Development and Release
After finishing work on the Spyro the Dragon series, Insomniac originally intended to launch a game codenamed I5 (Insomniac game #5) for the PlayStation 2. The developers, however, were never enthusiastic about it and the idea was dropped after six months. Ratchet & Clank was based on an idea by Brian Hastings, which would feature a space-traveling reptile alien who would collect various weapons as he progressed through the game; Ratchet's final form was decided upon after Insomniac considered various terrestrial creatures, including dogs and rats; feline features stood out to the developers because of the associated sense of agility. Another early idea was to have a number of small robots attached to Ratchet, which would perform different functions. However, Insomniac realized that having the three robots was both complicated and created confusion about Ratchet's appearance, leading them to have only one robot, Clank. Very little was cut for the final product, apart from a few weapons and gadgets which "just weren't fun".
Shortly after changing the game from I5 to Ratchet & Clank, Naughty Dog asked Insomniac if they would be interested in sharing the game technology used in Naughty Dog's Jak and Daxter: The Precursor Legacy, asking that Insomniac in turn share with them any improvements that were made. Insomniac agreed, resulting in most of the Ratchet & Clank engine technology being developed in-house by Insomniac, but some very important renderers were those developed by Naughty Dog. Looking back on the agreement, Ted Price said that "Naughty Dog's generosity gave us a huge leg up and allowed us to draw the enormous vistas in the game." Some years later Ted Price clarified Insomniac's stance on engine technology while obliquely mentioning the shared renderers:
"We've always developed all our own technology. It's been a little frustrating in the past for us to hear people say, 'Oh yeah, the Insomniac game is running on the Naughty Dog engine.' People assumed that we were using Naughty Dog's engine for Ratchet, and that was not true. We shared some technology with Naughty Dog way back when, and that was great, but we are a company that puts stock in developing specialized technology and we will continue to do so." -- Ted Price, Independent PlayStation Magazine, September 2006
Pre-production of the game began in late March 2001, with a team of approximately 35 people. The game went into production in November 2001, and by the end of the project the team had grown to 45. The game was first released in North America on November 4, 2002 and then in Australia on November 6, 2002. It was later released in PAL regions on November 8, 2002, and in Japan on December 3, 2002. In November 2003, Sony added Ratchet & Clank to their Greatest hits series of games for the PlayStation 2 when Ratchet and Clank: Going Commando was released at that time, and the game was similarly added to Sony's Platinum Range used in the PAL region on August 22, 2003. The game was added to Japan's The Best range on July 3, 2003; it was also the only game to be bundled with the PlayStation 2 in Japan.
Read more about this topic: Ratchet & Clank (video Game)
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