Posted on Friday, August 8 @ 05:00:00 PST by Alex_Osborn
The fine folks over at Insomniac Games were kind enough to pull themselves away from their work on Sunset Overdrive to answer a few of our questions about its upcoming Xbox One exclusive. We pressed them for information on their decision to develop a game exclusively for Xbox One, the inspiration behind Sunset Overdrive's wacky and colorful world, what it was like making their first next-gen title, and much more!
Here's what they had to say...
GameRevolution: It is clear Sunset Overdrive draws from your prior work, especially the family-friendly Ratchet & Clank franchise. How did you go about infusing more mature themes within a wacky and silly world this time around?
Marcus Smith, Creative Director:
The funny thing about this is that the creative leadership team on Sunset Overdrive, including myself and Drew plus our writer Jon Paquette rolled over from Resistance 3. In fact, aside from one year Drew spent on Ratchet & Clank Future: Tools of Destruction, none of us ever worked on a Ratchet & Clank title beyond playtesting and giving feedback.
However, we all came to Insomniac Games as fans. And I think what drew us all here was the type of games that Insomniac did – accessible, polished and with a sense of humor. Those things spoke to us in a way that was personal – it’s who we are. We can’t have meetings, even with the most serious of agendas, without cracking each other up. So, the humor comes naturally. But we’re also making Sunset Overdrive for a different audience than the Ratchet & Clank series.
From our initial pitch, we said, "Sunset Overdrive is a game for people who grew up on Insomniac Games." The intent was to bring the humor to a more adult audience and satirize modern culture. Again, these are things that Ratchet & Clank had always done (Vox News, anyone?). But we also believe that modern console games need depth in a way that gives players their money’s worth. So in many ways, Sunset Overdrive is a mash-up of previous games – Ratchet & Clank and Resistance – because that’s who we are.
GR: Sunset Overdrive is much more vibrant and lighthearted when compared to what you’ve done with Resistance and Fuse. Is it liberating to be working on something that has a drastically different tone?
I wouldn’t call it liberating, because that makes it sound like working on Resistance was a punishment! We loved Resistance and we put our hearts and souls into those games. However, after working exclusively on the Resistance franchise for around seven years, I personally, was looking for something new.
The vibrant color of the world grew out of the basic premise – "fun in the end-times." We didn’t want to see monochromatic palettes and rubble, because that’s the opposite feeling. We wanted to create a world that was inviting and instilled a sense of delight – not something that you plod through and worry about what’s behind every corner. It’s all about player experience and in the case of Sunset Overdrive, the experience we wanted to create was vibrant and full of life.
>> Continue to page 2 for details on Xbox One exclusivity, InFamous comparisons, and more.