like you had really solved that problem, which makes all the game play that much more satisfying.

“So in [Rift Apart’s] case, the responsiveness of your moves, the ability to cancel them our and transition fluidly, the different moves, the addition of the new Phantom Dash, among other things, really give you that ability to get creative with dodging and feel like you have gotten really good at its systems compared to past Ratchet games.”

That level of improvisation and expansiveness also applies to the battlegrounds themselves and the enemies players will encounter.

[widget path=”global/article/imagegallery” parameters=”albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true”]

“Our battlefields are, on average, larger and more complicated than they were before. There are more places to take cover or get high ground, more places to find ammo and health refills across the battlefield,” Daly said. “Some places do use Rift Tethers to get an advantage, and this is balanced out by an arsenal that’s generally longer range and more effective, and a much larger number of enemies that come in at once.”

Daly went on to explain how Insomniac’s focus on weaving narrative and gameplay together, rather than making them feel like distinct parts of the whole, afforded them new opportunities with this next Ratchet game.

“Another thing we have taken away from our past games is how much we’ve realized gameplay works better when it’s married to narrative. Especially the very early Ratchet games, we plopped you on a level, and we give you a cutscene that almost seems unrelated. Now we know that all that moment-to-moment gameplay feels better when it has a narrative purpose. And that’s amplified all the more when you get to the end and the conclusion relates to all of the stuff that you’ve done as a player,” he continued.

And that’s certainly something we noticed in IGN’s hands-off preview of Rift Apart, as scenes felt reminiscent of moments in Spider-Man, dancing between combat, cutscenes, and back into action all without skipping a beat. While Insomniac has discussed how the PS5’s SSD essentially eliminates loading and has allowed them to pull off the impressive rift hopping seen in gameplay, it’s also led to some fundamental changes to development akin to that emphasis on gameplay connecting to story.

[ignvideo url=”https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale”]

“What we learned from making Rift Apart is that not only do loads not matter anymore, you need to consider certain things, but you don’t have to design it into your level layout, you can continue. You can have gameplay through these [loading moments] as well. It really changes the way that we think about how we design the player experience. That to me is the most exciting part of this, the way we lay [the game] out. Levels have been consistent for nearly 20 years,” creative director Marcus Smith told IGN. He noted that this change is also significant because we’re just at the ground floor of it – developers like Insomniac are only just learning how to think about game development in this new way.

“I’m constantly amazed at what we’re able to do. What’s great about the Sony [console] life cycles is we’ll get better and better as we go,” Smith said, and those changes and opportunities are very much exciting challenges to him.

“I don’t think you can be in gaming if you aren’t excited by these new challenges, everything changes all the time. So even if you’ve gone several generations of doing the same thing over and over again, something’s going to happen where you come in and need to rethink,” he said.

Some of those new opportunities and challenges come with providing a well-rounded, robust experience to players, and as the recent State of Play demonstration indicated, Rift Apart seems to be filled with gameplay ideas and opportunities. Ratchet and Rivet’s core combat, aerial combat, rideable aliens, Clank gameplay sections, Glitch gameplay, pocket dimensions, collectible suits… the list goes on. While Into the Nexus may have been a smaller offering than some past Ratchet’s, Smith explained how the goal for the team from the start was to very much match the expansiveness of past major entries.

“Our goal was to make sure that the player experience is one that is equal to the rest of the franchise. In terms of playable hours, we’re in that window of where our full length games were in the past. And that was a goal from the beginning,” he said.

[widget path=”global/article/imagegallery” parameters=”albumSlug=ratchet-clank-rift-apart-key-art-box-art-pre-order-bonuses-digital-editions&captions=true”]

And all of those listed gameplay features are something he explained the team ensured felt substantive and additive to the experience.

“It’s tradition in the franchise that we want to break up the experience so you don’t feel like you’re just doing the same things over and over again. And all of those [different gameplay elements] are examples of experiences that will be layered in, in a way that feels paced out well. That’s all been meticulously argued over for hours and hours and hours, like every decision that we make,” Smith explained.

Game director Mike Daly explained how some of those decisions, in maintaining pace and keeping the gameplay fresh, boiled down to planet-by-planet discussions for Insomniac.

“With each individual planet, as they were developed by their own teams, they had the flexibility to get creative and ask, ‘What do you think is this level’s creative identity,’ which manifests both in terms of that level’s localized, personal story and that level’s gameplay themes and gameplay footprint,” Daly said, noting the team did a lot of prototyping for gameplay elements they thought would work in Rift Apart.

“When we asked ourselves for each level, ‘How are you going to distinguish yourself gameplay-wise,’ we could pull on that pallet of prototypes. And we had our minds open to [the possibility of] other things we haven’t thought about or haven’t tried that we can weave into the fabric of this level to make it a better, more distinct and varied experience.”

For more, be sure to read about how Rift Apart uses the DualSense and 3D audio of the PS5, and about how Rivet has always been core to Rift Apart’s story.

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Ratchet and Clank: Rift Apart Devs on Rivet’s Importance to the PS5 Game

Though she may not be in the title, Rivet not only shares a co-starring role with Ratchet and Clank in the upcoming PS5 adventure Rift Apart, but she’s also been at the heart of the marketing for the new game since its reveal.

And though she went from “that mysterious lombax” in the original Rift Apart trailer to the now-Jennifer Hale voiced Rivet who captivated us in our recent hands-off Rift Apart preview, she’s always been a foundational part of the game.

[ignvideo url=”https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale”]

“When I pitched the game, it had a scene that was very similar to what we released in our [reveal] trailer, where Clank finds himself isolated and calls out to Ratchet and a female lombax steps up and is like, ‘Who?’ That was in the original pitch,” creative director Marcus Smith told IGN in an interview. “And there were some people who were a little worried that it’s a game called Ratchet and Clank, not Ratchet and Clank and Rivet. And I had to walk them through the idea that it is Ratchet and Clank. It’s just a different Ratchet. We’re playing with dimensionality. That allows us to bring in new players by experiencing new versions of different characters.”

Of course, as the past looks at the game, our hands-off demo, and time with Smith indicated, Rivet is a fully realized, new hero with her own hopes and goals, who is simply serving the Ratchet role in her dimension. The two interacting and even merely existing in the same adventure allowed Insomniac to explore new character relationships, play off of expectations from pre-existing ones, and create a story that felt true to the franchise but still forged new ground.

“The biggest challenge was how do we tell a story that can bring in new players, but also builds on the past history of the franchise that we’ve been building,” Smith explained, noting that they didn’t want to abandon the series and just continue on from the 2016 reboot. “We wanted to build off of what’s already there. So we were thinking of the It’s a Wonderful Life model. Is there a way that we can tell the story as it was through the eyes of new characters? So, alternate dimensions were something that came up pretty quickly because we’d already been doing dimensionality in previous entries. That was a compelling hook for us, which is, what happens if there’s a Ratchet who doesn’t have a Clank, what are all the differences in that world and how is the character different or the same.”

[widget path=”global/article/imagegallery” parameters=”albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true”]

That has, naturally, led to Rivet and her unique journey that players will learn more about in Rift Apart. Smith highlighted how the love for this character from members of the team, like lead writer Lauren Mee and senior animator Lindsay Thompson, and the emotional depth and nuanced with which she is portrayed as a result shines through in the final game.

“I may be the grizzled old man on the team, and I deal with a lot of people who are much, much younger. And the energy that they bring is one of not wanting to hide behind some sort of guarded machismo but much more [open about their feelings and express something like], ‘Yeah, we’re insecure constantly.’ We’re exposing the human condition in these characters that ironically aren’t human at all.”

Smith explained how that humanity and emotional depth on screen, both in Rivet’s story and throughout the rest of Rift Apart, is thanks to Insomniac’s collaborative approach during development.

“The spirit of insomniac has always been that great ideas come from everywhere. And that’s not just some empty platitude. We create these things together, and collaborative problem solving is what we do best. And the benefit is you get the best possible,” he said. “Lindsay and Lauren, they love Rivet like their own child. And that is extraordinary. That’s the dream, right? That you can have people on the team who don’t care where the idea came from. We just love this character and we’re going to [bring her to life].”

For more, be sure to read up on how 3D audio and the DualSense are used in Rift Apart, and how the developers learned from Spider-Man and applied those narrative and gameplay lessons to Rift Apart.

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

How Ratchet and Clank: Rift Apart Uses PS5’s DualSense, 3D Audio

Despite the PS5 being just over six months old, Ratchet and Clank: Rift Apart isn’t Insomniac Games’ first game for Sony’s newest console. But while the developer does have Marvel’s Spider-Man: Miles Morales and a Marvel’s Spider-Man Remastered edition under its belts, the studio is looking to take advantage of all of the new system’s features for their first PS5-exclusive outing.

Insomniac have, of course, emphasized how the PS5’s SSD allows the developers to let Ratchet, Clank, and Rivet hop from one dimension to the next near instantaneously, and with good reason. Shifting between fully rendered locations, sometimes from completely different planets, is an impressive example of what the console can do. But after a few months with the PS5’s available, it’s the DualSense’s haptics and 3D audio that allow for yet another level of immersion that couldn’t be achieved before. And given Ratchet and Clank’s penchant for wacky weapons, fascinating alien planets, and vibrant environments, Rift Apart is looking to certainly take advantage of those elements.

“We’ve put a lot of effort into our haptics implementation, and the result is you get this very complex tapestry of haptics responses. It feels like audio in the sense that the world is filled out with a lot of small details that have these little haptics responses,” game director Mike Daly said in an interview with IGN.

[widget path=”global/article/imagegallery” parameters=”albumSlug=ratchet-and-clank-rift-apart-preview-screenshots&captions=true”]

“One thing we found was that if we use the full range of volumes available in haptics, and we basically constrained the duration enough, that already opened the door to having a lot more frequent responses that lived in the background, like the ambient sound on a level doesn’t distract you from the music or the dialogue,” he continued in response to my question about tuning the haptics to be immersive but not too distracting.

“We realized that we could dial things up, and we could also dial things back dynamically, which means when big things happen like weapons or explosions, it’s like listening to the sound of the game where things naturally go down to let you hear the dialogue come through. We have the same system applied to haptics, so that you’re always feeling the most important things, but it never gets muddy or confusing,” he continued.

And if it sounds like, well, sound has a lot in common with haptics rather than traditional rumble, you’re right. Both Daly and creative director Marcus Smith, spoke about how the team has had to adjust its thinking about haptics not just in what players will perceive, but how it’s developed.

[ignvideo url=”https://www.ign.com/videos/2021/05/12/ratchet-and-clank-rift-apart-ps5-preview-massive-heart-epic-scale”]

“Rumble used to be something that we had designers or production support do because it was much more scripting, but now it’s waveform editing. It’s an audio tool more than anything else,” Smith said.

Ingenuity, when it came to sound, wasn’t something that just applied to haptics, either. Due to the built-in ability to offer 3D audio in games, Insomniac sought to bring the worlds of Ratchet and Clank to life like never before.

“One of the nice things about it is that the sound designers more or less get to say whether a given thing needs to have 3D spectral audio, or traditional, depending on your sound output device. We did learn some lessons about what makes for good complimentary 3D spatial audio, where were the most effective places where we want players to pick up on a thing coming from a particular location,” Daly explained.

While we didn’t get to experience the haptics or proper 3D audio for ourselves, IGN did see more than 30 minutes of Rift Apart in a hands-off preview. And more on Rift Apart, be sure to hear more about how Rivet has always been core to the PS5 game’s pitch, and how the developers have applied what they learned from Spider-Man to make this ambitious new Ratchet and Clank.

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.