![ratchet and clank pc game ratchet and clank pc game](https://gamingbolt.com/wp-content/uploads/2015/06/Ratchet-Clank-PS4-1280x720.jpg)
We hadn’t played a production game that used them yet.
![ratchet and clank pc game ratchet and clank pc game](https://insomniac.games/wp-content/uploads/2017/07/nexus1.jpg)
![ratchet and clank pc game ratchet and clank pc game](https://cdn-www.gamerevolution.com/assets/uploads/2021/07/Fall-Guys-Ratchet-and-Clank-PC-640x360.jpg)
Mike Daly: This is from a technical perspective, but going into Ratchet, haptics were very early. Their true core character remains the same no matter what. In order to have our dynamic characters we went with the idea that even though the characters are different, they’re true to themselves. We spent all this time making these overly complex versions of anti-characters that ultimately didn’t work, and only ended up making our characters more flat. The problem is that very quickly we realized our characters are not just one-dimensional characters you can flip-flop. Marcus Smith: I will say that when we first started doing alternate dimension versions of our characters, our first thought was, “We’ll do polar opposites.” If someone is very adventurous, somebody else has to be very cowardly. What surprised you so much when you looked back and thought–either that was a very good idea when you started out, or that was a really bad idea, and you never want to talk about it? Question: When you went into this game, you had a lot of ideas about what kind of design direction it would take. Insomniac’s Mike Daly (left) and Marcus Smith at the Dice Awards. Here’s an edited transcript of the press interview. We asked them about their inspirations, creating a showcase game for the PS5, making a family game, the storytelling approach and a variety of other subjects. We met with Marcus Smith, creative director Mike Daly, lead designer Grant Hollis, art director and Kevin Grow, lead animator.