Development and Release
Going Commando was approved for development five months before the first game's release, after highly positive reviews from the original's playtesters. In August 2002, Insomniac Games started designing the visual concepts for Going Commando, while still fixing bugs in the original game. Brian Hastings, Insomniac's Vice President of Programming, said in a 2003 interview that the first step in the game's design was to "try to come up with a few 'Big Ideas'. These are the things we think will really grab people's attention and give the game that Wow-Factor. In the case of Ratchet & Clank: Going Commando the big ideas were RPG elements (like weapon upgrades and health upgrades), spherical planets and space combat." Hastings said that the inspiration for the game's spherical worlds came in part from the cover of the 1943 novel The Little Prince. Designing the spherical worlds required changing about 50,000 lines of the game's code, to account for the different handling of gravity. Development took a total of ten months, during which time Insomniac's design team doubled from 40 to 80 members.
One common criticism of the original Ratchet & Clank was the design and personality of Ratchet. Ted Price, the game's producer, said that to fix this they made Ratchet "less cocky, he is much more friendly to Clank, and he's able to handle himself better in stressful situations without being impetuous, which is what he was in Ratchet 1." The character of Captain Qwark was a late addition to the game.
Going Commando was released in North America on November 11, 2003, Europe on November 21, 2003, and Japan on December 11, 2003. In 2004, Sony added Going Commando to their Greatest Hits series of games for the PlayStation 2, and it was similarly added to the Platinum Range used in the PAL region on August 13, 2004, and to the Japanese list of The Best games on July 8, 2004.
Read more about this topic: Ratchet & Clank: Going Commando
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