“PS5 Is the Least Constrained Hardware We’ve Ever Worked On”: Ratchet and Clank Rift Apart Game Director
“[A] majority of time spent in gameplay is in combat,” he says. “So we want every single weapon to be possible to be a favorite, it's got to be a 10 in some way.”
“But we knew also we want mini-games, we need exotic traversal, we need specialty combat in some places as well,” he says. “The game basically takes you on this parade of different types of gameplay that's very diverse and sort of always changing.”
“Given our experience with Sunset Overdrive and Spider-Man, both of which have bigger traversal moves that chain together even more, we took some of that into Rift Apart,” he says. “We realised that by being able to mix in a dash and add more nuance to the hover boots, and giving you a few more things that you can do with your slingshot, then you can give Ratchet a little bit more of that creative, freeform traversal notion that people love so much in the other games.”
“And now that I've had experience working with a super fast hard drive 3D spatial audio and controller haptics and adaptive triggers, I would see the lack of those things as much more of a constraint than anything that the console gives us,” he says.