Players explore many planets to complete objectives, obtain an infobot that provides coordinates to another planet, and progress through the story. Ratchet & Clank is a third-person action-adventure title, with elements of platforming, shooting, role-playing games, and puzzle-solving. The two then embark on an adventure to seek the help of intergalactic celebrity Captain Qwark in their fight to save the galaxy from Chairman Drek, a businessman who wants to create a new world for his people by extracting parts from other planets. His life is changed forever when blargian robot Clank crash-lands on his planet and enables him to leave. The game is set in the year 5354, and it follows lone lombax mechanic Ratchet, who lives on Veldin and has a longing to leave the world. A remake of the game was released for the PlayStation 4 in April 2016. It was initially released in November 2002 for the PlayStation 2 and re-released for the PlayStation 3 in June 2012 and PlayStation Vita in July 2014, both individually and as part of the Ratchet & Clank Collection.
#Ratchet and clank 2002 series#
Working Title: The Adventures of Ratchet and Clank.Ratchet & Clank: Going Commando Ratchet & Clank is the first installment in the Ratchet & Clank series developed by Insomniac Games and published by Sony Computer Entertainment.Usually the faces and mouth sync would get done first, then the rest. It was nice because once you nail the blocking you can just add details on. So maybe not every scene was storyboarded. We did a lot of animatics also, now that I think about it. A lot of games do that these days, but it was rare back then. Storyboards were done for every animated scene in those games but I dont remember doing storyboards for story development.
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Since the cinematic didnt come until later in the project there is some wiggle room there. Thats almost certainly true (the original story plan for R&C2 being very different from the final product). And now, all these years later, the terrific story work they did on Spider-Man (PS4) is a testament to how much the studio has grown in that area. But the real fruits of this first paid off on R&C Future. Starting in RC3, we had a writer on staff and the planning and writing could happen earlier and faster. In the case of RC1 and 2, they were done by our animation lead Oliver (Wade) and one of the senior riggers, John (Lally). The script itself usually got written pretty late, and we didnt have a dedicated writer on staff until RC3 so the scripts were written by people who were also doing other jobs. So the levels that are already made get retrofitted into the story as best we can. By that point, though, weve usually made 6 or so levels the level design team works ahead. We usually knew pretty early on what all our levels would be, and wed have a general idea of the plot. Mike Stout: The stories on the first two games were very loose, yeah. For example, the opening cutscene was one of the last scenes made for the game, and it was put in so late in development that they didn't even have time to record new dialogue for it.
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