![]() ![]() We pushed hard for accessibility, and it's an important part of the game itself and the development of the game.”Īnother thing highlighted in the State of Play was the game’s photo mode, and according to Daly, that’s because it’s a real labour of love. We're really proud of our accessibility features, we've expanded on what we were able to offer in Miles Morales, which I was already really proud of. We knew we needed to fulfil a few really important overarching objectives for this game's gameplay to be a success, and one of those was we want it to be enjoyed by the broadest audience possible. ![]() ![]() According to Daly, accessibility was given this platform because of the value the studio places on making sure everyone can enjoy gaming as it was intended. But I do feel like for that level, we still managed to keep that light hearted, even though it's bent in one direction that it usually doesn't go.”įor all the headline bells and whistles of Ratchet & Clank: Rift Apart that I dive into in my full preview, one of the things that has been most impressive has been the game’s accessibility features - not just the depth they have on offer, but the way Insomniac chose to centre them during a recent State of Play presentation, when it knew it had everyone’s attention. And that is obviously not normal for Ratchet & Clank. “One of the areas where we've stretched the most is in an abandoned underwater base, where we try to make it a little bit spooky, and play with some suspense tropes. And these differences let us get more diverse, so it's been a good opportunity to broaden the types of characters that we're able to represent.”īecause there are so many different worlds this time, there’s no one overarching influence, but when asked for some of the more unexpected ones, Daly seemed to suggest Ratchet & Clank was going a bit Jaws. And although there are connections between the two and some associations, there's a lot of differences too. But another perspective is like, we've got a parallel dimension. At the same time, they're on a level playing field with all the players who are new to the franchise, because nobody knows more than anybody else. By introducing a new protagonist, that let us engage with fans of the long running series with something new and interesting, someone they haven't met before, and somebody who has a lot of personality quirks to get to know and, and to appreciate. “We wanted to make a game where you could get engaged with the story and appreciate it, whether you are brand new to the franchise, or whether you'd follow along all the Ratchet & Clank games so far. “A lot of motivations were all mixed in at the same time,” Daly tells me. Because she’s been all anybody has been talking about in Rift Apart since she first appeared, the natural starting point was Rivet, the new female lombax leading the game, and why the series decided to reinvent itself with a new protagonist. ![]()
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