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How Insomniac shifted from big blockbusters to eccentric experiments

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  • How Insomniac shifted from big blockbusters to eccentric experiments

    Insomniac Games prides itself on being first. At a recent media event attended by Eurogamer at the company's Burbank studio, Insomniac chief creative officer Brian Hastings gloats about how the company's upcoming aquatic adventure Song of the Deep is its "first metroidvania game", starring "the first solo female hero we've ever done" and it's "the first time we've ever released a novel to accompany the release of a game."
    "It's also the first project with a brand new partner, with GameStop," he adds.
    With the exception of that last bit, none of these things are especially fresh territory in this hyper-competitive industry. But hey, true originality is rare. Pretty much every piece of media is derivative of something else, and Insomniac seems to thrive on the personal challenge of what's new to them. And why wouldn't they? After over a decade of making Ratchet & Clank games and a handful of other shooters, the studio relishes the opportunity to try something different. As such, there's been a huge shift in the studio's structure as of late. For a long time Insomniac would focus on two big-budget titles at a time with maybe a smaller affair somewhere in the wings. But in 2016 it's putting out a staggering five games.
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