Saturday, June 28, 2008

Be like water, young grasshopper

Get the insight on the greatest spy in the universe, as former sidekick Clank breaks free in his own espionage adventure on PSP.

As Secret Agent Clank prepares to infiltrate PSP, the development team at High Impact Games reveals how one little robot got himself into some really big trouble...

What was it about Clank that made you feel he deserved his own title?
Lesley Mathieson, Design Director: Clank has always been one of the most beloved characters in the Ratchet & Clank universe. Ever since Ratchet & Clank: Up Your Arsenal, fans have been asking to see Secret Agent Clank make a reappearance, and we felt this would be the perfect title to have Clank step out on his own. The little robot's always been a favourite at the studio, so making a game revolving around him was an easy and popular decision.

What new aspects of Clank’s personality will we see in Secret Agent Clank?
Avery Bennet, Designer: One thing I enjoyed seeing is a scene where Clank sticks up for Ratchet. After all they've been through together, it really shows how much of a bond and friendship they've formed.

What is Clank’s greatest spy gadget and what new abilities will we see?
Travis Sanchez, Gameplay Programmer: The gadget that I think is Clank’s greatest prize is a simple, yet classy, monocle that is actually a high-tech 3D scanner that allows Clank to acquire vital information on any enemy target. The monocle can then sheath him inside a perfect holographic clone of his unsuspecting target, thus fooling security scanners and enemies alike. He can then hide in plain sight and burst out unexpectedly to take on goons.

What are the basics of Clank-Fu?
Alex Hampton, Gameplay Programmer: The basics of Clank-fu is a statement: Be like water, young grasshopper. In Secret Agent Clank, Clank-Fu takes the form in an array of martial arts moves that can be strung together to unleash a world of hurt on an opponent. Besides the basic punches, kicks (and rocket-kicks), Clank has advanced Clank-Fu moves such as a Smoke Bomb attack and ninja-like stealth grapple moves designed to take opponents down without raising so much as a whisper.

What is the biggest difference players will see from previous Ratchet & Clank titles?
Ken Strickland, Designer: The biggest difference will be the sheer variety. Ratchet games do incredible robot carnage and do it incredibly well. To that, though, we’ve added stealth for Clank, puzzles for Gadgebots, whimsy from Qwark, the thrill of vehicle challenges... the list goes on and on.

What will players of Ratchet & Clank titles recognise?
Ricardo Hernandez, User Interface Programmer: The players will recognise many of their
returning favourite characters, and the Ratchet Arenas will reprise many of Ratchet’s gadgets, weapons, crates, and other cool stuff. Oh, and the humour, too.

Why does Secret Agent Clank suit PSP over other platforms?
Dave Goodrich, Lead Designer: Secret Agent Clank's action comes in bursts; a player can complete a single bite-size bit of action and adventure while on the go, something that only the portable nature of the PSP can provide.

What were the key challenges in keeping true to the franchise whilst developing Secret Agent Clank as an independent title in its own right?
KS: Usually the challenge is in balancing the number of familiar elements against the new gameplay so that players returning to the series feel like they’re seeing an exciting new part of a universe they already know. The Ratchet & Clank universe, though, is incredibly expansive, and we had no trouble coming up with new avenues to explore for all our favourite characters, especially Qwark.

How much fun was it developing Clank’s bizarre arsenal of spy gadgetry? Was anything too outlandish to include?
AB: Brainstorming ideas for weapons and gadgets is some of the most creative work I get to do as a designer. Levels always have restrictions everywhere; they have to fit within certain sizes, and can't have too many polygons, and so on. But with weapons, you can really go wild… blowing things up, or turn enemies into pigs, or stunning them. Something that was a bit too outlandish was a hat for Clank that could make a hole anywhere. We tried to simplify it so that it just made him infinitely flat to hide from enemies, but ultimately opted for the Holo Monocle and Blackout Pen instead.

How did you keep the trademark Ratchet & Clank humour when moving to handheld? Any standout funny moments in the game for you?
Leviticus Davis, Production: The trademark Ratchet & Clank humour was maintained by our talented group of designers and animators. Our designers created amusing scenarios that really play on the spy theme, and the animators did a great job in bringing the cast of characters to life. As for standout moment, I don't want to reveal too much, but there are a lot of great moments when Ratchet tries to defend himself in jail... especially in the showers.

What opportunities were opened up to you by developing the title for PSP?
AB: The PSP is a really great platform, and we got to build upon our experience having made Size Matters. I was a lot more confident with what we could and couldn't do for Secret Agent Clank, and I think that experience helped make an even better sequel.

And finally, how do you think Ratchet feels about handing the spotlight over to Clank?
Adam Yeager, Environment Lead: Ratchet's publicist keeps him in line and acting humble in public, but somewhere deep down he’s considering re-wiring Clank into a coffee maker. A few more showers in prison with the Amoeboids though, and he'll be begging his little knight-in-shining-armor to bust him out.




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