"Ratchet and Clank is a new game that takes elements from the original," explains production director Shaun McCabe. "What we imagined when we started was a curated first Ratchet experience."
Insomniac's initial vision was to mix the core story and world progression of the original Ratchet and Clank with some of the more modern aspects of PlayStation 3's Ratchet & Clank Future games. But before they knew it, their vision shifted into something greater, which was part of the reason for the recent delay to a spring 2016 release timeframe.
"As we developed this, it grew, as things do at Insomniac," McCabe says. "Nothing we make ever stays small. We ended up adding a ton of stuff."
Additions to Ratchet and Clank include new planets to explore, new weapons, Clank-focused gameplay that wasn't in the original title, a fresh weapon upgrading system and more.
"What we ended up with was a new game and what we think is a new beginning for Ratchet and Clank," says McCabe.
The game will also be told from the perspective of Captain Qwark, a dimwitted superhero idol of Ratchet's who bounces between helping the titular duo and (often inadvertently) sabotaging their best efforts. His point of view will often change events from the film, embellishing them to provide longer, more action-packed scenarios for our heroes to fight through.
Of course the most important element of any Ratchet and Clank game is its arsenal of off-the-wall weapons. Where the original Ratchet and Clank had a relatively tiny selection compared to how the variety expanded in later games, the PlayStation 4 version will have tons of new weapons to choose between.
"More than half of the weapons in this game were not in the PlayStation 2 Ratchet and Clank," says Insomniac community lead James Stevenson. "They're either new weapons or weapons from the movie or weapons from the Future series."
Some fan-favorites being added from later games include the Groovitron, a disco ball that forces enemies to dance when thrown. Every enemy in the game will have unique dance animations to go along with this weapon, including bosses. The ever-popular deadly robot companion Mr. Zurkon will also return.
We weren't shown many new weapons in the demo, but one stood out: the Pixelizer. This gun demakes any enemies it hits into a pile of NES-style pixels. If they require more than one hit to kill, it will only transform them momentarily, but if you get a killing shot with the gun, they'll dissolve into a pile of blocks. As with the Groovitron, this will work on bosses as well.
One of the biggest changes between the guns in Ratchet and Clank on the PlayStation 4 and the original is just how much easier it is to shoot them.
"The original Ratchet and Clank was not modern," Stevenson says. "You couldn't aim. You couldn't strafe. We did not want to just remake Ratchet and Clank. This was about creating a whole new beginning, the ultimate beginning."
That new beginning will implement all the expected moves and improvements from across 15 years and a dozen or so games of development iteration. If you go back to the original Ratchet and Clank, it's easy to see how it was a first draft, created before there were certain standards about how third-person action games control. The PS4 Ratchet and Clank controls nearly identical to the PS3 games, with strafing, side-to-side jumping, free aiming and so on.