Ratchet & Clank: Rift Apart was developed by
Insomniac Games as a
PlayStation 5 exclusive title. Unlike past games in the
Ratchet & Clank series where development was helmed by the secondary team in North Carolina,
Rift Apart was developed by the entire team from both studios. It features a full-length, stand-alone storyline that is intended to appeal to veterans and newcomers of the series, serving as a follow-up to both the 2013 game
Ratchet & Clank: Into the Nexus and the
2016 remake of the first game. The game was directed by creative director Marcus Smith and game director Mike Daly. Insomniac Games received PlayStation 5 development kits early on in the console's development cycle and the team promptly started work on conceptualization. Creative director Marcus Smith stated that, initially, they were confronted with the quandary of how to make the game appealing to both long-running series fans and new players who may have not even been born when the
last full-length game in the series was released. Initial ideas for
Rift Apart came about after the team had multiple discussions about the possibilities offered by improvements made in next-gen hardware. Game director, Mike Daly said that they knew from the start the game would be a PS5 exclusive and they wanted to take advantage of that fact. He added that "we wanted to make a game that was new and took the experience further than it had before. When we were thinking about what we could do, knowing what we could never do before, it became clear that so much of the structure of games is informed by how you're able to load things into memory." Regarding the ease up of workflows due to the PS5's custom-designed SSD, Smith stated that the "game utilizes dimensions and dimensional rifts, and that would not have been possible without the solid state drive of the PlayStation 5," further adding that it is "screamingly fast. It allows us to build worlds and project players from one place to another in near instantaneous speeds. It is an unbelievable game-changer in terms of, we can now do gameplay where you're in one world and the next moment you're in another." Smith recalled that the team had an idea on leveraging dimensional travel into parallel worlds, citing the 1946 film ''
It's a Wonderful Life'' as inspiration for the game's direction. Smith stated that the team's curiosity was piqued by the question, "What would a different dimension of
Ratchet and Clank be like? And in particular, what would Ratchet's life be like if he didn't have a Clank?". Intrigued by the concept of different choices, outcomes and circumstances shaping the trajectory of one's life, the idea of Rivet was born in tandem with the exploration of the alternate universe setting in the franchise. he was replaced by
Scott Whyte and died in 2025. After a launch-day patch,
Rift Apart features a
4K-resolution fidelity mode running at 30
frames per second and two 60 frames per second modes, dubbed as "Performance" and "Performance Ray-Tracing", running at a lower base resolution. The game also supports
HDR. The game takes advantage of the PlayStation 5's
DualSense controller, Tempest Engine and dedicated
ray tracing hardware to support advanced
haptic feedback,
3D spatial audio and
real-time ray tracing effects. The PlayStation 5's increased processing power and inclusion of a custom
solid-state drive enables the game to feature a greater variety of
NPCs, enemies, visual effects, and objects within gameplay scenes than prior entries. Enhancements in the game design aim to significantly reduce loading times when jumping between worlds.
Rift Apart "
went gold" on May 13, 2021, according to an Insomniac Games report, meaning that physical copies of the game were ready to be produced, with any further development being patched into the game through
software updates.
Music Ratchet & Clank: Rift Apart features an original score composed primarily by
Mark Mothersbaugh and Wataru Hokoyama. Known for his works in
Hotel Transylvania,
The Lego Movie,
Thor: Ragnarok and
The Croods: A New Age, Mothersbaugh was contacted early in the game's development. Insomniac Games wanted the soundtrack to evoke a
retro-futuristic sound; this approach informed the sound direction, and led to their subsequent search for the right composer to fulfill this vision. They requested Mothersbaugh who later agreed to compose for the game. Mothersbaugh went for a more experimental sound using various instruments including
synthesizers to compose the score. By combining eclectic synth sounds with orchestral beats, Mothersbaugh was able to deliver a more
cinematic sound experience in line with the guiding vision of the studio. == Release ==