Insomniac: No One Can Handle The PS3 Like We Do *Update*

October 20, 2010Written by Corey Schwanz

As one of the PlayStation family’s strongest third-party supporters, Insomniac Games has become a name synonymous with quality. Such a title cannot come from happenstance and Insomniac always delivers. But are they the best? Ted Price seems to think so.


It turns out that EGM had extracted two sentences from the interview with Ted Price and used them incorrectly. From Mr. Price himself: “The article extracted two sentences from a seven-page interview I had done with Tom Russo for EGM and used them to manufacture a story about Insomniac’s (and my) sense of self-superiority. Not only were my comments taken completely out of context, I was misquoted.” You can read all about the explanation here.

There are plenty of great PlayStation 3 titles out there. With titles like inFamousUncharted 2, God of War III, all leading the way as system sellers, there is no shortage of high quality games on the market. But Resistance: Fall of Man is an incredible game for a different reason – because it was a PS3 launch title. While Sucker Punch, Naughty Dog, and Santa Monica Studios all had several years between their games being released. Insomniac has released a game every year of the PS3’s existence. As a matter of fact, with the original Ratchet & Clank back in 2002, Insomniac has released a new game every year since, with 2010 being the first year since to NOT have a title released.

What does this mean? It means that Insomniac has been pushing out games year after year, and not having their quality suffer at all.

You can’t get that way without being good at what you do. Ted Price, CEO of Insomniac, said in an interview with EGM magazine:

I think we have a world-class engine team. In particular, they focus heavily on using the PS3′s SPUs more effectively (in my opinion) than anyone else in the business.”

Ever since the first Resistance back in 2006, the team has been been essentially using, revamping, and redesigning the same engine for all their games. That’s right, Ratchet & Clank: Tools of Destruction was built upon the Resistance engine. But it completely reworked for the Lombax and his friends.

…We spent a lot of time going back and reworking systems we had just barely finished in time for the PS3 launch. Whenever you have a chance to revisit tech, it’s a great opportunity to improve things. Basically everything got a facelift and it allowed us to do more with our visuals, audio and gameplay.

Back at Sony’s gamescom press conference, Ted talked about moving from a “two year” to a “three year development cycle.” This would allow the publisher the capability for a lot more fine tuning and polish on all of their games. And after the high quality of their titles so far, it’s hard to imagine what they can’t do now.