“One of the cool things about it, is that it’s all still live gameplay where you can control your character,” game director Mike Daly said. “All those worlds that you’re traveling through during those sequences are real, fully fleshed out worlds that you could just, like, stop and play in under other circumstances.”
“As a studio, we were lucky enough to be one of the earlier developers who helped work with the new technologies as they were coming online,” creative director Marcus Smith told The Post in a recent interview. “Something is changing here. We’re not just talking about getting rid of loading screens, which is natural, but it enables us to do things at speeds that we’ve never, ever been able to do before.”
Smith calls the quicker loading times a “paradigm shift" for the next generation. With “Ratchet & Clank: Rift Apart,” the game is able to load entire worlds in “less than a second,” Daly said. It’s also targeting 4K and 30 frames-per-second, and will include a performance mode, allowing players to experience the game at 60 frames-per-second, a first since 2009′s “Ratchet & Clank Future: A Crack in Time.”
“There are strategic reasons to use one or the other,” he said. “Another example of that is the burst pistol, where it can stay accurate if you fire it slowly or you can just pull the trigger all the way down to fire quickly and sacrifice that accuracy for rate of fire.”
“Fans of the franchise are very invested in the story line that we have been building. The last time we built within that universe was in ['Into The Nexus']," Daly said. "We’re sticking to that storyline mostly because that’s the one that we were building to this entire time. The movie and the [2016] ‘Ratchet & Clank’ reboot, it was a retelling as told by Qwark, a character who’s largely unreliable. So we figured we’d just stick with the much more reliable, canonical history that we’d been developing over time.”