Creative Practitioner #4- Insomniac art/game production team
Insomniac art team; Ratchet and Clank 2: Going Commando
âRatchet and Clank 2: Going Commandoâ is a Playstation 2 game with âPixar-like graphicsâ [Jeremy Dunham, March 16, 2007] that was released in 2003 that is about a âLomboxâ (Small, fox like animal with humanized features) and his miniature accomplice âClankâ, a robot that has emotion and a âMary Poppinsâ like collection of features that holds all of Ratchets weapons. Ratchet and Clank live in a galaxy where they are able to travel from planet to planet with each planet having its own Eco structures, level of technology and creatures. There is a universal mass production company with totalitarian traits (Company slogan; âMegacorp, Your one and only solutionâ) [wikia, N.D] that produces from house hold products to murderous weaponry [wikia, N.D] that Ratchet works for until he realises the corruption involved within the company. The game has a very well thought, upbeat sense of humour that addresses the ideas of corruption in sarcastic manner which had an impact on me as a child.
I spent a lot of my childhood drawing. Before I was introduced to the video game, I drew gory, blood lusting monsters that had little depth in creativity, I would never draw landscapes, not even with monsters in them. They would lack contextual ideas also; I would never give them a background story in my head. This changed for the better right as I started playing âRatchet and Clankâ. The art style in the game is very striking and inspiring. Everything from the movement of the characters to the bullets of the weapons is animated with care and complexity. With increased inspiration, my drawings got immensely better and I started to have the characters I created doing something interesting in a landscape rather than having a profile-view drawing of a bloody monster. This also introduced me to composing landscapes with nothing in them, which was weird for me because I always found them âboringâ. This wouldnât have happened I didnât play a game as inspiring as playing âRatchet and Clankâ; the scenery in the different worlds is almost breath taking; and because ratchet travels to completely different planets, the scenery doesnât get boring because one minute you are in green, slime filled swamps with snail like monsters and the other you are in a robot death camp overlooking mechanical forestry with fades into the horizon. The thing that inspired me the most was definitely the scenery, it almost completely changed the style of my art and I delved into more complicated techniques and drawings.
This game had a political driven, adult-themed sarcastic humour to it instilled by the mass production company, âMegacorpâ that covered ideas like totalitarianism, staged social figures, false security, the death penalty and gambling (via organised âto-the-death â, profiteered arena fights which locals bid money on). âMegacorpâ often joked about how its goal as a company is to obtain total control of the universe. This was a stab at massive companies that span multinational conglomerates, hence âMegacorpâs slogan; âMegacorp! Your one and only solutionâ. The game had a range of small, themed cut scenes that were the advertisements of âMegacorpâsâ products that had an extremely sarcastic feel to them.
I think these ideas in the game taught me to think for myself a bit more freely than I was, and they taught me to look for things that interest me, rather than finding things interesting because they are put on a plate in front of me.
Megacorp - Ratchet & Clank wiki, a Ratchet & Clank encyclopedia that anyone can edit!. (n.d.). Retrieved May 30, 2013, from http://ratchet.wikia.com/wiki/Megacorp
WebCite query result. (n.d.). Retrieved from http://www.webcitation.org/5hm6pG9KJ
Ratchet & Clank: Going Commando - Wikipedia, the free encyclopedia. (n.d.). Retrieved May 30, 2013, from http://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando