Categories: Gaming

‘Ratchet and Clank: Rift Apart’ didn’t have a crunch phase!

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Insomniac Games’ latest PS5 exclusive, Ratchet, and Clank: Rift Apart, is already gaining rave reactions from most critics.

What’s even more remarkable is that the developing phase of Ratchet and Clank: Rift Apart didn’t have to suffer due to a crunch scenario!

‘Ratchet and Clank: Rift Apart’ devs worked without getting crunched

Recently, many of the developers from the title celebrated its release via Twitter posts while mentioning a no-crunch situation.

Simply put, they shared their experiences of how Ratchet and Clank: Rift Apart was a fun project to do.

Firstly, designer Grant Parker tweeted about his overdrive-free period while working on the PS5 exclusive.

“[Ratchet and Clank: Rift Apart] is at 89 average scores [on Metacritic], and I can’t speak for anyone on the team but for myself, but I didn’t crunch once,” he wrote.

He added that it is indeed possible to work on a “great game” without suffering.

Animator Lindsay Thompson also wrote something similar.

While mentioning her working hours, she said that she didn’t crunch once throughout the entire production. Yes, there were few nights “here and there finishing something up,” but they were not heavily pressurizing.

What’s interesting to note here is that Insomniac’s management also made sure to prevent them from going into overdrive. They took proper initiatives.

It’s great to see such an example of a big studio taking such a responsibility. Because generally, many companies don’t even care about the extra hours their teams have to go through.

ALSO READ: Ratchet and Clank: Rift Apart gets extra smaller in size!

The problem of overdrive and why it’s serious

Since the Cyberpunk 2077 controversy happened last year, there has been a lot of focus on not approaching the path of crunching. Because it ultimately leads to nowhere as far as the game and developers are concerned.

Talking about the CD Projekt RED’s ambitious 2020 title, it went through many delayed cycles. And despite the overdrive phase, the output was disastrous.

The Polish developer faced a huge backlash when it initially announced to send the devs team in an overtime mode.

Well, now the picture is slightly different months after the open-world, dystopian sci-fi game came out.

Presently, the prominent studios are trying to take more time rather than rushing towards completing their big AAA projects.

Some of the recent examples include the likes of Santa Monica, delaying God of War: Ragnarok until 2022.

What are your thoughts on the concept of crunch? Do you think it is okay for the developers to work extra?

Drop your reactions or any other suggestion you have on our social media handle on Twitter at @MICKYNewsOz.

Image courtesy of IGN/YouTube

MK Tomar

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MK Tomar

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