with the release of Ratchet and Clank: Apart from the RiftThe next generation of gaming is really here. Despite the fact that the PlayStation 5 and Xbox Series X were released last November, we haven’t really seen the extent of the console’s potential until now.
while the game returnal Show us the unique joys of the DualSense controller, apart from the crack Makes the most of the PS5’s technical side. Most notably, it uses the system’s hyperfast SSD to virtually eliminate load times as the ratchet jumps between dimensions. It’s an absolute spectacle that turns the game into an astonishing technological powerhouse.
I sat down with Mike Fitzgerald, Insomniac’s director of core technology, to get a glimpse under the hood. Fitzgerald sheds some light on little tricks that apart from the crack Work and why Walking through a door is the hardest thing of all.
the most immediately influential part of Ratchet and Clank: Apart from the Rift It has dimension-hopping gameplay. At several points, the game sends players into alternate realities. In one particularly impressive early gameplay sequence, Ratchet falls through several portals, immediately teleporting from world to world without a loading screen. That moment may leave some fans looking for seams faster, but Fitzgerald says there’s no real confusion in the game; The PS5 is just that fast.
“We’re not secretly loading the level in the background and just swapping it out,” Fitzgerald tells Nerdshala. “In the order where you’re falling through the portals, we don’t start loading the next space until you’re in the middle. We convert you to that and then unload the old one and the new one.” Let it load. It’s all happening in the same .7 seconds there you are.
Any little tricks used by Insomniac are so small, players can remember them in the blink of an eye. For example, when a player hits a crystal to change the world to its alternate version, a split-second white flash occurs that overtakes the screen. When the screen turns white the entire swap level is loaded immediately.
Perhaps the most surprising are the transitions between planets. Whenever Ratchet or Rivet travels to a new planet, a cutscene shows their spacecraft leaving one dock and arriving at the other. Players may assume that this is an elaborate way to load an entirely new planet, but Fitzgerald notes that those moments are strictly for storytelling purposes, not as author loading sequences.
“Technically there’s nothing stopping us from opening a hole beneath you and you fall on a different planet,” Fitzgerald says. “We use it in some carefully structured way in games for gameplay reasons. From a technical point of view, we can go anywhere in the world at any time.”
That concept is what makes the Rift Apartment particularly special. Players are able to bounce quickly between locations without a moment’s pause. This is especially notable in the game’s pocket dimensions. At various points, Ratchet and Rivet can use their tether to open a portal in a sort of bonus stage. They essentially rip a hole in the world and move on to a completely different level.
It happens so fluidly that it’s easy to forget how much a headache can develop. According to Fitzgerald, walking just one character through that hole is the game’s most impressive technical achievement.
“It’s incredibly complicated to walk through a hole to get to the other side of a pocket dimension,” says Fitzgerald. “That Pocket Space Engine coordinate in the world is miles and miles away. When you walk across a portal, we’re teleporting your character thousands of miles away in an instant. If you do it naively, Sarah Motion blur gets worse, every physics-based element will be confusing. Even if you can massage it to make it look smoother, you have the camera, miles away from the character and still need to be treated properly.
The PS5’s power is most evident in those moments, but it also manifests in much more subtle ways. One of Fitzgerald’s proudest achievements is something that doesn’t necessarily need to be read as a technical achievement. apart from the crackThe K cutscenes feature a number of editing tricks, from Star Wars-style wipes to split-screens that show off both the ratchet and the rivet.
“It’s really not something we could have ever done before,” Fitzgerald says. “We’re rendering two full, quality scenes at the same time. We’re playing two cinematics at the same time. I think it’s a nice cinematic touch that you’ll see in movies. When you see wipes like this It’s like watching a sci-fi movie, and being able to gather all the technology to do that was really fun.
It’s a small reminder that a generational console shift isn’t just about better visuals. With a machine as powerful as the PS5, creators simply have more options when it comes to how they tell a story or pace a game. Ratchet and Clank: Apart from the Rift It’s full of flashy effects that will surely tempt PS5 owners, but it’s the little touches that make it shine.