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{{short description|American video game developer}}
{{good article}}
{{good article}}
{{Use American English|date=November 2018}}
{{Use mdy dates|date=November 2018}}
{{Infobox company
{{Infobox company
| name = Insomniac Games, Inc.
| name = Insomniac Games, Inc.
| logo = Insomniac.png
| logo = Insomniac Games logo.svg
| logo_caption = Logo used since 2017
| type = [[Privately held company|Private]]
| former_name = Xtreme Software, Inc. (1994–1995)
| industry = [[Video game industry|Computer and video games]]<br />[[Video game|Interactive entertainment]]
| type = [[Subsidiary]]
| foundation = February 28, 1994
| founder = [[Ted Price]]
| industry = [[Video game industry|Video games]]
| founded = {{Start date and age|1994|02|28}}
| location_city = [[Burbank, California]]
| founder = Ted Price
| location_country = [[United States]]
| hq_location_city = [[Burbank, California]]
| area_served =
| hq_location_country = US
| key_people = Ted Price ([[Chief executive officer|CEO]])<br />Brian Hastings<br />Alex Hastings
| num_locations = 2 studios
| products = [[Spyro (series)|''Spyro'' series]] <small>(1998–2000)</small><br />[[Ratchet & Clank|''Ratchet & Clank'' series]] <small>(2002–present)</small><br />[[Resistance (series)|''Resistance'' series]] <small>(2006–2011)</small>
| key_people = Ted Price ([[Chief executive officer|CEO]])
| revenue =
| products = {{Unbulleted list|[[Spyro|''Spyro'' series]] (1998–2000)|[[Ratchet & Clank|''Ratchet & Clank'' series]] (2002–2021)|[[Resistance (video game series)|''Resistance'' series]] (2006–2011)|''[[Sunset Overdrive]]'' (2014)|''[[Spider-Man (Insomniac Games series)|Marvel's Spider-Man]]'' (2018–present)}}
| operating_income =
| num_employees = 450<ref>{{cite web|date=May 9, 2024|title=S2 Episode 15 - Up All Night with Ted Price
| net_income =
|url=https://www.youtube.com/watch?v=h3kW-UUIlOI&t=11m45s}}</ref>
| owner =
| num_employees_year = 2024 <!-- Year of num_employees data -->
| num_employees = 198
| parent = [[PlayStation Studios]] (2019–present)
| homepage = {{Official website|http://www.insomniacgames.com/}}
| website = {{URL|https://insomniac.games/}}
}}
}}


'''Insomniac Games, Inc.''' is an American [[video game developer]] whose corporate headquarters is located in [[Burbank, California]]. It was founded in 1994 by [[Ted Price]] as "Xtreme Software", and was renamed "Insomniac Games" a year later. It has released titles for the [[PlayStation (console)|PlayStation]], [[PlayStation 2]], [[PlayStation 3]], [[Xbox 360]] and [[Xbox One]] [[video game console]]s.
'''Insomniac Games, Inc.''' is an American [[video game developer]] based in [[Burbank, California]] and part of [[PlayStation Studios]]. It was founded in 1994 by Ted Price as Xtreme Software, and was renamed Insomniac Games a year later. The company is most known for developing several early [[PlayStation]] mascots, [[Spyro (character)|Spyro the Dragon]], [[Ratchet and Clank (characters)|Ratchet and Clank]], as well as the ''[[Resistance (video game series)|Resistance]]'' franchise, 2014's ''[[Sunset Overdrive]]'' and the ''[[Marvel's Spider-Man (Insomniac Games series)|Marvel's Spider-Man]]'' series with [[Marvel Games]]. In 2019, the studio was acquired by [[Sony Interactive Entertainment]], becoming a part of [[SIE Worldwide Studios]] (now known as PlayStation Studios).


The company's first project was ''[[Disruptor (video game)|Disruptor]]'', for the first PlayStation console, whose poor sales almost led to the company's bankruptcy. Insomniac's next project was ''[[Spyro the Dragon (video game)|Spyro the Dragon]]'', a successful video game that spawned two sequels within two years. Insomniac then developed a new franchise, ''[[Ratchet & Clank]]'', for the PlayStation 2. The company also developed the ''[[Resistance (series)|Resistance]]'' series for the PlayStation 3, and released its first multi-platform game, ''[[Fuse (video game)|Fuse]]'' in 2013. The company also worked with [[Microsoft Studios]] on 2014's ''[[Sunset Overdrive]]''. The company's current projects include a [[Ratchet & Clank (2016 video game)|2016 remake of ''Ratchet & Clank'']], an underwater [[Metroidvania]] game called [[Song of the Deep]], and an [[Oculus Rift]] [[action-adventure game]] titled ''[[Insomniac Games#Other games|Edge of Nowhere]]''.
The company's first project was ''[[Disruptor (video game)|Disruptor]]'', for [[PlayStation (console)|PlayStation]], whose poor sales almost led to the company's bankruptcy. Insomniac's next project was ''[[Spyro the Dragon]]'', a successful video game that spawned two sequels within two years. Insomniac closely collaborated with [[Sony Computer Entertainment]] (later renamed Sony Interactive Entertainment) and created two game franchises, ''[[Ratchet & Clank]]'', and ''Resistance''. The two franchises proved to be both a critical and financial success for the company. The company began work on its first multiplatform game ''[[Fuse (video game)|Fuse]]'' in 2013 (with [[Electronic Arts]] as its publisher), but the game turned out to become one of Insomniac's worst-reviewed games.


Since 2014, Insomniac has actively expanded its portfolio of games. The company worked with [[Microsoft Studios]] on 2014's ''[[Sunset Overdrive]]'', partnered with [[GameTrust]] to release the underwater [[Metroidvania]] game ''[[Song of the Deep]]'', and released several mobile games and [[virtual reality]] projects. In 2016, Insomniac released a [[Ratchet & Clank (2016 video game)|re-imagining]] of the first ''[[Ratchet & Clank (2002 video game)|Ratchet & Clank]]'', and in 2018 released its first licensed title, ''[[Marvel's Spider-Man (video game)|Marvel's Spider-Man]]'' for the [[PlayStation 4]]; an additional game, ''[[Marvel's Spider-Man: Miles Morales]]'', was released for the PlayStation 4 and [[PlayStation 5]] in 2020. The studio's most recent project is ''[[Marvel's Spider-Man 2]]'' (2023); it is currently developing ''[[Marvel's Wolverine]]'' for the PlayStation 5.
Insomniac Games has received recognition from critics. It was named the twentieth-best video game developer by [[IGN]], and the best place to work in America by the [[Society for Human Resource Management]]. Some employees who left Insomniac Games have founded their own independent companies, such as [[High Impact Games]].

Before 2019, Insomniac remained as an independent studio working for Sony and other publishers such as Microsoft, EA, and Oculus. In August 2019, Sony announced it had agreed to acquire Insomniac as the 14th internal studio within [[SIE Worldwide Studios]]. Over the years, Insomniac Games has received considerable recognition from critics as an acclaimed video game developer. It was named the twentieth-best video game developer by ''[[IGN]]'', and one of the best places to work in America by the [[Society for Human Resource Management]].


==History==
==History==
===1990s===
[[File:Ted Price, 2013.jpg|thumb|right|175px|[[Ted Price]], founder of Insomniac Games.]]
Insomniac Games was founded by [[Ted Price]], who was determined to work in the video game industry since the release of [[Atari 2600]] in 1977 when he was nine years old.<ref name="GIEarlyStory">{{cite web|url=http://www.gameinformer.com/b/features/archive/2012/10/22/insomniac-39-s-giant-leap-developing-disruptor-and-spyro-the-dragon.aspx|title=Insomniac's Giant Leap: Developing Disruptor And Spyro The Dragon|first=Ben|last=Hanson|work=[[Game Informer]]|date=October 22, 2012|accessdate=August 22, 2015}}</ref> The studio was officially established in February 28, 1994 by Price.<ref name="IGNFullStory">{{cite web|url=http://www.ign.com/articles/2012/09/28/always-independent-the-story-of-insomniac-games?|title=Always Independent: The Story of Insomniac Games|work=[[IGN]]|date=September 28, 2012|accessdate=August 22, 2015}}</ref>


=== Founding and ''Disruptor'' (1994–1996) ===
Price was later joined by [[Alex Hastings]], his fellow graduate and an expert in computer coding and programming. Hastings joined the studio in June 1994.<ref name="book">{{cite book|title=Gamers at Work: Stories Behind the Games People Play|author=Morgan Ramsay|publisher=Routledge|date=2012|isbn=9781430233527}}</ref> Hastings' brother [[Brian Hastings]] joined Insomniac shortly afterwards. The studio was named "Xtreme Software" for a year but in 1995 it was forced to rename itself by another company with the same name. The studio shortlisted "The Resistance Incorporated", "Ragnarock", "Black Sun Software", "Ice Nine" and "Moon Turtle" before choosing the name "Insomniac Games". According to Price, the company chose this name because "it suddenly makes sense", even though it was not their first choice.<ref name="IGNFullStory"/><ref name="G4TV">{{cite web|url=https://www.youtube.com/watch?v=YW88SpDAOec|title=G4TV's Icons - Insomniac Games|publisher=[[G4TV]]|work=[[YouTube]]|date=October 31, 2012|accessdate=August 22, 2015}}</ref>
[[File:Ted Price, 2013.jpg|thumb|right|175px|Ted Price, founder and CEO of Insomniac Games]]
Insomniac Games was founded by Ted Price, who was determined to work in the video game industry since the release of [[Atari 2600]] in 1977, when he was nine years old.<ref name="GIEarlyStory">{{cite magazine|url=http://www.gameinformer.com/b/features/archive/2012/10/22/insomniac-39-s-giant-leap-developing-disruptor-and-spyro-the-dragon.aspx|title=Insomniac's Giant Leap: Developing Disruptor And Spyro The Dragon|first=Ben|last=Hanson|magazine=[[Game Informer]]|date=October 22, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924051240/http://www.gameinformer.com/b/features/archive/2012/10/22/insomniac-39-s-giant-leap-developing-disruptor-and-spyro-the-dragon.aspx|archive-date=September 24, 2015|url-status=dead}}</ref> The company was incorporated on February 28, 1994.<ref name="IGNFullStory">{{cite web|url=http://www.ign.com/articles/2012/09/28/always-independent-the-story-of-insomniac-games?|title=Always Independent: The Story of Insomniac Games|work=[[IGN]]|date=September 28, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150810021943/http://www.ign.com/articles/2012/09/28/always-independent-the-story-of-insomniac-games|archive-date=August 10, 2015|url-status=live}}</ref>


Price was joined by Alex Hastings, his fellow graduate and an expert in computer programming, in June 1994.<ref name="book">{{cite book|title=Gamers at Work: Stories Behind the Games People Play|first=Morgan|last=Ramsay|publisher=Routledge|date=2012|isbn=9781430233527}}</ref> Hastings' brother Brian Hastings joined Insomniac shortly afterwards. The studio was named "Xtreme Software" for a year but in 1995 it was forced to rename itself by another company with the same name. The studio shortlisted "The Resistance Incorporated", "Ragnarok", "Black Sun Software", "Ice Nine" and "Moon Turtle" before choosing the name "Insomniac Games". According to Price, the company chose this name because "it suddenly makes sense", even though it was not their first choice.<ref name="IGNFullStory"/><ref name="G4TV">{{cite web|url=https://www.youtube.com/watch?v=YW88SpDAOec|title=G4TV's Icons – Insomniac Games|publisher=[[G4 (U.S. TV channel)|G4TV]]|work=[[YouTube]]|date=October 31, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20160317030832/https://www.youtube.com/watch?v=YW88SpDAOec|archive-date=March 17, 2016|url-status=live}}</ref>
Shortly after the company's establishment, it began developing its first project. The team took inspirations from the popular ''[[Doom (1993 video game)|Doom]]'', and hoped to capitalize upon the industry's excitement for a [[first-person shooter]]. The team still lacked experience and considered develop a "[[Doom clone|''Doom'' clone]]". The game was developed for the [[3DO Interactive Multiplayer|Panasonic 3DO]] because its developer kit can be purchased inexpensively, and the team had high hopes for the console.<ref name="GIEarlyStory"/> Using a time frame of one month, the team developed a functional gameplay demo for the game. It was pitched to various publishers and was later shown to [[Mark Cerny]], an executive producer from [[Universal Interactive Studios]], who was impressed by the team's efforts. Universal later published the game and helped with funding and marketing.<ref name="G4TV"/> Universal also helped the game's development and cutscenes, and hired actors to film real-time sequences. [[Catherine Hardwicke]] was hired to lead production design, and inspirations were taken from ''[[Warhawk (1995 video game)|Warhawk]]''.<ref name="GIEarlyStory"/><ref name="IGNFullStory"/><ref name="G4TV"/>


Shortly after the company's establishment, it began developing its first project. The team took inspirations from the popular ''[[Doom (1993 video game)|Doom]]'', and hoped to capitalize upon the industry's excitement for a [[first-person shooter]]. The team lacked experience and considered developing a "[[Doom clone|''Doom'' clone]]". The game was developed for the [[3DO Interactive Multiplayer|Panasonic 3DO]] because its developer kit was inexpensive, and the team had high hopes for the console.<ref name="GIEarlyStory"/> Using a time frame of one month, the team developed a functional gameplay demo for the game. It was pitched to various publishers and was later shown to [[Mark Cerny]], an executive producer from [[Universal Interactive Studios]], who was impressed by the team's efforts. Universal published the game and helped with funding and marketing.<ref name="G4TV"/> Universal helped the game's development and cutscenes, and hired actors to film real-time sequences. [[Catherine Hardwicke]] was hired to lead production design, and inspirations were taken from ''[[Warhawk (1995 video game)|Warhawk]]''.<ref name="GIEarlyStory"/><ref name="IGNFullStory"/><ref name="G4TV"/>
Cerny also gave input and feedback on the game's level-design. However, the 3DO did not perform as they had expected, and Universal suggested that the team should switched to [[Sony Computer Entertainment]]'s [[PlayStation]] to increase sales of the game. The game originally ran on a custom engine developed by Alex Hastings, and was upgraded and converted for the PlayStation within a month. The debut title was called ''[[Disruptor (video game)|Disruptor]]'', and was released worldwide in November 1997.<ref name="IGNFullStory"/>


Cerny gave input and feedback on the game's level-design. However, the 3DO did not perform as they had expected, and Universal suggested that the team should switch to [[Sony Computer Entertainment]]'s [[PlayStation (console)|PlayStation]] to increase sales of the game. The game originally ran on a custom engine developed by Alex Hastings, and was upgraded and converted for the PlayStation within a month. The debut title was called ''[[Disruptor (video game)|Disruptor]]'', and was released worldwide in November 1996.<ref name="IGNFullStory"/>
''Disruptor'' was released to positive critical reception, and was named "Dark Horse of the Year" by various gaming publications. [[John Romero]], founder of ''Doom'' developer [[id Software]] praised the game.<ref name="IGNFullStory"/> iD Software considered ''Disruptor'' a lesson about video game development. According to Price, it was "the best game that nobody ever heard of".<ref name="G4TV"/> With little marketing and advertisement, the game was a commercial failure for Insomniac and the company almost went bankrupt. Sales of ''Disruptor'' failed to meet the team's expectations.<ref>{{cite web|url=http://www.1up.com/features/game-disruptor|title=Behind The Game: Disruptor|first=Robert|last=Crossley|work=[[1UP.com]]|date=November 7, 2005|accessdate=August 22, 2015}}</ref> Despite the game's poor performance, Universal continued to partner with Insomniac for its next game. The team's morale was low; they decided to develop something new instead of a sequel to ''Disruptor''.<ref name="G4TV"/>


''Disruptor'' was released to positive critical reception, and was named "Dark Horse of the Year" by various gaming publications. [[John Romero]], founder of ''Doom'' developer [[id Software]] praised the game.<ref name="IGNFullStory"/> Insomniac considered ''Disruptor'' a lesson about video game development. According to Price, it was "the best game that nobody ever heard of".<ref name="G4TV"/> With little marketing and advertisement, the game was a commercial failure for Insomniac.<ref>{{cite web|url=http://www.1up.com/features/game-disruptor|archive-url=https://web.archive.org/web/20151003015434/http://www.1up.com/features/game-disruptor|url-status=dead|archive-date=October 3, 2015|title=Behind The Game: Disruptor|first=Robert|last=Crossley|work=[[1UP.com]]|date=November 7, 2005|access-date=August 22, 2015}}</ref> Despite the game's poor performance, Universal continued to partner with Insomniac for its next game. The team's morale was low; they decided to develop something new instead of a sequel to ''Disruptor''.<ref name="G4TV"/>
At that time, the demography for the PlayStation shifted as more teenagers and children started to use the console to play video games.<ref name="G4TV"/> As a result, the team decided not to make another violent game like ''Disruptor'' and instead develop a family-friendly game that would be suitable for every member of a family, regardless of their age.<ref name="G4TV"/> The family game market was dominated by Sony's competitor [[Nintendo]] with games like ''[[Super Mario 64]]'', while the PlayStation has no similar exclusives. Cerny later pushed Insomniac Games to develop a game with a mascot and mass appeal.<ref name="GIEarlyStory"/><ref name="G4TV"/> An environment artist of ''Disruptor'', Craig Stitt proposed that the game's theme and story should revolve around an anthropomorphic dragon. At the same time, Alex Hastings began developing an engine that specialized in games with [[panoramic view]], which is suitable for [[open world]] games. The engine allowed more gameplay features including the ability for the dragon to glide through air. ''[[Spyro the Dragon (video game)|Spyro the Dragon]]'' was released in late 1998.<ref name="IGNFullStory"/><ref name="G4TV"/>


=== ''Spyro the Dragon'' (1996–2000) ===
The game received critical acclaim upon launch and received awards from publications. Sales of the game was relatively low initially, but climbed after Christmas that year, and overall sales of the game exceeded two million. The team was expanded to 13 staff members. Because of ''Spyro the Dragon''{{'}}s success, the studio was requested to develop a sequel for it. The development of ''[[Spyro 2: Ripto's Rage!]]'' began shortly after the launch of ''Spyro The Dragon''. The team considered developing the sequel a challenge for them; they had to develop new ideas to "revolutionize" the franchise within a short time. The team brainstormed ideas but later chose to expand a mini-game from the original ''Spyro the Dragon'', which they thought had offered a different experience from ''Spyro''. The team also designed a mature story and advanced cinematics for the game. It met its target release window, and was released in late 1999. Alex Hastings was worried about the release because the game's development cycle was rushed and truncated.<ref name="IGNFullStory"/><ref name="G4TV"/>
{{main|Spyro}}


At that time, the demographic for the PlayStation shifted, as more children and teenagers started to use the console.<ref name="G4TV"/> As a result, the team decided not to make another violent game like ''Disruptor'' and instead develop a family-friendly game that would be suitable for every member of a family, regardless of their age.<ref name="G4TV"/> The family game market was dominated by Sony's competitor [[Nintendo]] with games like ''[[Super Mario 64]]'', while the PlayStation had no similar exclusives. Cerny pushed Insomniac Games to develop a game with a mascot and mass appeal.<ref name="GIEarlyStory"/><ref name="G4TV"/> Craig Stitt, an environment artist of ''Disruptor'', proposed that the game's theme and story should revolve around an anthropomorphic dragon. At the same time, Alex Hastings began developing an engine that specialized in games with [[panoramic view]], which is suitable for [[open world]] games. The engine allowed more gameplay features including the ability for the dragon to glide through air. ''[[Spyro the Dragon]]'' was released in late 1998.<ref name="IGNFullStory"/><ref name="G4TV"/>
===2000s===
{{quotebox|quote=So we decided that it was better for us to start a new franchise, try to come up with a new character than to try it to push ''Spyro'' again.|source= — [[Ted Price]] on the aftermath of ''Spyro: Year of the Dragon''.|width=25%}}


The game received critical acclaim upon launch and received awards from publications. Sales of the game were relatively low initially, but climbed after Christmas that year, and overall sales of the game exceeded two million. The team was expanded to 13 staff members. Because of ''Spyro the Dragon''{{'}}s success, the studio was requested to develop a sequel for it. The development of ''[[Spyro 2: Ripto's Rage!]]'' began shortly after the launch of ''Spyro the Dragon''. The team considered developing the sequel a challenge for them; they had to develop new ideas to "revolutionize" the franchise within a short time. The team brainstormed ideas but later chose to expand a mini-game from the original ''Spyro the Dragon'', which they thought had offered a different experience from ''Spyro''. The team designed a mature story and advanced cinematics for the game. It met its target release window, and was released in late 1999. Hastings was worried about the release because the game's development cycle was rushed and truncated.<ref name="IGNFullStory"/><ref name="G4TV"/>
The studio was asked to develop the third installment in the ''Spyro the Dragon'' series upon the release of ''Ripto's Rage!''. To make the game more varied than its predecessors, the team introduced more special moves for [[Spyro the Dragon (character)|Spyro The Dragon]] and more playable characters. The dragon's personality was also made more approachable for players. The company struggled to create new ideas for the sequel. During the game's development, the team expanded to about 20 to 25 people.<ref name="IGNFullStory"/><ref name="G4TV"/> [[Brian Allgeier]], who would later become Insomniac's games' director, also joined the studio at that time.<ref name="IGNFullStory"/> ''[[Spyro: Year of the Dragon]]'' was released worldwide in late 2000. After releasing three games in three years, the team decided to move on for a new project that had new original characters.<ref name="G4TV"/> ''Year of the Dragon'' is the last Insomniac Games-developed ''Spyro'' game.<ref name="IGNFullStory"/><ref name="Spyro">{{cite web|url=http://www.gamezone.com/originals/dragon-years-the-history-and-evolution-of-spyro-part-one|title=Dragon Years: The History and Evolution of Spyro - Part One|date=October 15, 2011|accessdate=August 22, 2015|work=[[GameZone]]}}</ref> Universal retained the [[intellectual property]] rights to the ''Spyro'' series, even though Insomniac created it. This was also the end of Insomniac games' partnership with Universal as the team at Insomniac started to work directly to develop games for the PlayStation consoles.<ref name="IGNFullStory"/>


{{quotebox|quote=So we decided that it was better for us to start a new franchise, try to come up with a new character than to try it to push ''Spyro'' again.|source= — Ted Price on the aftermath of ''Spyro: Year of the Dragon''.|width=25%}}
In 2000, Sony released its successor to PlayStation, the [[PlayStation 2]]. Insomniac's ideas for its first PlayStation 2 project included ''Monster Knight'', a concept that was designed in 1999 but the game did not get beyond its planning stage. The canceled project was revealed 13 years after the game's conception.<ref>{{cite web|url=http://www.ign.com/articles/2012/09/26/insomniacs-original-ps2-game-monster-knight|title=The Insomniac Game That Never Was: Monster Knight|first=Colin|last=Moriarity|work=[[IGN]]|date=September 26, 2012|accessdate=August 22, 2015}}</ref><ref>{{cite web|url=http://www.playstationlifestyle.net/2012/09/26/insomniacs-first-ps2-title-was-originally-a-game-called-monster-knight/|title=Insomniac’s First PS2 Title was Originally a Game Called Monster Knight|first=Alex|last=Osborn|work=[[PlayStation LifeStyle]]|date=September 26, 2012|accessdate=August 22, 2015}}</ref> The second title was ''Girl With A Stick'', which took inspirations from ''[[The Legend of Zelda]]'' and ''[[Tomb Raider]]''.<ref>{{cite web|url=http://kotaku.com/5549739/see-insomniacs-canceled-game-girl-with-a-stick|title=See Insomniac's Canceled Game, Girl With A Stick|first=Michael|last=McWhertor|work=[[Kotaku]]|date=May 22, 2010|accessdate=August 22, 2015}}</ref> It was intended as a serious game, and to prove Insomniac's ability to create games other than platformers. Insomniac spent six months on the project, developing several prototypes and a functional demo. However, most staff members, beside Price, were not passionate about the project,<ref>{{cite web|url=http://www.polygon.com/gaming/2012/9/27/3417936/insomniac-games-ted-price-says-girl-with-a-stick-was-his-first|title=Insomniac Games' Ted Price says 'Girl With a Stick' was his 'first significant failure'|first=Alexa|last=Ray Corriea|work=[[Polygon (website)|Polygon]]|date=September 27, 2012|accessdate=August 22, 2015}}</ref> and thought it was "one-dimensional". Sony also thought the game would not find a market, and recommended Insomniac to "play to [their] strengths".<ref name="IGNFullStory"/> As a result, ''Girl With A Stick'' was scrapped. According to Price, ''Girl with A Stick'' is a lesson for Insomniac and its first failure.<ref name="IGNFullStory"/>


The studio was asked to develop the third installment in the ''Spyro the Dragon'' series upon the release of ''Ripto's Rage!''. To make the game more varied than its predecessors, the team introduced more special moves for [[Spyro (character)|Spyro the Dragon]] and more playable characters. The dragon's personality was made more approachable for players. The company struggled to create new ideas for the sequel. During the game's development, the team expanded to about 20 to 25 people.<ref name="IGNFullStory"/><ref name="G4TV"/> [[Brian Allgeier]], who would later become Insomniac's games' director, joined the studio at that time.<ref name="IGNFullStory"/> ''[[Spyro: Year of the Dragon]]'' was released worldwide in late 2000. After releasing three games in three years, the team decided to move on for a new project that had new original characters.<ref name="G4TV"/> ''Year of the Dragon'' is the last Insomniac Games-developed ''Spyro'' game.<ref name="IGNFullStory"/><ref name="Spyro">{{cite web|url=http://www.gamezone.com/originals/dragon-years-the-history-and-evolution-of-spyro-part-one|title=Dragon Years: The History and Evolution of Spyro – Part One|date=October 15, 2011|access-date=August 22, 2015|work=GameZone|archive-url=https://web.archive.org/web/20150924043035/http://www.gamezone.com/originals/dragon-years-the-history-and-evolution-of-spyro-part-one|archive-date=September 24, 2015|url-status=live}}</ref> Universal retains the [[intellectual property]] rights to the ''Spyro'' series. This was the end of Insomniac Games' partnership with Universal as the team at Insomniac started to work directly to develop games for the PlayStation consoles.<ref name="IGNFullStory"/>
A few weeks after the cancellation of ''Girl with a Stick'', Brian Hastings proposed that the company should work on a space adventure game with a science fiction theme. The game originally revolved around a reptilian alien with weapons traveling across planets.<ref>{{cite web|url=http://blog.eu.playstation.com/2012/08/22/the-ratchet-clank-youve-never-seen-10-years-of-concept-art/|title=The Ratchet & Clank You’ve Never Seen: 10 Years Of Concept Art|first=John|last=Fiorito|date=August 22, 2012|accessdate=August 22, 2015|work=[[PlayStation Blog]]}}</ref> The reptile character later evolved into a cavemen, and eventually became a fictional creature called a ''Lombax''. They later named the creature [[Ratchet (Ratchet & Clank)|Ratchet]]. They designed an android companion called [[Clank (Ratchet & Clank)|Clank]] for Ratchet. Inspirations for the game were drawn from manga, ''[[Conker's Bad Fur Day]]'' and from ''Spyro the Dragon''. To differentiate the project from Insomniac's previous projects, they made the game more complex and included [[shooter game|shooting]] and [[role-playing video game|role-playing]] gameplay elements. The team was excited about this project; however, the company was unable to develop a demo for the game because it did not have a suitable engine. As a result, they developed ''Art Nuevo de Flash Gordon'', a Metropolis diorama, for Sony, which decided to help the Ratchet game's funding and publishing. [[Jason Rubin]], on behalf of [[Naughty Dog]], lent Insominac the engine used in ''[[Jak and Daxter: The Precursor Legacy]]''. The game's title was ''[[Ratchet & Clank]]''; it was originally to be a [[launch title]] for the PlayStation 2 but it was delayed by two years and was released in November 2002. It was a critical success.<ref name="IGNFullStory"/><ref name="HistoryRC">{{cite web|url=http://www.ign.com/articles/2007/10/30/ign-presents-the-history-of-ratchet-and-clank|title=IGN Presents The History of Ratchet & Clank|first=Rus|last=Mclaughlin|work=[[IGN]]|date=October 30, 2007|accessdate=August 22, 2015}}</ref>


=== ''Ratchet & Clank'' (2000–2005) ===
Five months before the launch of ''Ratchet & Clank'', Sony approved the development of its sequel. Insomniac hoped to bring new elements to the franchise; it received feedback from players and improved some features of ''Ratchet and Clank''. About a year later, ''[[Ratchet & Clank: Going Commando]]'' was released, at which time Insomniac had finished the prototype of their next game, ''[[Ratchet & Clank: Up Your Arsenal]]'', which introduced a multiplayer mode and expanded upon ''Going Commando''{{'}}s arenas. Alex Hastings continued to optimize the engine and increase its processing power to fine-tune the game.<ref>{{cite web|url=http://www.eurogamer.net/articles/i_ratchetandclank2_ps2|title=Insomniac speaks!: What Ted Price Has To Say About R&C2, Next-gen Platformers And More|first=Kristan|last=Reed|work=[[Eurogamer]]|date=October 24, 2003|accessdate=August 22, 2015}}</ref> The sales of ''Up Your Arsenal'' were considerably higher than those of its predecessors; it was the highest-rated game in the franchise's history.<ref name="HistoryRC"/>
{{main|Ratchet & Clank}}


In 2000, Sony released its successor to the PlayStation, the [[PlayStation 2]]. Insomniac's ideas for its first PlayStation 2 project included ''Monster Knight'', a concept that was designed in 1999 but the game did not get beyond its planning stage. The canceled project was revealed 13 years after the game's conception.<ref>{{cite web|url=http://www.ign.com/articles/2012/09/26/insomniacs-original-ps2-game-monster-knight|title=The Insomniac Game That Never Was: Monster Knight|first=Colin|last=Moriarity|work=[[IGN]]|date=September 26, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924190951/http://www.ign.com/articles/2012/09/26/insomniacs-original-ps2-game-monster-knight|archive-date=September 24, 2015|url-status=live}}</ref><ref>{{cite web|url=http://www.playstationlifestyle.net/2012/09/26/insomniacs-first-ps2-title-was-originally-a-game-called-monster-knight/|title=Insomniac's First PS2 Title was Originally a Game Called Monster Knight|first=Alex|last=Osborn|work=[[PlayStation LifeStyle]]|date=September 26, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924074426/http://www.playstationlifestyle.net/2012/09/26/insomniacs-first-ps2-title-was-originally-a-game-called-monster-knight/|archive-date=September 24, 2015|url-status=live}}</ref> The second title was ''Girl with a Stick'', which took inspirations from ''[[The Legend of Zelda]]'' and ''[[Tomb Raider]]''.<ref>{{cite web|url=http://kotaku.com/5549739/see-insomniacs-canceled-game-girl-with-a-stick|title=See Insomniac's Canceled Game, Girl With A Stick|first=Michael|last=McWhertor|work=[[Kotaku]]|date=May 22, 2010|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150903004744/http://kotaku.com/5549739/see-insomniacs-canceled-game-girl-with-a-stick|archive-date=September 3, 2015|url-status=live}}</ref> It was intended as a serious game, and to prove Insomniac's ability to create games other than platformers. Insomniac spent six months on the project, developing several prototypes and a functional demo. However, most staff members, beside Price, were not passionate about the project,<ref>{{cite web|url=http://www.polygon.com/gaming/2012/9/27/3417936/insomniac-games-ted-price-says-girl-with-a-stick-was-his-first|title=Insomniac Games' Ted Price says 'Girl With a Stick' was his 'first significant failure'|first=Alexa|last=Ray Corriea|work=[[Polygon (website)|Polygon]]|date=September 27, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924193035/http://www.polygon.com/gaming/2012/9/27/3417936/insomniac-games-ted-price-says-girl-with-a-stick-was-his-first|archive-date=September 24, 2015|url-status=live}}</ref> and thought it was "one-dimensional". Sony thought the game would not find a market, and recommended Insomniac to "play to [their] strengths".<ref name="IGNFullStory"/> As a result, ''Girl with a Stick'' was scrapped. According to Price, ''Girl with a Stick'' is a lesson for Insomniac and its first failure.<ref name="IGNFullStory"/>
Insomniac released three ''Ratchet & Clank'' game within three years. {{As of|2015}}, Insomniac intends to change the direction of the franchise after ''Up Your Arsenal''. Hastings hoped the company's next game would have a darker tone than its predecessors. As a result, the plot swithced its focus to Ratchet. The developers were inspired by ''[[Running Man (TV series)|Running Man]]'' and ''[[Battle Royale]]''; they developed an action game with no platform elements. While the gameplay of the fourth game in the series is similar to that of its predecessors, Clank's role was significantly diminished and the character's name was removed from the game's title. ''[[Ratchet: Deadlocked]]'' was released in 2005.<ref name="HistoryRC"/>


A few weeks after the cancellation of ''Girl with a Stick'', Brian Hastings proposed that the company should work on a space adventure game with a science fiction theme. The game originally revolved around a reptilian alien with weapons traveling across planets.<ref>{{cite web|url=http://blog.eu.playstation.com/2012/08/22/the-ratchet-clank-youve-never-seen-10-years-of-concept-art/|title=The Ratchet & Clank You've Never Seen: 10 Years Of Concept Art|first=John|last=Fiorito|date=August 22, 2012|access-date=August 22, 2015|work=[[PlayStation Blog]]|archive-url=https://web.archive.org/web/20150926184728/http://blog.eu.playstation.com/2012/08/22/the-ratchet-clank-youve-never-seen-10-years-of-concept-art/|archive-date=September 26, 2015|url-status=live}}</ref> The reptile character evolved into a caveman, and eventually became a fictional creature called a "Lombax". They named the creature [[Ratchet (Ratchet & Clank)|Ratchet]] and designed a robot companion called [[Clank (Ratchet & Clank)|Clank]] for Ratchet. Inspirations for the game were drawn from manga, ''[[Conker's Bad Fur Day]]'' and from ''Spyro the Dragon''. To differentiate the project from Insomniac's previous projects, they made the game more complex and included [[shooter game|shooting]] and [[role-playing video game|role-playing]] gameplay elements. The team was excited about this project; however, the company was unable to develop a demo for the game because it did not have a suitable engine. As a result, they developed "Art Nuevo de Flash Gordon", a Metropolis diorama, for Sony, which decided to help the game's funding and publishing.{{Citation needed|date=December 2024}} [[Jason Rubin]], on behalf of [[Naughty Dog]], lent Insomniac the engine used in ''[[Jak and Daxter: The Precursor Legacy]]''.{{Citation needed|date=December 2024}} The game's title was ''[[Ratchet & Clank]]''; it was originally to be a [[launch title]] for the PlayStation 2 but it was delayed by two years and was released in November 2002. It was a critical success.<ref name="IGNFullStory"/><ref name="HistoryRC">{{cite web|url=http://www.ign.com/articles/2007/10/30/ign-presents-the-history-of-ratchet-and-clank|title=IGN Presents The History of Ratchet & Clank|first=Rus|last=Mclaughlin|work=[[IGN]]|date=October 30, 2007|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924155302/http://www.ign.com/articles/2007/10/30/ign-presents-the-history-of-ratchet-and-clank|archive-date=September 24, 2015|url-status=live}}</ref>
[[File:Mark Cerny 2010.jpg|right|thumb|150px|[[Mark Cerny]] gave advice on multiple Insomniac games.]]


Five months before the launch of ''Ratchet & Clank'', Sony approved the development of its sequel. Insomniac hoped to bring new elements to the franchise; it received feedback from players and improved some features of ''Ratchet & Clank''. About a year later, ''[[Ratchet & Clank: Going Commando]]'' was released to critical acclaim, at which time Insomniac had finished the prototype of their next game, ''[[Ratchet & Clank: Up Your Arsenal]]'', which introduced a multiplayer mode and expanded upon ''Going Commando''{{'}}s arenas. Alex Hastings continued to optimize the engine and increase its processing power to fine-tune the game.<ref>{{cite web|url=http://www.eurogamer.net/articles/i_ratchetandclank2_ps2|title=Insomniac speaks!: What Ted Price Has To Say About R&C2, Next-gen Platformers And More|first=Kristan|last=Reed|work=[[Eurogamer]]|date=October 24, 2003|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924150318/http://www.eurogamer.net/articles/i_ratchetandclank2_ps2|archive-date=September 24, 2015|url-status=live}}</ref> The sales of ''Up Your Arsenal'' were considerably higher than those of its predecessors; it was the highest-rated game in the franchise's history.<ref name="HistoryRC"/>
While Insomniac was handling the development of the ''Ratchet & Clank'' franchise, the team wanted to work on something else. With the launch of the [[PlayStation 3]], the team thought users of the new console would be more mature than those of its predecessors and wanted to develop a game to cater for them. They also thought the studio should not specialize in one genre. This new project was part of Insomniac's expansion; the company wanted to have multiple projects in parallel development. This project began developmkent after the completion of ''Deadlocked''. The team agreed to develop something different for a different platform.<ref name="IGNFullStory"/> Inspired by ''[[Starship Troopers]]'', ''[[Resistance: Fall of Man]]'' was Insomniac's first first-person shooter after ''Disruptor''. To make the game stand-out, they experimented with turning it into a squad-based shooter and introducing giant lizard enemies which were later scrapped. Sony recommended Insomniac to change its lizard antagonist because they were not fun to play with. Furthermore, the team disgreed about the game's setting.<ref name="IGNFullStory"/><ref>{{cite web|url=http://www.eurogamer.net/articles/insomniacs-ted-price-on-resistance-2-live-q-and-a|title=Insomniac's Ted Price on Resistance 2|first=Tom|last=Bramwell|work=[[Eurogamer]]|accessdate=August 22, 2015}}</ref>


Insomniac released three ''Ratchet & Clank'' games within three years. As of 2005, Insomniac intended to change the direction of the franchise after ''Up Your Arsenal''. Hastings hoped the company's next game would have a darker tone than its predecessors. As a result, the plot switched its focus to Ratchet. The developers were inspired by ''[[The Running Man (1987 film)|The Running Man]]'' and ''[[Battle Royale (manga)|Battle Royale]]''; they developed an action game with no platform elements. While the gameplay of the fourth game in the series is similar to that of its predecessors, Clank's role was significantly diminished and the character's name was removed from the game's title. ''[[Ratchet: Deadlocked]]'' was released in 2005.<ref name="HistoryRC"/>
Cerny wanted to set the game—proposed as a "space opera" game—during [[World War I]], but this was later changed to [[World War II]] because the developers wanted to introduced extreme weaponry to the game.<ref>{{cite web|url=http://www.shacknews.com/article/48156/interview-insomniac-games-ryan-schneider|title=Interview: Insomniac Games' Ryan Schneider|first=Chris|last=Faylor|work=[[Shacknews]]|date=July 26, 2007|accessdate=August 22, 2015}}</ref> It was then shifted to the 1950s because the team considered the market for World War II shooter was over-saturated at that time.<ref>{{cite web|url=http://www.1up.com/news/insomniac-talks-original-resistance-ideas|work=[[1UP.com]]|title=Insomniac Talks Original Resistance Ideas|first=Kris|last=Pigna|date=June 12, 2010|accessdate=August 22, 2015}}</ref> ''Fall of Man'' was a launch title for the PlayStation 3; the team said developing a new game for the console was a challenge because they had to work quickly to meet its target release window.<ref name="IGNFullStory"/> The game is a financial and critical success, despite causing [[Controversy over the use of Manchester Cathedral in Resistance: Fall of Man|controversy over the use of Manchester Cathedral]].<ref name="IGNFullStory"/> The development of the sequel soon began; the team wanted to drastically change the game, leading to internal debate between staff members. The sequel, ''[[Resistance 2]]'', was released in 2008.<ref name="IGNFullStory"/>


=== PlayStation 3 era (2006–2012) ===
Meanwhile, development of the ''Ratchet and Clank'' franchise continued. The team decided to rewrite the characters when the franchise shifted to the PlayStation 3. They introduced the ''Future'' series, which includes ''[[Ratchet & Clank: Tools of Destruction]]'' (2007), ''[[Ratchet & Clank Future: Quest for Booty|Quest For Booty]]'' (2008) and ''[[Ratchet & Clank: A Crack in Time|A Crack in Time]]'' (2009). In 2008, the company established a new studio of 25 to 30 developers, led by Chad Dezern and Shaun McCabe, in North Carolina.<ref>{{cite web|url=http://www.gamasutra.com/view/news/109832/InDepth_Insomniac_Talks_New_North_Carolina_Studio.php|title=In-Depth: Insomniac Talks New North Carolina Studio|first=Chris|last=Remo|work=[[Gamasutra]]|date=June 4, 2008|accessdate=August 22, 2015}}</ref> The new studio was responsible for some of Insomniac's ''Ratchet & Clank'' games.<ref name="IGNFullStory"/>
[[File:Mark Cerny, GDCA 2014 (cropped).jpg|right|thumb|160px|[[Mark Cerny]] gave advice on multiple Insomniac games.]]


While Insomniac was handling the development of the ''Ratchet & Clank'' franchise, the team wanted to work on something else. With the launch of the [[PlayStation 3]], the team thought users of the new console would be more mature than those of its predecessors and wanted to develop a game to cater for them. They thought the studio should not specialize in one genre. This new project was part of Insomniac's expansion; the company wanted to have multiple projects in parallel development. This project began development after the completion of ''Deadlocked''. The team agreed to develop something different for a different platform.<ref name="IGNFullStory"/> Inspired by ''[[Starship Troopers]]'', ''[[Resistance: Fall of Man]]'' was Insomniac's first first-person shooter after ''Disruptor''. To make the game stand-out, they experimented with turning it into a squad-based shooter and introducing giant lizard enemies which were later scrapped. Sony recommended Insomniac to change its lizard antagonist because they were not fun to play with. Furthermore, the team disagreed about the game's setting.<ref name="IGNFullStory"/><ref>{{cite news|url=http://www.eurogamer.net/articles/insomniacs-ted-price-on-resistance-2-live-q-and-a|title=Insomniac's Ted Price on Resistance 2|first=Tom|last=Bramwell|work=[[Eurogamer]]|date=June 4, 2008 |access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150919172119/http://www.eurogamer.net/articles/insomniacs-ted-price-on-resistance-2-live-q-and-a|archive-date=September 19, 2015|url-status=live}}</ref>
===2010s===
Both the ''Resistance'' franchise and the ''Ratchet & Clank'' franchise continued into the 2010s. The team in North Carolina developed ''[[Ratchet & Clank: All 4 One]]'', which received mixed reviews. The North Carolina team continued to develop the next game in the series, ''[[Ratchet & Clank: Full Frontal Assault]]'', which expanded upon levels from previous games in the series and has a structure similar to that of a [[tower defense game]].<ref>{{cite web|url=http://www.engadget.com/2012/07/18/ratchet-and-clank-full-frontal-assault-on-psn-includes-captain-qw/|title=Ratchet & Clank: Full Frontal Assault on PSN includes Captain Qwark, tower defense|first=Mike|last=Schramm |work=[[Joystiq]]|date=July 18, 2012|accessdate=August 22, 2015}}</ref>


Cerny wanted to set the game—proposed as a "space opera" game—during [[World War I]], but this was later changed to [[World War II]] because the developers wanted to introduce extreme weaponry to the game.<ref>{{cite web|url=http://www.shacknews.com/article/48156/interview-insomniac-games-ryan-schneider|title=Interview: Insomniac Games' Ryan Schneider|first=Chris|last=Faylor|work=[[Shacknews]]|date=July 26, 2007|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20180521104657/http://www.shacknews.com/article/48156/interview-insomniac-games-ryan-schneider|archive-date=May 21, 2018|url-status=live}}</ref> It was shifted to the 1950s because the team considered the market for World War II shooters was over-saturated at that time.<ref>{{cite web|url=http://www.1up.com/news/insomniac-talks-original-resistance-ideas|archive-url=https://web.archive.org/web/20151004062517/http://www.1up.com/news/insomniac-talks-original-resistance-ideas|url-status=dead|archive-date=October 4, 2015|work=[[1UP.com]]|title=Insomniac Talks Original Resistance Ideas|first=Kris|last=Pigna|date=June 12, 2010|access-date=August 22, 2015}}</ref> ''Resistance: Fall of Man'' was a launch title for the PlayStation 3; the team said developing a new game for the console was a challenge because they had to work quickly to meet its target release window.<ref name="IGNFullStory"/> The game was a financial and critical success, despite causing [[Controversy over the use of Manchester Cathedral in Resistance: Fall of Man|controversy over the use of Manchester Cathedral]].<ref name="IGNFullStory"/> The development of the sequel soon began; the team wanted to drastically change the game, leading to internal debate between staff members. The sequel, ''[[Resistance 2]]'', was released in 2008.<ref name="IGNFullStory"/>
Meanwhile, the company developed ''[[Resistance 3]]''—the sequel to ''Resistance 2''—which was designed to be similar to ''Fall of Man''. The team at Insomniac reviewed players' feedback regarding the negative aspects of ''Resistance 2'', re-introduced some mechanics from ''Fall of Man'', and focused on narrative. They considered such an approach can differentiate a franchise from other first-person shooters. ''Resistance 3'' was regarded by the team as the best game in the series, but it sold poorly and was a financial failure. According to Price, the team was disappointed but were still proud of the project.<ref>{{cite web|url=http://www.vg247.com/2012/09/11/insomniac-has-theories-as-to-why-resistance-wasnt-sonys-halo-says-price/|title=Insomniac has "theories" as to why Resistance wasn’t Sony’s Halo, says Price|first= Stephany|last= Nunneley|work=[[VG 247]]|date=September 11, 2012|accessdate=August 22, 2015}}</ref> In early 2012, Price announced that the company would not be involved in any future ''Resistance'' projects. Sony retained the intellectual property rights to the franchise.<ref>{{cite web|url=http://www.gamesradar.com/resistance-series-receives-bullseye-shot-temple-no-more-says-insomniacs-ceo/|title=Resistance series receives a bullseye shot to the temple, is no more, says Insomniac's CEO|first=Nathan|last=Irvine|date=January 26, 2012|accessdate=August 22, 2015|work=[[GamesRadar]]}}</ref>


Meanwhile, development of the ''Ratchet & Clank'' franchise continued. The team decided to rewrite the characters when the franchise shifted to the PlayStation 3. They introduced the ''Future'' series, which includes ''[[Ratchet & Clank Future: Tools of Destruction]]'' (2007), ''[[Ratchet & Clank Future: Quest for Booty|Quest for Booty]]'' (2008) and ''[[Ratchet & Clank Future: A Crack in Time|A Crack in Time]]'' (2009). In 2008, the company established a new studio of 25 to 30 developers, led by Chad Dezern and Shaun McCabe, in North Carolina.<ref>{{cite web|url=http://www.gamasutra.com/view/news/109832/InDepth_Insomniac_Talks_New_North_Carolina_Studio.php|title=In-Depth: Insomniac Talks New North Carolina Studio|first=Chris|last=Remo|work=[[Gamasutra]]|date=June 4, 2008|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150922081216/http://www.gamasutra.com/view/news/109832/InDepth_Insomniac_Talks_New_North_Carolina_Studio.php|archive-date=September 22, 2015|url-status=live}}</ref> The new studio was responsible for some of Insomniac's ''Ratchet & Clank'' games.<ref name="IGNFullStory"/>
Insomniac had exclusively developed games for the PlayStation consoles; this changed in 2010 when Insomniac announced it had partnered with [[Electronic Arts]] via EA Partners to develop a multi-platform game for PlayStation 3 and [[Microsoft Studios]]' [[Xbox 360]] console.<ref name="GoingMultiplatform">{{cite web|url=http://www.engadget.com/2010/05/25/interview-insomniac-games-ted-price-on-going-multiplatform-ea/|title=Interview: Insomniac Games' Ted Price on going multiplatform, EA Partners|first=Christopher|last=Grant|work=[[Joystiq]]|date=May 25, 2010|accessdate=August 22, 2015}}</ref> The company hoped to reach a wider audience,<ref>{{cite web|url=http://www.technologytell.com/gaming/56707/insomniac-games-working-on-multiplatform-title/|title=Insomniac Games working on multiplatform title|first=Jeremy|last=Hill|work=Technology Cell|date=May 25, 2010|accessdate=August 22, 2015}}</ref> while keeping the rights to its IP and retain full control of its franchises.<ref name="IGNFullStory"/> The company revealed nothing about the game.<ref>{{cite web|url=http://www.1up.com/news/insomniac-ted-price-sees-benefits|title=Insomniac's Ted Price Sees Benefits of Multiplatform Development|first=Steve|last=Watts|work=[[1UP.com]]|date=November 14, 2008|accessdate=August 22, 2015}}</ref> The company established a new subsidiary called [[Insomniac Click]], which focused on casual games and games for [[Facebook]]. Its first game was not set in any of Insomniac's existing franchises.<ref>{{cite web|url=http://www.engadget.com/2011/03/13/interview-insomniac-click/|title=Interview: Click here to learn more about Insomniac Click|first=JC|last=Fletcher|work=[[Joystiq]]|date=March 13, 2011|accessdate=August 22, 2015}}</ref> Insomniac again partnered with Electronic Arts, which owned the popular casual game developer [[Playfish]], to help the game to reach a broad audience.<ref name="Click">{{cite web|url=http://gamasutra.com/view/feature/174075/staying_triplea_how_big_.php?print=1|title=Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social|first=Michael|last=Thomsen|work=[[Gamasutra]]|accessdate=August 22, 2015}}</ref> ''[[Outernauts]]'' was announced shortly after; it was released in July 2012 for browsers and mobile platforms.<ref>{{cite web|url=http://www.shacknews.com/article/74962/insomniac-launches-outernauts-a-gotta-catch-em-all-game-on|title=Insomniac launches Outernauts, a 'gotta catch em all' game, on Facebook|first=Andrew|last=Yoon|work=[[Shacknews]]|date=July 24, 2012|accessdate=August 22, 2015}}</ref> Click was later re-incorporated into Insomniac, and the browser version of ''Outernauts'' was canceled.<ref name="Click"/><ref>{{cite web|url=http://www.gamasutra.com/view/news/206328/Insomniac_kills_Outernauts_browser_game_to_focus_on_mobile_version.php|title=Insomniac kills Outernauts browser game to focus on mobile version|first=Mike|last=Rose|work=[[Gamasutra]]|date=December 5, 2013|accessdate=August 22, 2015}}</ref>


Both the ''Resistance'' franchise and the ''Ratchet & Clank'' franchise continued into the 2010s. The team in North Carolina developed ''[[Ratchet & Clank: All 4 One]]'', which received mixed reviews. The North Carolina team continued to develop the next game in the series, ''[[Ratchet & Clank: Full Frontal Assault]]'', which expanded upon levels from previous games in the series and has a structure similar to that of a [[tower defense game]].<ref>{{cite web|url=https://www.engadget.com/2012/07/18/ratchet-and-clank-full-frontal-assault-on-psn-includes-captain-qw/|title=Ratchet & Clank: Full Frontal Assault on PSN includes Captain Qwark, tower defense|first=Mike|last=Schramm|work=[[Joystiq]]|date=July 18, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150923060028/http://www.engadget.com/2012/07/18/ratchet-and-clank-full-frontal-assault-on-psn-includes-captain-qw/|archive-date=September 23, 2015|url-status=live}}</ref>
The EA Partners game was later officially revealed at [[Electronic Entertainment Expo 2011]] as ''Overstrike''.<ref>{{cite web|url=http://www.ign.com/articles/2011/06/06/e3-2011-overstrike-announced|title=E3 2011: Overstrike Announced|first=Ryan|last=Clements|work=[[IGN]]|date=June 6, 2011|accessdate=August 22, 2015}}</ref> This game was pitched by ''Ratchet & Clank'' director Brian Allgeier and it has a direction similar to that of the ''Ratchet & Clank'' series. The team thought ''Overstrike'' would appeal to teenagers. After several play-testing sessions, they realized their game was too simple for teenagers. The company developed many weapons for the game, none of which related to the game's story. The developers retooled the game and changed it to attract older players and make weapons an important part of the game.<ref>{{cite web|url=http://www.gameinformer.com/b/features/archive/2012/10/08/insomniac-39-s-ted-price-talks-evolution-of-fuse-and-fan-feedback.aspx|title=Ted Price Discusses The Evolution Of Fuse And Fan Feedback|first=Ben|last=Hanson|work=[[Game Informer]]|date=October 8, 2012|accessdate=August 22, 2015}}</ref> The game focuses on a co-operative campaign, which the company thought was a popular trend at that time.<ref name="IGNFullStory"/> It was later renamed ''[[Fuse (video game)|Fuse]]'' and was released worldwide on May 2013. ''Fuse'' was one of the lowest-rated games developed by Insomniac, and was another commercial failure, debuting in 37th place in UK in its first week of release.<ref>{{cite web |url=http://www.metacritic.com/game/playstation-3/fuse |title=Fuse for PlayStation 3 Reviews |publisher=[[Metacritic]] |accessdate=2013-05-30}}</ref><ref>{{cite web|url=http://www.eurogamer.net/articles/2013-06-03-uk-chart-fuse-fizzles-into-37th-place|title=UK chart: Fuse fizzles into 37th place|date=2013-06-03|accessdate=2013-06-03|first=Tom|last=Phillips|publisher=Eurogamer}}</ref> ''Fuse'' was considered a learning lesson for Insomniac to understand the type of game they are good at making. The reception to ''Fuse'' showed the company it should develop "colorful, playful experience that's loaded with unusual, sometimes silly weapons".<ref>{{cite web|url=http://www.polygon.com/2014/5/8/5684982/sunset-overdrive-fuse-insomniac-games|title=How Insomniac learned from Fuse and got its groove back with Sunset Overdrive|first=Michael|last=McWhertor|work=[[Polygon (website)|Polygon]]|date=May 8, 2014|accessdate=August 22, 2015}}</ref> Also in 2013, the last ''Ratchet & Clank Future'' game, ''[[Ratchet & Clank: Into the Nexus]]'', was released.<ref>{{cite web|url=http://www.eurogamer.net/articles/2013-07-11-ratchet-and-clank-into-the-nexus-announced|title=Ratchet & Clank: Into the Nexus announced|first=Wesley|last=Yin-Poole|work=[[Eurogamer]]|date=July 11, 2013|accessdate=August 22, 2015}}</ref>


Meanwhile, the company developed ''[[Resistance 3]]''—the sequel to ''Resistance 2''—which was designed to be similar to ''Fall of Man''. The team at Insomniac reviewed players' feedback regarding the negative aspects of ''Resistance 2'', re-introduced some mechanics from ''Fall of Man'', and focused on narrative. They considered such an approach can differentiate a franchise from other first-person shooters. ''Resistance 3'' was regarded by the team as the best game in the series, but it sold poorly and was a financial failure. According to Price, the team was disappointed but were still proud of the project.<ref>{{cite web|url=http://www.vg247.com/2012/09/11/insomniac-has-theories-as-to-why-resistance-wasnt-sonys-halo-says-price/|title=Insomniac has "theories" as to why Resistance wasn't Sony's Halo, says Price|first=Stephany|last=Nunneley|work=[[VG247]]|date=September 11, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150906100016/http://www.vg247.com/2012/09/11/insomniac-has-theories-as-to-why-resistance-wasnt-sonys-halo-says-price/|archive-date=September 6, 2015|url-status=live}}</ref> In early 2012, Price announced that the company would not be involved in any future ''Resistance'' projects. Sony retains the intellectual property rights to the franchise.<ref>{{cite web|url=http://www.gamesradar.com/resistance-series-receives-bullseye-shot-temple-no-more-says-insomniacs-ceo/|title=Resistance series receives a bullseye shot to the temple, is no more, says Insomniac's CEO|first=Nathan|last=Irvine|date=January 26, 2012|access-date=August 22, 2015|work=[[GamesRadar]]|archive-url=https://web.archive.org/web/20150913020951/http://www.gamesradar.com/resistance-series-receives-bullseye-shot-temple-no-more-says-insomniacs-ceo/|archive-date=September 13, 2015|url-status=live}}</ref>
Running parallel development with ''Fuse'', and beginning began soon after the completion of ''Resistance 3'', Insominac Games began development of ''[[Sunset Overdrive]]''. The game was inspired by ''[[Hyena Men of Kenya]]'', ''[[Tank Girl]]'', ''[[I Am Legend (film)|I Am Legend]]'', ''[[The Young One]]'', Halloween masks from the 1960s, and [[Lego]]. ''Sunset Overdrive'' was created by Marcus Smith and Drew Murray;<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-09-28-sunset-overdrive-the-ted-price-interview|title=Sunset Overdrive: the Ted Price interview|first=Wesley|last=Yin-Poole|work=[[Eurogamer]]|date=September 28, 2014|accessdate=August 22, 2015}}</ref> their first pitch to Insomniac's head was rejected as being too confusing. They were given one week to re-pitch the title, and they persuaded studio heads to begin the game's development. The game was later pitched to various publishers, which rejected them because Insomniac demanded to retain ownership of the IP. The project was later pitched to Microsoft Studios, which was eager to work with Insomniac. Microsoft allowed Insomniac to own the rights to the game.<ref>{{cite web|url=http://www.ign.com/articles/2014/05/09/how-sunset-overdrive-became-an-xbox-one-exclusive|title=How Sunset Overdrive Became An Xbox Exclusive|first=Colin|last=Moriarity|work=[[IGN]]|date=May 9, 2014|accessdate=August 22, 2015}}</ref> ''Sunset Overdrive'' was made exclusive to Microsoft's [[Xbox One]] console; it was released on the 20th anniversary of Insomniac, in 2014.<ref>{{cite web|url=http://www.shacknews.com/article/83702/insomniac-games-celebrates-20-year-anniversary-with-90s-tribute|title=Insomniac Games celebrates 20 year anniversary with 90s tribute|first=Andrew|last=Yoon|work=[[Shacknews]]|date=March 25, 2014|accessdate=August 22, 2015}}</ref>


=== Diversifying portfolio (2012–2019) ===
Insomniac announced ''[[Slow Down, Bull]]'', a part-commercial and part-charity project for release on [[Microsoft Windows]]; it is the company's first game for Windows.<ref>{{cite web|url=http://www.hardcoregamer.com/2015/04/14/insomniac-games-announce-slow-down-bull-for-pc/144479/|title=Insomniac Games Announce "Slow Down, Bull" for PC|first=Jahanzeb|last=Khan|work=[[Hardcore Gamer]]|date=April 14, 2015|accessdate=August 22, 2015}}</ref> During [[E3 2015]], the company announced ''[[Edge of Nowhere]]'', a third-person [[action-adventure game]] for the [[virtual reality]] hardware [[Oculus Rift]].<ref>{{cite web|url=http://www.pcgamer.com/edge-of-nowhere-makes-a-convincing-case-for-third-person-vr-games/|title=Edge Of Nowhere makes a convincing case for third-person VR games|first=Tim|last=Clark|work=[[PC Gamer]]|date=June 19, 2015|accessdate=August 22, 2015}}</ref> Insomniac is due to release a remake of ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]'' for the [[PlayStation 4]] in 2016.<ref name="RCRemake">{{cite web|url=http://www.polygon.com/2015/6/10/8756185/ratchet-and-clank-on-playstation-4-is-a-new-game-not-just-a-remake|title=Ratchet and Clank on PlayStation 4 is 'a new game,' not just a remake|first=Philip|last=Kollar|work=[[Polygon (website)|Polygon]]|date=June 10, 2015|accessdate=August 22, 2015}}</ref> In January 2016, Insomniac announced their next game, ''[[Song of the Deep]]'', a water-based video game inspired by ''[[Metroid]]'' and ''[[Castlevania: Symphony of the Night]]''. The game will be published by retailer [[GameStop]].<ref>{{cite web|url=http://www.gameinformer.com/b/news/archive/2016/01/28/insomniac-reveals-song-of-the-deep.aspx?|title=Insomniac Reveals Song Of The Deep|first=Matt|last=Miller|work=[[Game Informer]]|date=January 28, 2016|accessdate=January 28, 2016}}</ref>
Insomniac had exclusively developed games for the PlayStation console until in 2010 when Insomniac announced its partnership with [[Electronic Arts]] via [[EA Partners]] to develop a multi-platform game for the PlayStation 3 and [[Microsoft]]'s [[Xbox 360]] console.<ref name="GoingMultiplatform">{{cite web|url=https://www.engadget.com/2010/05/25/interview-insomniac-games-ted-price-on-going-multiplatform-ea/|title=Interview: Insomniac Games' Ted Price on going multiplatform, EA Partners|first=Christopher|last=Grant|work=[[Joystiq]]|date=May 25, 2010|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924051727/http://www.engadget.com/2010/05/25/interview-insomniac-games-ted-price-on-going-multiplatform-ea/|archive-date=September 24, 2015|url-status=live}}</ref> The company hoped to reach a wider audience,<ref>{{cite web|url=http://www.technologytell.com/gaming/56707/insomniac-games-working-on-multiplatform-title/|title=Insomniac Games working on multiplatform title|first=Jeremy|last=Hill|work=Technology Cell|date=May 25, 2010|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924121340/http://www.technologytell.com/gaming/56707/insomniac-games-working-on-multiplatform-title/|archive-date=September 24, 2015|url-status=live}}</ref> while keeping the rights to its IP and retain full control of its franchises.<ref name="IGNFullStory"/> The company revealed nothing about the game.<ref>{{cite web|url=http://www.1up.com/news/insomniac-ted-price-sees-benefits|archive-url=https://web.archive.org/web/20151004051950/http://www.1up.com/news/insomniac-ted-price-sees-benefits|url-status=dead|archive-date=October 4, 2015|title=Insomniac's Ted Price Sees Benefits of Multiplatform Development|first=Steve|last=Watts|work=[[1UP.com]]|date=November 14, 2008|access-date=August 22, 2015}}</ref> The company established a new subsidiary called Insomniac Click, which focused on casual games and games for [[Facebook]]. Its first game was not set in any of Insomniac's existing franchises.<ref>{{cite web|url=https://www.engadget.com/2011/03/13/interview-insomniac-click/|title=Interview: Click here to learn more about Insomniac Click|first=JC|last=Fletcher|work=[[Joystiq]]|date=March 13, 2011|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924093131/http://www.engadget.com/2011/03/13/interview-insomniac-click/|archive-date=September 24, 2015|url-status=live}}</ref> Insomniac again partnered with Electronic Arts, which owned the casual game developer [[Playfish]], to help the game to reach a broad audience.<ref name="Click">{{cite web|url=http://gamasutra.com/view/feature/174075/staying_triplea_how_big_.php?print=1|title=Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social|first=Michael|last=Thomsen|work=[[Gamasutra]]|date=July 13, 2012 |access-date=August 22, 2015|archive-url=https://web.archive.org/web/20151008052840/http://gamasutra.com/view/feature/174075/staying_triplea_how_big_.php?print=1|archive-date=October 8, 2015|url-status=live}}</ref> ''[[Outernauts]]'' was announced shortly after; it was released in July 2012 for browsers and mobile platforms.<ref>{{cite web|url=http://www.shacknews.com/article/74962/insomniac-launches-outernauts-a-gotta-catch-em-all-game-on|title=Insomniac launches Outernauts, a 'gotta catch em all' game, on Facebook|first=Andrew|last=Yoon|work=[[Shacknews]]|date=July 24, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924121826/http://www.shacknews.com/article/74962/insomniac-launches-outernauts-a-gotta-catch-em-all-game-on|archive-date=September 24, 2015|url-status=live}}</ref> Click was later re-incorporated into Insomniac, and the browser version of ''Outernauts'' was canceled.<ref name="Click"/><ref>{{cite web|url=http://www.gamasutra.com/view/news/206328/Insomniac_kills_Outernauts_browser_game_to_focus_on_mobile_version.php|title=Insomniac kills Outernauts browser game to focus on mobile version|first=Mike|last=Rose|work=[[Gamasutra]]|date=December 5, 2013|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924133916/http://www.gamasutra.com/view/news/206328/Insomniac_kills_Outernauts_browser_game_to_focus_on_mobile_version.php|archive-date=September 24, 2015|url-status=live}}</ref>


The EA Partners game was revealed at [[Electronic Entertainment Expo 2011]] as ''Overstrike''.<ref>{{cite web|url=http://www.ign.com/articles/2011/06/06/e3-2011-overstrike-announced|title=E3 2011: Overstrike Announced|first=Ryan|last=Clements|work=[[IGN]]|date=June 6, 2011|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924180611/http://www.ign.com/articles/2011/06/06/e3-2011-overstrike-announced|archive-date=September 24, 2015|url-status=live}}</ref> This game was pitched by ''Ratchet & Clank'' director Brian Allgeier and it has a direction similar to that of the ''Ratchet & Clank'' series. The team thought ''Overstrike'' would appeal to teenagers. After several play-testing sessions, they realized their game was too simple for their target group. The company developed many weapons for the game, none of which related to the game's story. The developers retooled the game and changed it to attract older players and make weapons an important part of the game.<ref>{{cite magazine|url=http://www.gameinformer.com/b/features/archive/2012/10/08/insomniac-39-s-ted-price-talks-evolution-of-fuse-and-fan-feedback.aspx|title=Ted Price Discusses The Evolution Of Fuse And Fan Feedback|first=Ben|last=Hanson|magazine=[[Game Informer]]|date=October 8, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924051237/http://www.gameinformer.com/b/features/archive/2012/10/08/insomniac-39-s-ted-price-talks-evolution-of-fuse-and-fan-feedback.aspx|archive-date=September 24, 2015|url-status=dead}}</ref> The game focuses on a co-operative campaign, which the company thought was a popular trend at that time.<ref name="IGNFullStory"/> It was renamed ''[[Fuse (video game)|Fuse]]'' and was released worldwide in May 2013. ''Fuse'' was one of the lowest-rated games developed by Insomniac, and was another commercial failure, debuting in 37th place in the UK in its first week of release.<ref>{{cite web |url=https://www.metacritic.com/game/fuse-2009/critic-reviews/?platform=playstation-3 |title=Fuse for PlayStation 3 Reviews |publisher=[[Metacritic]] |access-date=May 30, 2013 |archive-url=https://web.archive.org/web/20130511004710/http://www.metacritic.com/game/playstation-3/fuse |archive-date=May 11, 2013 |url-status=live }}</ref><ref>{{cite web|url=http://www.eurogamer.net/articles/2013-06-03-uk-chart-fuse-fizzles-into-37th-place|title=UK chart: Fuse fizzles into 37th place|date=June 3, 2013|access-date=June 3, 2013|first=Tom|last=Phillips|publisher=Eurogamer|archive-url=https://web.archive.org/web/20130608060915/http://www.eurogamer.net/articles/2013-06-03-uk-chart-fuse-fizzles-into-37th-place|archive-date=June 8, 2013|url-status=live}}</ref> ''Fuse'' was considered a learning lesson for Insomniac to understand the type of game they are good at making. The reception to ''Fuse'' showed the company it should develop "colorful, playful experiences that's loaded with unusual, sometimes silly weapons".<ref>{{cite web|url=http://www.polygon.com/2014/5/8/5684982/sunset-overdrive-fuse-insomniac-games|title=How Insomniac learned from Fuse and got its groove back with Sunset Overdrive|first=Michael|last=McWhertor|work=[[Polygon (website)|Polygon]]|date=May 8, 2014|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20151211131157/http://www.polygon.com/2014/5/8/5684982/sunset-overdrive-fuse-insomniac-games|archive-date=December 11, 2015|url-status=live}}</ref> Also in 2013, the ''Ratchet & Clank Future'' game, ''[[Ratchet & Clank: Into the Nexus]]'', was released.<ref>{{cite web|url=http://www.eurogamer.net/articles/2013-07-11-ratchet-and-clank-into-the-nexus-announced|title=Ratchet & Clank: Into the Nexus announced|first=Wesley|last=Yin-Poole|work=[[Eurogamer]]|date=July 11, 2013|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924132008/http://www.eurogamer.net/articles/2013-07-11-ratchet-and-clank-into-the-nexus-announced|archive-date=September 24, 2015|url-status=live}}</ref>
==Games developed==

{| class="wikitable sortable"
Running parallel development with ''Fuse'', and beginning soon after the completion of ''Resistance 3'', Insomniac Games began development on ''[[Sunset Overdrive]]''. The game was inspired by ''Hyena Men of Kenya'', ''[[Tank Girl]]'', ''[[I Am Legend (film)|I Am Legend]]'', ''[[The Young Ones (TV series)|The Young Ones]]'', Halloween masks from the 1960s, and [[Lego]]. ''Sunset Overdrive'' was created by Marcus Smith and Drew Murray;<ref>{{cite web|url=http://www.eurogamer.net/articles/2014-09-28-sunset-overdrive-the-ted-price-interview|title=Sunset Overdrive: the Ted Price interview|first=Wesley|last=Yin-Poole|work=[[Eurogamer]]|date=September 28, 2014|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20151003164107/http://www.eurogamer.net/articles/2014-09-28-sunset-overdrive-the-ted-price-interview|archive-date=October 3, 2015|url-status=live}}</ref> their first pitch to Insomniac's head was rejected as being too confusing. They were given one week to re-pitch the title, and they persuaded studio heads to begin the game's development. The game was later pitched to various publishers, which rejected them because Insomniac demanded to retain ownership of the intellectual property. The project was later pitched to Microsoft Studios, which was eager to work with Insomniac. Microsoft allowed Insomniac to own the rights to the game.<ref>{{cite web|url=http://www.ign.com/articles/2014/05/09/how-sunset-overdrive-became-an-xbox-one-exclusive|title=How Sunset Overdrive Became An Xbox Exclusive|first=Colin|last=Moriarity|work=[[IGN]]|date=May 9, 2014|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20151006210028/http://www.ign.com/articles/2014/05/09/how-sunset-overdrive-became-an-xbox-one-exclusive|archive-date=October 6, 2015|url-status=live}}</ref> ''Sunset Overdrive'' was made for Microsoft's [[Xbox One]] console; it was released on the 20th anniversary of Insomniac, in 2014.<ref>{{cite web|url=http://www.shacknews.com/article/83702/insomniac-games-celebrates-20-year-anniversary-with-90s-tribute|title=Insomniac Games celebrates 20 year anniversary with 90s tribute|first=Andrew|last=Yoon|work=[[Shacknews]]|date=March 25, 2014|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924123738/http://www.shacknews.com/article/83702/insomniac-games-celebrates-20-year-anniversary-with-90s-tribute|archive-date=September 24, 2015|url-status=live}}</ref>
|-

!Year
Insomniac announced ''Slow Down, Bull'', a part-commercial and part-charity project for release on [[Microsoft Windows]]; it is the company's first game for Windows.<ref>{{cite web|url=http://www.hardcoregamer.com/2015/04/14/insomniac-games-announce-slow-down-bull-for-pc/144479/|title=Insomniac Games Announce "Slow Down, Bull" for PC|first=Jahanzeb|last=Khan|work=Hardcore Gamer|date=April 14, 2015|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924045325/http://www.hardcoregamer.com/2015/04/14/insomniac-games-announce-slow-down-bull-for-pc/144479/|archive-date=September 24, 2015|url-status=live}}</ref> Insomniac released a remake of ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]'' for the [[PlayStation 4]] in 2016.<ref name="RCRemake">{{cite web|url=http://www.polygon.com/2015/6/10/8756185/ratchet-and-clank-on-playstation-4-is-a-new-game-not-just-a-remake|title=Ratchet and Clank on PlayStation 4 is 'a new game,' not just a remake|first=Philip|last=Kollar|work=[[Polygon (website)|Polygon]]|date=June 10, 2015|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150823053626/http://www.polygon.com/2015/6/10/8756185/ratchet-and-clank-on-playstation-4-is-a-new-game-not-just-a-remake|archive-date=August 23, 2015|url-status=live}}</ref> In January 2016, Insomniac announced their next game, ''[[Song of the Deep]]'', a water-based video game inspired by ''[[Metroid]]'' and ''[[Castlevania: Symphony of the Night]]''. The game was published by retailer [[GameStop]].<ref>{{cite magazine|url=http://www.gameinformer.com/b/news/archive/2016/01/28/insomniac-reveals-song-of-the-deep.aspx?|title=Insomniac Reveals Song Of The Deep|first=Matt|last=Miller|magazine=[[Game Informer]]|date=January 28, 2016|access-date=January 28, 2016|archive-url=https://web.archive.org/web/20160131032735/http://www.gameinformer.com/b/news/archive/2016/01/28/insomniac-reveals-song-of-the-deep.aspx|archive-date=January 31, 2016|url-status=dead}}</ref>
!Title

!Platform
During [[E3 2015]], the company announced ''[[Edge of Nowhere]]'', a third-person [[action-adventure game]] for the [[virtual reality]] hardware [[Oculus Rift]].<ref>{{cite web|url=http://www.pcgamer.com/edge-of-nowhere-makes-a-convincing-case-for-third-person-vr-games/|title=Edge Of Nowhere makes a convincing case for third-person VR games|first=Tim|last=Clark|work=[[PC Gamer]]|date=June 19, 2015|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150810184502/http://www.pcgamer.com/edge-of-nowhere-makes-a-convincing-case-for-third-person-vr-games/|archive-date=August 10, 2015|url-status=live}}</ref> In April 2016, the company announced two new virtual reality titles: ''Feral Rites'', a [[hack and slash]] game, and ''The Unspoken'', a fantasy multiplayer game, for the Oculus Rift. According to Price, the company began focusing on virtual reality projects as the team is enthusiastic about the technology, and that it allows the company to develop an expertise in creating VR games. The studio signed an exclusive deal with [[Oculus VR]] as Insomniac believed that both companies shared the same passion to "[bring] games to life", and that they allowed Insomniac to retain the rights of their intellectual properties. Price compared the agreement to their previous first-party deals, and added that having the opportunity to develop games for the first generation of VR platforms is something the team could not reject.<ref>{{cite web|url=http://www.gamasutra.com/view/news/270571/Insomniac_doubles_down_on_VR_announces_two_Oculusexclusive_titles.php|title=Insomniac doubles down on VR, announces two Oculus-exclusive titles|first=Bryant|last=Francis|work=[[Gamasutra]]|date=April 18, 2016|access-date=April 18, 2016|archive-url=https://web.archive.org/web/20160420045957/http://gamasutra.com/view/news/270571/Insomniac_doubles_down_on_VR_announces_two_Oculusexclusive_titles.php|archive-date=April 20, 2016|url-status=live}}</ref> Despite the new direction, Price added that they will not give up on making console AAA video games.<ref>{{cite web|url=http://www.eurogamer.net/articles/2016-04-22-how-insomniac-went-from-aaa-games-to-one-of-todays-most-experimental-studios|title=How Insomniac shifted from big blockbusters to eccentric experiments|first=Jeffery|last=Matulef|work=[[Eurogamer]]|date=April 22, 2016|access-date=April 22, 2016|archive-url=https://web.archive.org/web/20160423124440/http://www.eurogamer.net/articles/2016-04-22-how-insomniac-went-from-aaa-games-to-one-of-todays-most-experimental-studios|archive-date=April 23, 2016|url-status=live}}</ref> At [[E3 2016]], Insomniac announced their next AAA title, ''[[Spider-Man (2018 video game)|Marvel's Spider-Man]]'',<ref name="SpiderManE32017">{{cite web|last1=Dornbush|first1=Johnathon|title=E3 2017: Spider-Man PS4 Coming in 2018, Features Miles Morales and Peter Parker|url=http://www.ign.com/articles/2017/06/13/spider-man-ps4-coming-in-2018-features-miles-morales-and-peter-parker|publisher=[[IGN]]|access-date=June 13, 2017|date=June 12, 2017|archive-url=https://web.archive.org/web/20170613031935/http://www.ign.com/articles/2017/06/13/spider-man-ps4-coming-in-2018-features-miles-morales-and-peter-parker|archive-date=June 13, 2017|url-status=live}}</ref> developed for the [[PlayStation 4]] in conjunction with [[Marvel Entertainment]]. Bryan Intihar, producer of ''[[Sunset Overdrive]]'', was the game's creative director.<ref>{{cite web|url=http://www.polygon.com/e3/2016/6/14/11937012/marvel-games-aaa-spider-man-insomniac-games-jay-ong|title=Marvel Games' new mandate is 'Make epic games,' and Spider-Man is just the beginning|first=Michael|last=McWhertor|work=[[Polygon (website)|Polygon]]|date=June 14, 2016|access-date=June 15, 2016|archive-url=https://web.archive.org/web/20160614223431/http://www.polygon.com/e3/2016/6/14/11937012/marvel-games-aaa-spider-man-insomniac-games-jay-ong|archive-date=June 14, 2016|url-status=live}}</ref>

[[File:Insomniac.png|thumb|right|175px|Logo used from 2002 to 2017]]
In September 2017, Insomniac Games revealed its new brand logo, which replaced the moon image standing in for the "O" with a more stylized iconograph. The company said that part of their rebranding was to "think beyond the moon".<ref>{{cite web | url = http://www.gamesindustry.biz/articles/2017-09-19-insomniac-games-kicks-off-rebranding-effort | title = Insomniac Games kicks off rebranding effort | first = James | last = Brightman | date = September 29, 2017 | access-date = January 8, 2017 | work = [[GamesIndustry.biz]] | archive-url = https://web.archive.org/web/20170919230709/http://www.gamesindustry.biz/articles/2017-09-19-insomniac-games-kicks-off-rebranding-effort | archive-date = September 19, 2017 | url-status = live }}</ref> Insomniac chief brand officer Ryan Schneider said part of the rebranding was to prevent the studio being pigeonholed; while the moon-based logo had well-represented the company for its ''Spyro'' and ''Ratchet & Clank'' cartoon-like games, it did not reflect well on the expanded directions they had moved in recent years, such as the ''Spider-Man'' game.<ref name="gibiz blew up moon">{{cite web | url = http://www.gamesindustry.biz/articles/2018-01-08-why-insomniac-blew-up-the-moon | title = Why Insomniac blew up the moon | first = Brendan | last = Sinclair | date = January 8, 2018 | access-date = January 8, 2018 | work = [[GamesIndustry.biz]] | archive-url = https://web.archive.org/web/20180108155205/http://www.gamesindustry.biz/articles/2018-01-08-why-insomniac-blew-up-the-moon | archive-date = January 8, 2018 | url-status = live }}</ref> Schneider said that along with the brand change, the company plans to be engaging with players, offering live-streaming of their work, and re-establishing a new identity, without completely eschewing their past. Schneider said they effectively "blew up the moon" to establish this new direction.<ref name="gibiz blew up moon"/>

=== Sony acquisition (2019–present) ===
In August 2019, Sony announced a definitive agreement to acquire Insomniac as one of its first-party developers. This would make Insomniac the 14th internal studio with Sony's [[SIE Worldwide Studios]] division.<ref>{{cite web | url = https://www.ign.com/articles/2019/08/19/sony-acquires-spider-man-ps4-developer-insomniac-games | title = Sony Acquires Spider-Man PS4 Developer Insomniac Games | first = Jonathan | last = Dornbursh | date = August 19, 2019 | access-date = August 19, 2019 | work = [[IGN]] | archive-url = https://web.archive.org/web/20190819192533/https://www.ign.com/articles/2019/08/19/sony-acquires-spider-man-ps4-developer-insomniac-games | archive-date = August 19, 2019 | url-status = live }}</ref> Sony's Shawn Layden stated they had been evaluating the option of acquiring Insomniac for some time, and the success of their ''Spider-Man'' game contributed significantly towards this end, demonstrating that Insomniac was an "impact maker" and a "style-setter".<ref name="thr sony acq"/> Layden believed that Insomniac's working relationship with Sony would not change significantly in the acquisition, leaving the studio in its own creative control, but would allow Insomniac to have closer access to other innovative technologies throughout SIE Worldwide Studios.<ref name="thr sony acq">{{cite web | url = https://www.hollywoodreporter.com/news/why-sony-interactive-bought-spider-man-maker-insomniac-games-1233018 | title = Why Sony Interactive Bought 'Spider-Man' Maker Insomniac Games | first = Patrick | last = Shanley | date = August 19, 2019 | access-date = August 19, 2019 | work = [[The Hollywood Reporter]] | archive-url = https://web.archive.org/web/20190820000551/https://www.hollywoodreporter.com/news/why-sony-interactive-bought-spider-man-maker-insomniac-games-1233018 | archive-date = August 20, 2019 | url-status = live }}</ref> The acquisition, for which Sony paid {{yen|24,895&nbsp;million|link=yes}} (equivalent to {{US$|229&nbsp;million|long=no}}), was completed on November 15, 2019.<ref>{{cite web |url=https://www.sony.net/SonyInfo/IR/library/Sony_Quarterly_Securities_Report_2019Q3.pdf |title=Quarterly Securities Report For the three months ended December 31, 2019 |website=[[Sony]] |page=39 |archive-url=https://web.archive.org/web/20200610192617/https://www.sony.net/SonyInfo/IR/library/Sony_Quarterly_Securities_Report_2019Q3.pdf |archive-date=June 10, 2020 |url-status=live }}</ref><ref>{{cite web |url=https://www.gamesindustry.biz/articles/2020-02-10-sony-paid-usd229-million-for-insomniac |title=Sony paid $229 million for Insomniac |first=Brendan |last=Sinclair |date=February 10, 2020 |website=[[GamesIndustry.biz]]}}</ref>

At the [[PlayStation 5]] reveal event on June 11, 2020, Insomniac announced two new games: ''[[Spider-Man: Miles Morales|Marvel's Spider-Man: Miles Morales]]'', a spin-off to ''Marvel's Spider-Man'', and ''[[Ratchet & Clank: Rift Apart]]''. The former was a launch title for the PS5, released alongside a remaster of the original ''Marvel's Spider-Man'' for the console in November 2020.<ref name="Announcement GR">{{Cite web|last=Avard|first=Alex|date=June 11, 2020|title=Spider-Man 2 starring Miles Morales announced as PS5 launch title|url=https://www.gamesradar.com/uk/spider-man-ps5-reveal/|access-date=June 11, 2020|website=[[GamesRadar+]]|publisher=[[Future plc]]}}</ref><ref>{{cite web | url = https://www.polygon.com/2020/6/11/21287788/ratchet-clank-rift-apart-ps5-release-date-trailer-insomniac-games-playstation-5 | title = New Ratchet & Clank game, Rift Apart, announced for PS5 |website=[[Polygon (website)|Polygon]]| date = June 11, 2020 }}</ref> The latter released on June 11, 2021, exclusively for the PS5.<ref>{{cite web|url=https://www.ign.com/articles/ratchet-clank-rift-apart-release-date-annonuced|title=Ratchet & Clank: Rift Apart Release Date Announced|first=Adam|last=Bankhurst|work=[[IGN]]|date=February 12, 2021|access-date=February 12, 2021}}</ref>

On September 9, 2021, at the PlayStation showcase event, Insomniac announced a sequel to ''Marvel's Spider Man'' entitled ''[[Spider-Man 2 (2023 video game)|Marvel's Spider-Man 2]]'' would be released in 2023 for PlayStation 5.<ref>{{cite web |url=https://www.ign.com/articles/spider-man-2-insomniac-ps5 |title=Spider-Man 2 Announced By Insomniac Games |last=Marks |first=Tom |date=September 10, 2021 |website=[[IGN]] |access-date=September 10, 2021 |archive-url=https://web.archive.org/web/20210909210614/https://www.ign.com/articles/spider-man-2-insomniac-ps5 |archive-date=September 9, 2021 |url-status=live }}</ref> The company also announced the development of a standalone game, ''[[Wolverine (upcoming video game)|Marvel's Wolverine]]'', likewise for the PS5. <ref name="IGN announcement">{{Cite web|url=https://www.ign.com/articles/insomniac-wolverine-game-in-development|title=Insomniac Is Making Marvel's Wolverine|last=Valentine|first=Rebekah|date=9 September 2021|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=9 September 2021}}</ref>
====December 2023 leak====
In December 2023, hackers from [[ransomware]] group [[Rhysida (hacker group)|Rhysida]] targeted Insomniac, threatening to release information if they did not pay 2 million dollars in [[bitcoin]]. Insomniac refused to pay, and as a result, over 1.67 terabytes of data was leaked containing files, including an early release build of ''[[Wolverine (upcoming video game)|Marvel's Wolverine]]''. The leak also contained Insomniac and Sony Interactive Entertainment data such as employees' personal information, past sales information, and plans for Insomniac through 2032. These included additional titles from Marvel, including a [[Venom (character)|Venom]]-based game, as well as possible [[X-Men]] titles that would remain exclusive to the PlayStation platform through 2035.<ref>{{Cite web |last=Welsh |first=Oli |date=2023-12-19 |title=Insomniac hackers release 1.3 million files covering Wolverine, Spider-Man 3, and beyond |url=https://www.polygon.com/24007591/insomniac-games-hack-wolverine-spider-man-3-data |access-date=2023-12-19 |website=Polygon |language=en-US}}</ref> Players, developers, and publishers expressed sympathy for the leak, and Insomniac stated on social media that "We’re both saddened and angered about the recent criminal cyberattack on our studio and the emotional toll it’s taken on our dev team. We have focused inwardly for the last several days to support each other." The studio intends to continue work on ''Wolverine'', stressing that the leaked version was still from early in development.<ref>{{cite web | url = https://www.videogameschronicle.com/news/insomniac-breaks-silence-on-extremely-distressing-data-breach/ | title = Insomniac breaks silence on ‘extremely distressing’ data breach | first = Chris | last = Scullion | date = December 21, 2023 | accessdate = December 22, 2023 | work = [[Video Games Chronicle]] }}</ref> According to Rhysida, only 98% of the data they acquired was leaked, with the other 2% being sold, and their only motivation for the attack was for money.<ref>{{Cite web |last=Hollingworth |first=David |date=2023-12-19 |title=Snikt! Rhysida dumps more than a terabyte of Insomniac Games’ internal data |url=https://www.cyberdaily.au/culture/9959-snikt-rhysida-dumps-more-than-a-terabyte-of-insomniac-games-internal-data |access-date=2024-02-17 |website=www.cyberdaily.au |language=en}}</ref>

====Voice actor strike====
In July 2024, voice actors, motion capture employees and some other people employed by Insomniac who were member of [[Screen Actors Guild-American Federation of Television and Radio Artists]] (SAG-AFTRA) members would begin a [[2024 SAG-AFTRA video game strike|labor strike]] over concerns about [[A.I.]]<ref>{{cite news|url=https://www.latimes.com/entertainment-arts/business/story/2024-07-27/video-game-actors-strike-explained-sag-aftra|title=Video game actors are on strike. Here’s what that means|first1=Samantha|last1=Masunga|first2=Christi|last2=Carras|publisher=Los Angeles Times|date=July 27, 2024|accessdate=July 27, 2024}}</ref>

== Games developed ==
{| class="wikitable sortable plainrowheaders"
|+ {{sronly|List of games developed by Insomniac Games}}
|-
|-
! scope="col" | Year
! scope="col" | Title
! scope="col" | Platform(s)
|-
|-
| 1996
! scope="row" | 1996
| ''[[Disruptor (video game)|Disruptor]]''
| ''[[Disruptor (video game)|Disruptor]]''
| [[PlayStation (console)|PlayStation]]
| rowspan="4" | [[PlayStation (console)|PlayStation]]
|-
|-
| 1998
! scope="row" | 1998
| ''[[Spyro the Dragon (video game)|Spyro the Dragon]]''
| ''[[Spyro the Dragon]]''
| PlayStation
|-
|-
| 1999
! scope="row" | 1999
| ''[[Spyro 2: Ripto's Rage!]]''
| ''[[Spyro 2: Ripto's Rage!]]''
| PlayStation
|-
|-
| 2000
! scope="row" | 2000
| ''[[Spyro: Year of the Dragon]]''
| ''[[Spyro: Year of the Dragon]]''
| PlayStation
|-
|-
| 2002
! scope="row" | 2002
| ''[[Ratchet & Clank (2002 video game)|Ratchet & Clank]]''
| ''[[Ratchet & Clank (2002 video game)|Ratchet & Clank]]''
| [[PlayStation 2]]
| rowspan="4" | [[PlayStation 2]]
|-
|-
| 2003
! scope="row" | 2003
| ''[[Ratchet & Clank: Going Commando]]''
| ''[[Ratchet & Clank: Going Commando]]''
| PlayStation 2
|-
|-
| 2004
! scope="row" | 2004
| ''[[Ratchet & Clank: Up Your Arsenal]]''
| ''[[Ratchet & Clank: Up Your Arsenal]]''
| PlayStation 2
|-
|-
| 2005
! scope="row" | 2005
| ''[[Ratchet: Deadlocked]]''
| ''[[Ratchet: Deadlocked]]''
| PlayStation 2
|-
|-
| 2006
! scope="row" | 2006
| ''[[Resistance: Fall of Man]]''
| ''[[Resistance: Fall of Man]]''
| [[PlayStation 3]]
| rowspan="7" | [[PlayStation 3]]
|-
|-
| 2007
! scope="row" | 2007
| ''[[Ratchet & Clank Future: Tools of Destruction]]''
| ''[[Ratchet & Clank Future: Tools of Destruction]]''
| PlayStation 3
|-
|-
| rowspan="2"| 2008
! scope="row" rowspan="2" | 2008
| ''[[Ratchet & Clank Future: Quest for Booty]]''
| ''[[Ratchet & Clank Future: Quest for Booty]]''
| PlayStation 3
|-
|-
| ''[[Resistance 2]]''
| ''[[Resistance 2]]''
| PlayStation 3
|-
|-
| 2009
! scope="row" | 2009
| ''[[Ratchet & Clank Future: A Crack in Time]]''
| ''[[Ratchet & Clank Future: A Crack in Time]]''
| PlayStation 3
|-
|-
| rowspan="2"| 2011
! scope="row" rowspan="2" | 2011
| ''[[Resistance 3]]''
| ''[[Resistance 3]]''
| PlayStation 3
|-
|-
| ''[[Ratchet & Clank: All 4 One]]''
| ''[[Ratchet & Clank: All 4 One]]''
| PlayStation 3
|-
|-
| rowspan="2"| 2012
! scope="row" rowspan="2" | 2012
| ''[[Ratchet & Clank: Full Frontal Assault]]''
| ''[[Ratchet & Clank: Full Frontal Assault]]''
| PlayStation 3, [[PlayStation Vita]]
| PlayStation 3, [[PlayStation Vita]]
|-
|-
| ''[[Outernauts]]''
| ''[[Outernauts]]''
| [[iOS]]
| [[iOS]], [[Android (operating system)|Android]]
|-
|-
| rowspan="2"| 2013
! scope="row" rowspan="2" | 2013
| ''[[Fuse (video game)|Fuse]]''
| ''[[Fuse (video game)|Fuse]]''
| PlayStation 3, [[Xbox 360]]
| PlayStation 3, [[Xbox 360]]
Line 157: Line 175:
| PlayStation 3
| PlayStation 3
|-
|-
| 2014
! scope="row" | 2014
| ''[[Sunset Overdrive]]''
| ''[[Sunset Overdrive]]''
| [[Xbox One]]
| [[Xbox One]], [[Microsoft Windows]]
|-
|-
| rowspan="4"| 2015
! scope="row" rowspan="4" | 2015
| ''Slow Down, Bull''
| ''Slow Down, Bull''
| Windows, [[Mac OS X]], [[Linux]]
| [[Microsoft Windows]]
|-
|-
| ''Fruit Fusion''
| ''Fruit Fusion''
| rowspan="2" | [[Android (operating system)|Android]], iOS
| iOS, Android
|-
| ''Bad Dinos''
|-
|-
| ''Digit & Dash''
| ''Digit & Dash''
| iOS
| iOS
|-
|-
! scope="row" rowspan="5" | 2016
| ''Bad Dinos''
| iOS, Android
|-
| rowspan="3"| 2016
| ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]''
| ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]''
| [[PlayStation 4]]
| [[PlayStation 4]]
|-
|-
| ''[[Song of the Deep]]''
| ''[[Song of the Deep]]''
| Microsoft Windows, PlayStation 4, Xbox One
| Windows, PlayStation 4, Xbox One
|-
|-
| ''[[Insomniac Games#Other games|Edge of Nowhere]]''
| ''[[Edge of Nowhere]]''
| rowspan="3" | Windows
| [[Oculus Rift]]
|-
| ''The Unspoken''
|-
| ''Feral Rites''
|-
! scope="row" rowspan="2" | 2018
| ''[[Marvel's Spider-Man (video game)|Marvel's Spider-Man]]''
| PlayStation 4
|-
| ''Seedling''
| [[Magic Leap One]]
|-
! scope="row" rowspan="2" | 2019
| ''[[Stormland (video game)|Stormland]]''
| Windows
|-
| ''Strangelets''
| Magic Leap One
|-
! rowspan="2" scope="row" | 2020
| ''[[Marvel's Spider-Man: Miles Morales]]''
| Windows, PlayStation 4, [[PlayStation 5]]
|-
|''Marvel's Spider-Man Remastered''
| rowspan="3" |Windows, PlayStation 5
|-
! scope="row" | 2021
| ''[[Ratchet & Clank: Rift Apart]]''
|-
! scope="row" | 2023
| ''[[Spider-Man 2 (2023 video game)|Marvel's Spider-Man 2]]''
|-
! scope="row" | TBA
|''[[Marvel's Wolverine]]''
| rowspan="1" |PlayStation 5
|}
|}


===''Spyro'' (1998–2000)===
===''Spyro'' (1998–2000)===
{{See also|Spyro (series)}}
{{See also|Spyro}}
Insomniac is the creator of the ''Spyro'' series and developed the first three games, ''[[Spyro the Dragon (video game)|Spyro the Dragon]]'' (1998), ''[[Spyro 2: Ripto's Rage!]]'' (1999) and ''[[Spyro: Year of the Dragon]]'' (2000) for the first [[PlayStation (console)|PlayStation]] console. It is a series of platform games that follow Spyro the Dragon as he progresses through a medieval-styled world. The dragon can glide, charge and exhale fire. The original trilogy has collectively sold eight million copies.<ref name="G4TV"/> The series continued after Insomniac ceased developing further ''Spyro'' games. [[NBCUniversal|Universal]] outsourced the game development; two subseries, ''[[The Legend of Spyro]]'' and ''[[Skylanders]]'', were then developed. [[Activision Blizzard]] is now the owner of the franchise.<ref name="Spyro"/>
Insomniac is the creator of the ''Spyro'' series and developed the first three games, ''[[Spyro the Dragon]]'' (1998), ''[[Spyro 2: Ripto's Rage!|Ripto's Rage!]]'' (1999) and ''[[Spyro: Year of the Dragon|Year of the Dragon]]'' (2000) for the first [[PlayStation (console)|PlayStation]] console. It is a series of platform games that follow Spyro the Dragon as he progresses through a medieval-styled world. The dragon can glide, charge and exhale fire. The original trilogy has collectively sold 8,000,000 copies.<ref name="G4TV"/> The series continued after Insomniac ceased developing further ''Spyro'' games. [[Universal Pictures|Universal Studios]] outsourced the game development via [[Universal Interactive]]; two subseries, ''[[The Legend of Spyro]]'' and ''[[Skylanders]]'', were then developed. [[Microsoft Gaming]] is now the owner of the franchise.<ref name="Spyro"/>


===''Ratchet & Clank'' (2002–present)===
===''Ratchet & Clank'' (2002–2021)===
{{See also|Ratchet & Clank}}
{{See also|Ratchet & Clank}}
''Ratchet & Clank'' is a series of action-adventure games with platform elements. Players mostly take control of Ratchet as he progresses through various planets in order to save the galaxy. Clank is also playable in several segments of these games. The series is divided into two parts; the original series for the [[PlayStation 2]] (''[[Ratchet & Clank (2002 video game)|Ratchet & Clank]]'' (2002), ''[[Ratchet & Clank: Going Commando|Going Commando]]'' (2003), ''[[Ratchet & Clank: Up Your Arsenal|Up Your Arsenal]]'' (2004) and ''[[Ratchet: Deadlocked]]'' (2005)) and the ''Future'' series for the [[PlayStation 3]] (''[[Ratchet & Clank Future: Tools of Destruction|Tools of Destruction]]'' (2007), ''[[Ratchet & Clank Future: Quest for Booty|Quest for Booty]]'' (2008), ''[[Ratchet & Clank Future: A Crack in Time|A Crack in Time]]'' (2009) and ''[[Ratchet & Clank: Into the Nexus|Into the Nexus]]'' (2013)).<ref name="HistoryRC"/> The first three titles in the series were remastered and packaged in the ''[[Ratchet & Clank Collection]]'' for the PlayStation 3 and [[PlayStation Vita]], while a remake called ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]'' is currently in development for the [[PlayStation 4]] with a scheduled 2016 release.<ref name="RCRemake"/><ref>{{cite web|url=http://blog.eu.playstation.com/2012/03/15/the-ratchet-clank-trilogy-coming-may-2012|title=The Ratchet & Clank Trilogy – Coming May 2012 |first=Ted |last=Price |date=March 15, 2012 |work=[[PlayStation Blog]] |accessdate=December 10, 2012}}</ref> A [[Ratchet & Clank (film)|''Ratchet & Clank'' animated film]], with screenplay and additional marketing by Insomniac, is due to be released in 2016 as well, to coincide with the release of the video game remake.<ref>{{cite web|url=http://www.ign.com/articles/2013/04/23/ratchet-and-clank-animated-movie-headed-to-theaters|title=Ratchet & Clank Animated Movie Headed to Theaters|first=Chris|last=Carle|work=[[IGN]]|date=April 23, 2013|accessdate=August 23, 2015}}</ref>
''Ratchet & Clank'' is a series of action-adventure games with platform elements. Players mostly take control of Ratchet as he progresses through various planets in order to save the galaxy. Clank is playable in several segments of these games. The series is divided into two parts; the original series for the [[PlayStation 2]] (''[[Ratchet & Clank (2002 video game)|Ratchet & Clank]]'' (2002), ''[[Ratchet & Clank: Going Commando|Going Commando]]'' (2003), ''[[Ratchet & Clank: Up Your Arsenal|Up Your Arsenal]]'' (2004) and ''[[Ratchet: Deadlocked]]'' (2005) and the ''Future'' series for the [[PlayStation 3]] (''[[Ratchet & Clank Future: Tools of Destruction|Tools of Destruction]]'' (2007), ''[[Ratchet & Clank Future: Quest for Booty|Quest for Booty]]'' (2008), ''[[Ratchet & Clank Future: A Crack in Time|A Crack in Time]]'' (2009) and ''[[Ratchet & Clank: Into the Nexus|Into the Nexus]]'' (2013).<ref name="HistoryRC"/> The first three titles in the series were remastered and packaged in the ''[[Ratchet & Clank Collection]]'' for the PlayStation 3 and [[PlayStation Vita]], with ''[[Ratchet & Clank (2016 video game)|Ratchet & Clank]]'' (2016) being the latest release on the [[PlayStation 4]].<ref name="RCRemake"/><ref>{{cite web |url=http://blog.eu.playstation.com/2012/03/15/the-ratchet-clank-trilogy-coming-may-2012 |title=The Ratchet & Clank Trilogy – Coming May 2012 |first=Ted |last=Price |date=March 15, 2012 |work=[[PlayStation Blog]] |access-date=December 10, 2012 |archive-url=https://web.archive.org/web/20121204162941/http://blog.eu.playstation.com/2012/03/15/the-ratchet-clank-trilogy-coming-may-2012/ |archive-date=December 4, 2012 |url-status=live }}</ref> A [[Ratchet & Clank (film)|''Ratchet & Clank'' animated film]], with screenplay and additional marketing by Insomniac, was released in 2016 as well, to coincide with the release of the video game remake.<ref>{{cite web|url=http://www.ign.com/articles/2013/04/23/ratchet-and-clank-animated-movie-headed-to-theaters|title=Ratchet & Clank Animated Movie Headed to Theaters|first=Chris|last=Carle|work=[[IGN]]|date=April 23, 2013|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150924195655/http://www.ign.com/articles/2013/04/23/ratchet-and-clank-animated-movie-headed-to-theaters|archive-date=September 24, 2015|url-status=live}}</ref> After the announcement that Sony acquired Insomniac Games, [[SIE Worldwide Studios]] boss [[Shawn Layden]] stated that the ''Ratchet & Clank'' series will be a vital series for them in the future.<ref>{{Cite news|url=http://www.pushsquare.com/news/2019/08/ratchet_and_clank_is_vital_in_the_present_and_future_says_sony|title=Ratchet & Clank Is Vital in the Present and Future, Says Sony|last=Barker|first=Sammy|date=August 19, 2019|work=Push Square|access-date=September 13, 2019|archive-url=https://web.archive.org/web/20190913195805/http://www.pushsquare.com/news/2019/08/ratchet_and_clank_is_vital_in_the_present_and_future_says_sony|archive-date=September 13, 2019|url-status=live}}</ref> The next game in development, ''[[Ratchet & Clank: Rift Apart]]'', was first revealed at the PS5 Future of Gaming event on June 11, 2020 as a [[PlayStation 5]] exclusive,<ref>{{Cite news|url=https://www.eurogamer.net/articles/2020-06-11-ratchet-and-clank-rift-apart-for-ps5-announced|title=Ratchet & Clank: Rift Apart for PS5 announced|newspaper=Eurogamer.net|date=June 11, 2020 |access-date=11 June 2020}}</ref> and the game was released on June 11, 2021.<ref>{{Cite web|date=2021-02-11|title=Ratchet & Clank: Rift Apart arrives on PS5 June 11|url=https://blog.playstation.com/2021/02/11/ratchet-clank-rift-apart-arrives-on-ps5-june-11/|access-date=2021-02-11|website=PlayStation.Blog|language=en-US}}</ref>


===''Resistance'' (2006–2011)===
===''Resistance'' (2006–2011)===
{{See also|Resistance (series)}}
{{See also|Resistance (video game series)}}
''Resistance'' is a series of first-person shooter games set in an [[alternate history]], in around 1950. An alien race called the "Chimera" has invaded and conquered Earth, and has turned humans into monster-like supersoldiers.<ref>{{cite web|url=http://www.gameinformer.com/b/news/archive/2010/10/15/the-official-resistance-series-timeline.aspx?PageIndex=2|title=The Official Resistance Series Timeline|first=Bryan|last=Vore|work=[[Game Informer]]|date=October 15, 2010|accessdate=August 23, 2015}}</ref> Players play as Nathan Hale in ''[[Resistance: Fall of Man]]'' (2006) and ''[[Resistance 2]]'' (2008), and as Joseph Capelli in ''[[Resistance 3]]'' (2011).<ref>{{cite web|url=http://www.shacknews.com/article/70022/resistance-3-dev-considered-return-of-r2-hero|title=Resistance 3 Dev Considered Return of R2 Hero|first=Steve|last=Watts|work=[[Shacknews]]|date=September 2, 2011|accessdate=August 23, 2015}}</ref> All three games were released exclusively for the PlayStation 3 system. The series also includes the handheld games ''[[Resistance: Retribution]]'', developed by [[SCE Bend Studio]] for the [[PlayStation Portable]], and ''[[Resistance: Burning Skies]]'', developed by [[nStigate Games|Nihilistic Software]] for the PlayStation Vita.<ref>{{cite web|url=http://www.ign.com/articles/2012/06/01/did-burning-skies-kill-the-resistance-franchise|title=Did Burning Skies Kill the Resistance Franchise?|first=Colin|last=Moriarty|work=[[IGN]]|date=June 1, 2012|accessdate=August 23, 2015}}</ref>
''Resistance'' is a series of first-person shooter games set circa 1950 in an [[alternate history]]. An alien race called the Chimera have invaded and conquered Earth, and has turned humans into monstrous supersoldiers.<ref>{{cite magazine|url=http://www.gameinformer.com/b/news/archive/2010/10/15/the-official-resistance-series-timeline.aspx?PageIndex=2|title=The Official Resistance Series Timeline|first=Bryan|last=Vore|magazine=[[Game Informer]]|date=October 15, 2010|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150924064112/http://www.gameinformer.com/b/news/archive/2010/10/15/the-official-resistance-series-timeline.aspx?PageIndex=2|archive-date=September 24, 2015|url-status=dead}}</ref> Players play as Nathan Hale in ''[[Resistance: Fall of Man]]'' (2006) and ''[[Resistance 2]]'' (2008), and as Joseph Capelli in ''[[Resistance 3]]'' (2011).<ref>{{cite web|url=http://www.shacknews.com/article/70022/resistance-3-dev-considered-return-of-r2-hero|title=Resistance 3 Dev Considered Return of R2 Hero|first=Steve|last=Watts|work=[[Shacknews]]|date=September 2, 2011|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150924115113/http://www.shacknews.com/article/70022/resistance-3-dev-considered-return-of-r2-hero|archive-date=September 24, 2015|url-status=live}}</ref> All three games were released for the PlayStation 3 system. The series includes the handheld games ''[[Resistance: Retribution]]'', developed by [[Bend Studio]] for the [[PlayStation Portable]], and ''[[Resistance: Burning Skies]]'', developed by [[nStigate Games|Nihilistic Software]] for the PlayStation Vita.<ref>{{cite web|url=http://www.ign.com/articles/2012/06/01/did-burning-skies-kill-the-resistance-franchise|title=Did Burning Skies Kill the Resistance Franchise?|first=Colin|last=Moriarty|work=[[IGN]]|date=June 1, 2012|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150924183207/http://www.ign.com/articles/2012/06/01/did-burning-skies-kill-the-resistance-franchise|archive-date=September 24, 2015|url-status=live}}</ref>


=== ''Marvel's Spider-Man'' game series (2018–present) ===
===Other games===
{{Main|Spider-Man (Insomniac Games series)}}
Other notable games developed by Insomniac include ''[[Disruptor (video game)|Disruptor]]'' (1996), ''[[Outernauts]]'' (2012), ''[[Fuse (video game)|Fuse]]'' (2013) and ''[[Sunset Overdrive]]'' (2014). The company has canceled several games, including ''Monster Knight'', ''Girl with a Stick'' for the PlayStation 2, and ''1080 Pinball'' — a [[pinball]] simulation downloadable game — which began development in 2007.<ref>{{cite web|url=http://www.gameinformer.com/b/news/archive/2012/03/30/insomniac-reveals-cancelled-pinball-game.aspx|title=Insomniac Reveals Cancelled Pinball Game|first=Matt|last=Helgeson|work=[[Game Informer]]|date=March 30, 2012|accessdate=August 23, 2015}}</ref> Insomniac is currently developing an exclusive game for [[Oculus Rift]], named ''Edge of Nowhere''.<ref>{{cite web|url=http://www.polygon.com/2015/6/11/8766681/edge-of-nowhere-insomniac-oculus-rift-exclusive|title=Edge of Nowhere is Insomniac's next game, exclusively for Oculus Rift|first=Charlie|last=Hall|work=[[Polygon (website)|Polygon]]|date=June 11, 2015|accessdate=January 24, 2016}}</ref>
''Marvel's Spider-Man'' is a series of action-adventure games based on the comic book superhero [[Spider-Man]]. Players play as [[Peter Parker (Insomniac Games character)|Peter Parker]] in ''Marvel's Spider-Man'' (2018), and as Miles Morales in ''Marvel's Spider-Man: Miles Morales'' (2020). The studio released ''[[Spider-Man (2018 video game)|Marvel's Spider-Man]]'' for the PlayStation 4 on September 7, 2018.<ref>{{cite web|last=Kollar|first=Philip|date=June 13, 2016|title=A PlayStation 4-exclusive Spider-Man game is coming from Insomniac Games|url=http://www.polygon.com/e3/2016/6/13/11926868/spider-man-insomniac-ps4-playstation-4-sony-marvel-exclusive|access-date=June 13, 2016|work=[[Polygon (website)|Polygon]]}}</ref> The game received widespread positive acclaim from various critics.<ref>{{cite web|title=Marvel's Spider-Man for PlayStation 4 Reviews|url=https://www.metacritic.com/game/marvels-spider-man/critic-reviews/?platform=playstation-4|access-date=September 4, 2018|website=[[Metacritic]]}}</ref> Since its release, the game has sold over 9 million physical and digital units worldwide by November 2018, increasing to 13.2 million copies by August 2019, making it one of the [[best-selling PlayStation 4 games]].<ref>{{cite web|last1=Makuch|first1=Eddie|date=January 9, 2019|title=PS4 Continues To Enjoy Great Success; Spider-Man Up To 9 Million Sold|url=https://www.gamespot.com/articles/ps4-continues-to-enjoy-great-success-spider-man-up/1100-6464233/|access-date=January 11, 2019|website=[[GameSpot]]}}</ref><ref>{{cite web|last=Valentine|first=Rebekah|date=August 19, 2019|title=Sony acquires Insomniac Games|url=https://www.gamesindustry.biz/articles/2019-08-19-sony-acquires-insomniac-games|access-date=August 20, 2019|website=[[GamesIndustry.biz]]}}</ref> The game was remastered for the Ultimate Edition of ''Spider-Man: Miles Morales'' as ''[[Spider-Man (2018 video game)#Marvel's Spider-Man Remastered|Spider-Man Remastered]]'' for the PlayStation 5 in November 2020.<ref name=":0">{{Cite web|date=2020-09-16|title=See the Marvel's Spider-Man: Miles Morales new gameplay demo|url=https://blog.playstation.com/2020/09/16/see-the-marvels-spider-man-miles-morales-new-gameplay-demo/|access-date=2020-09-17|website=PlayStation.Blog|language=en-US}}</ref> The remaster was also released as a standalone title for [[Microsoft Windows]] on August 12, 2022.<ref>{{Cite web |date=2022-06-02 |title=Marvel's Spider-Man series is coming to PC |url=https://blog.playstation.com/2022/06/02/marvels-spider-man-series-is-coming-to-pc/ |access-date=2022-06-03 |website=PlayStation.Blog |language=en-US}}</ref>


A standalone [[Spin-off (media)|spin-off]] title in the series, ''[[Spider-Man: Miles Morales|Marvel's Spider-Man: Miles Morales]]'' was first revealed at the 2020 PS5 Future of Gaming event on June 11, 2020.<ref>{{cite web|title=Spider-Man: Miles Morales is coming to the PS5 this year|url=https://www.theverge.com/21277237/spider-man-2-ps5-playstation-5-teaser-trailer-sony-gameplay|url-status=live|archive-url=https://web.archive.org/web/20200611202104/https://www.theverge.com/21277237/spider-man-2-ps5-playstation-5-teaser-trailer-sony-gameplay|archive-date=June 11, 2020|access-date=June 11, 2020|website=The Verge|date=June 11, 2020 }}</ref><ref>{{cite web|last=Ramée|first=Jordan|date=June 11, 2020|title=Spider-Man: Miles Morales Announced For PS5|url=https://www.gamespot.com/articles/spiderman-miles-morales-announced-for-ps5/1100-6478314/|access-date=June 11, 2020|website=[[GameSpot]]|publisher=[[CBS Interactive]]}}</ref> The title released for PlayStation 4 and [[PlayStation 5]].<ref>{{cite web|last=Tolbert|first=Samuel|date=June 18, 2020|title=Marvel's Spider-Man: Miles Morales features ray-tracing on PS5, similar scope to Uncharted: The Lost Legacy|url=https://www.androidcentral.com/marvels-spider-man-miles-morales-ray-tracing-ps5|access-date=June 18, 2020|work=Android Central}}</ref><ref>{{cite web|date=2020-09-16|title=See the Marvel's Spider-Man: Miles Morales new gameplay demo|url=https://blog.playstation.com/2020/09/16/see-the-marvels-spider-man-miles-morales-new-gameplay-demo/|access-date=2020-09-16|website=PlayStation.Blog|language=en-US}}</ref> It was released starting November 12, 2020 alongside the release of the PlayStation 5. It was released for [[Microsoft Windows]] in fall 2022.<ref>{{cite web|last=Sarkar|first=Samit|date=June 12, 2020|title=PS5's Spider-Man: Miles Morales is a 'standalone game,' Sony says|url=https://www.polygon.com/2020/6/12/21289184/spider-man-ps5-miles-morales-game-expansion|access-date=June 12, 2020|work=[[Polygon (website)|Polygon]]}}</ref><ref name=":0" /><ref>{{Cite news |author1=Wes Fenlon |date=2022-06-02 |title=PlayStation's Spider-Man is coming to PC |language=en |work=PC Gamer |url=https://www.pcgamer.com/playstations-spider-man-is-coming-to-pc/ |access-date=2022-06-03}}</ref>

On October 20, 2023, Insomniac released ''[[Spider-Man 2 (2023 video game)|Marvel's Spider-Man 2]]'' (2023), which will be followed by ''[[Wolverine (upcoming video game)|Marvel's Wolverine]]'', a standalone game set in the same universe and based on the Marvel Comics [[Wolverine (character)|character of the same name]], both for PlayStation 5.<ref>{{Cite web|last=Schneider|first=Ryan|date=2021-09-09|title=Marvel's Spider-Man 2 and Marvel's Wolverine revealed|url=https://blog.playstation.com/2021/09/09/marvels-spider-man-2-and-marvels-wolverine-revealed/|url-status=live|archive-url=https://web.archive.org/web/20210909221512/https://blog.playstation.com/2021/09/09/marvels-spider-man-2-and-marvels-wolverine-revealed/|archive-date=2021-09-09|access-date=2021-09-09|website=PlayStation.Blog|language=en-US}}</ref>

===Other games===
Other notable games developed by Insomniac include ''[[Disruptor (video game)|Disruptor]]'' (1996), ''[[Outernauts]]'' (2012), ''[[Fuse (video game)|Fuse]]'' (2013) and ''[[Sunset Overdrive]]'' (2014). The company has canceled several games, including ''Monster Knight'', ''Girl with a Stick'' for the PlayStation 2, and ''1080 Pinball'' — a [[pinball]] simulation downloadable game — which began development in 2007.<ref>{{cite magazine|url=http://www.gameinformer.com/b/news/archive/2012/03/30/insomniac-reveals-cancelled-pinball-game.aspx|title=Insomniac Reveals Cancelled Pinball Game|first=Matt|last=Helgeson|magazine=[[Game Informer]]|date=March 30, 2012|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150924081455/http://www.gameinformer.com/b/news/archive/2012/03/30/insomniac-reveals-cancelled-pinball-game.aspx|archive-date=September 24, 2015|url-status=dead}}</ref> Insomniac developed a game for [[Oculus Rift]], named ''[[Edge of Nowhere]]'',<ref>{{cite web|url=http://www.polygon.com/2015/6/11/8766681/edge-of-nowhere-insomniac-oculus-rift-exclusive|title=Edge of Nowhere is Insomniac's next game, exclusively for Oculus Rift|first=Charlie|last=Hall|work=[[Polygon (website)|Polygon]]|date=June 11, 2015|access-date=January 24, 2016}}</ref> which was released on June 6, 2016.
<!--
==Philosophy==
==Philosophy==
{{quotebox|quote=We definitely have been very vocal about maintaining our independence, [...] I really enjoy what I do, and I don't like being told by other people what to do; and I think a lot of people at Insomniac feel exactly the same way.|width=33%|source =Ted Price, the CEO and founder of Insomniac Games}}
{{quotebox|quote=We definitely have been very vocal about maintaining our independence, [...] I really enjoy what I do, and I don't like being told by other people what to do; and I think a lot of people at Insomniac feel exactly the same way.|width=33%|author=Ted Price, CEO and founder of Insomniac Games}}


Insomniac Games focuses on maintaining its independence. Despite working solely for Sony Computer Entertainment for decades, it has never been part of [[SCE Worldwide Studios]]. The studio partnered with Sony because Sony helped market Insomniac's games. The company's team found being controlled by publishers frustrating. According to Price, working with Sony is an "autonomous" process; Sony can provide input into the development of games but Insomniac has complete control of them.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/132244/peeking_inside_insomniac_a_.php?print=1|title=Peeking Inside Insomniac: A Conversation With Ted Price|first=Christian|last=Nutt|work=[[Gamasutra]]|accessdate=August 22, 2015}}</ref> Insomniac later decided to produce games for platforms other than Sony's PlayStation series so it can own the rights to its franchises and establish its own brand identity.<ref name="GoingMultiplatform"/>
Before its acquisition in 2019, Insomniac Games focused on maintaining its independence. Despite working solely for Sony Interactive Entertainment for decades, it was never a part of [[SIE Worldwide Studios]]. The studio partnered with Sony because Sony helped market Insomniac's games. The company's team found being controlled by publishers frustrating. According to Price, working with Sony is an "autonomous" process; Sony can provide input into the development of games but Insomniac has complete control of them.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/132244/peeking_inside_insomniac_a_.php?print=1|title=Peeking Inside Insomniac: A Conversation With Ted Price|first=Christian|last=Nutt|work=[[Gamasutra]]|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924084614/http://www.gamasutra.com/view/feature/132244/peeking_inside_insomniac_a_.php?print=1|archive-date=September 24, 2015|url-status=live}}</ref> Insomniac later decided to produce games for platforms other than Sony's PlayStation series so it can own the rights to its franchises and establish its own brand identity.<ref name="GoingMultiplatform"/>


When developing its next game, Insomniac usually works on games it considers itself good at making; these focus on storytelling, creative weapons, and third-person gameplay.<ref>{{cite web|url=http://www.gameinformer.com/games/resistance_3/b/ps3/archive/2010/10/25/interview-ted-price-talks-resistance-3-juggling-genres-and-going-multiplatform.aspx|title=Interview: Ted Price Talks Resistance 3, Going Multiplatform|first=Tim|last=Turi|work=[[Game Informer]]|date=October 25, 2010|accessdate=August 22, 2015}}</ref> The company also recognizes the importance of developing new intellectual properties. The developers thought they were lucky to have the opportunity to develop them.<ref>{{cite web|url=http://www.ign.com/articles/2012/02/17/after-the-split-insomniac-and-sonys-divorce|title=After The Split: The Insomniac And Sony's Divorce|first=Collen|last=Canberra|date=February 17, 2012|accessdate=August 22, 2015}}</ref><ref>{{cite web|url=http://www.gamesradar.com/after-first-showing-fuse-we-scrapped-all-weapons-ted-price-insomniac/|title="After Fuse reveal, we scrapped all the weapons" Insomniac CEO|first=Andy|last=Hartup|work=[[GamesRadar]]|date=May 17, 2013|accessdate=August 22, 2015}}</ref>
When developing its next game, Insomniac usually works on games it considers itself good at making; these focus on storytelling, creative weapons, and third-person gameplay.<ref>{{cite web|url=http://www.gameinformer.com/games/resistance_3/b/ps3/archive/2010/10/25/interview-ted-price-talks-resistance-3-juggling-genres-and-going-multiplatform.aspx|title=Interview: Ted Price Talks Resistance 3, Going Multiplatform|first=Tim|last=Turi|work=[[Game Informer]]|date=October 25, 2010|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20141122093634/http://www.gameinformer.com/games/resistance_3/b/ps3/archive/2010/10/25/interview-ted-price-talks-resistance-3-juggling-genres-and-going-multiplatform.aspx|archive-date=November 22, 2014|url-status=dead}}</ref> The company also recognizes the importance of developing new intellectual properties. The developers thought they were lucky to have the opportunity to develop them.<ref>{{cite web|url=http://www.ign.com/articles/2012/02/17/after-the-split-insomniac-and-sonys-divorce|title=After The Split: The Insomniac And Sony's Divorce|first=Collen|last=Canberra|date=February 17, 2012|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924182322/http://www.ign.com/articles/2012/02/17/after-the-split-insomniac-and-sonys-divorce|archive-date=September 24, 2015|url-status=live}}</ref><ref>{{cite web|url=http://www.gamesradar.com/after-first-showing-fuse-we-scrapped-all-weapons-ted-price-insomniac/|title="After Fuse reveal, we scrapped all the weapons" Insomniac CEO|first=Andy|last=Hartup|work=[[GamesRadar]]|date=May 17, 2013|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150924040600/http://www.gamesradar.com/after-first-showing-fuse-we-scrapped-all-weapons-ted-price-insomniac/|archive-date=September 24, 2015|url-status=live}}</ref>


Internally, the company's developers are given much creative freedom. Uninvolved staff members can comment on the games' designs. Price considered game design a kind of social design, in which the team solve problems together.<ref name="IGNFullStory"/> Price said trust is an essential part of a game's development, and that honest communications between staff members can ensure the correct direction of games. Price also said admitting mistakes can help maximize creativity, and that the company's leaders should be approachable by staff members.<ref>{{cite web|url=http://www.gamesindustry.biz/articles/2014-02-05-insomniacs-keys-to-success-trust-and-ballz|title=Insomniac's keys to success: Trust and Ballz|first=Brendan |last=Sinclair|work=Gameindustry.biz|date=February 5, 2014|accessdate=August 22, 2015}}</ref>
Internally, the company's developers are given much creative freedom. Uninvolved staff members can comment on the games' designs. Price considered game design a kind of social design, in which the team solve problems together.<ref name="IGNFullStory"/> Price said trust is an essential part of a game's development, and that honest communications between staff members can ensure the correct direction of games. Price also said admitting mistakes can help maximize creativity, and that the company's leaders should be approachable by staff members.<ref>{{cite web|url=http://www.gamesindustry.biz/articles/2014-02-05-insomniacs-keys-to-success-trust-and-ballz|title=Insomniac's keys to success: Trust and Ballz|first=Brendan|last=Sinclair|work=Gameindustry.biz|date=February 5, 2014|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20150915034057/http://www.gamesindustry.biz/articles/2014-02-05-insomniacs-keys-to-success-trust-and-ballz|archive-date=September 15, 2015|url-status=live}}</ref>
-->


==Related companies==
==Related companies==
The company has a close relationship with video game developer [[Naughty Dog]], which was located in the same building. As a result, they often share technology with each other.<ref name="IGNFullStory"/> Some employees left Insomniac Games to form [[High Impact Games]], which later collaborated with Insomniac on ''Ratchet & Clank'' projects, ''[[Jak and Daxter: The Lost Frontier]]'', and ''[[Disney Princess: My Fairytale Adventure]]''.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/3666/interview_high_impacts_lesley_.php?print=1|title=Interview: High Impact's Lesley Matheson On New Studios, Tech, And More|first=Christian|last=Nutt|work=[[Gamasutra]]|accessdate=August 22, 2015}}</ref> Nathan Fouts, an ex-Insomniac employee, founded his own studio and developed ''[[Weapon of Choice (video game)|Weapon of Choice]]''.<ref>{{cite web|url=http://www.1up.com/news/downloadable-games-underpriced-xna-developer|title=Downloadable Games are Underpriced Says XNA Developer Nathan Fouts|first=Kyle|last=Stallock|date=November 24, 2008|accessdate=August 22, 2015}}</ref> ''[[HuniePop]]'' was designed by Ryan Koons, who used to be an employee of Insomniac.<ref>{{cite web|url=http://www.hardcoregamer.com/2015/02/05/review-huniepop/133066/|title=Review: HuniePop|work=[[Hardcore Gamer]]|first=Geoff|last=Thew|accessdate=August 22, 2015|date=February 5, 2015}}</ref>
The company has a close relationship with video game developer [[Naughty Dog]] and they often share technology with each other.<ref name="IGNFullStory"/> Some employees left Insomniac Games to form [[High Impact Games]], which later collaborated with Insomniac on ''Ratchet & Clank'' projects and ''[[Jak and Daxter: The Lost Frontier]]''.<ref>{{cite web|url=http://www.gamasutra.com/view/feature/3666/interview_high_impacts_lesley_.php?print=1|title=Interview: High Impact's Lesley Matheson On New Studios, Tech, And More|first=Christian|last=Nutt|work=[[Gamasutra]]|access-date=August 22, 2015|archive-url=https://web.archive.org/web/20160304075422/http://www.gamasutra.com/view/feature/3666/interview_high_impacts_lesley_.php?print=1|archive-date=March 4, 2016|url-status=live}}</ref> Nathan Fouts, an ex-Insomniac employee, founded his own studio and developed ''[[Weapon of Choice (video game)|Weapon of Choice]]''.<ref>{{cite web|url=http://www.1up.com/news/downloadable-games-underpriced-xna-developer|archive-url=https://web.archive.org/web/20151108235455/http://www.1up.com/news/downloadable-games-underpriced-xna-developer|url-status=dead|archive-date=November 8, 2015|title=Downloadable Games are Underpriced Says XNA Developer Nathan Fouts|first=Kyle|last=Stallock|date=November 24, 2008|access-date=August 22, 2015}}</ref> ''[[HuniePop]]'' was designed by Ryan Koons, who used to be an employee of Insomniac.<ref>{{cite web|url=http://www.hardcoregamer.com/2015/02/05/review-huniepop/133066/|title=Review: HuniePop|work=Hardcore Gamer|first=Geoff|last=Thew|access-date=August 22, 2015|date=February 5, 2015|archive-url=https://web.archive.org/web/20150819071532/http://www.hardcoregamer.com/2015/02/05/review-huniepop/133066/|archive-date=August 19, 2015|url-status=live}}</ref>


==Accolades==
==Accolades==
[[IGN]] named Insomniac Games the 20th best video game developer of all time.<ref>{{cite web|url=http://www.ign.com/top/video-game-makers/20|title=Top 50 Video Game Makers#20: Insomniac Games|work=[[IGN]]|accessdate=August 23, 2015}}</ref> The [[Society for Human Resource Management]] called it one of the best places to work in America.<ref name="HistoryRC"/>
In 2015 ''[[IGN]]'' named Insomniac Games the 20th best video game developer of all time.<ref>{{cite web|url=http://www.ign.com/top/video-game-makers/20|title=Top 50 Video Game Makers#20: Insomniac Games|work=[[IGN]]|access-date=August 23, 2015|archive-url=https://web.archive.org/web/20150925010757/http://www.ign.com/top/video-game-makers/20|archive-date=September 25, 2015|url-status=live}}</ref> The [[Society for Human Resource Management]] called it one of the best places to work in America.<ref name="HistoryRC"/> It was listed in 2016 by ''[[Fortune (magazine)|Fortune]]'' as the 69th best place to work for Millennials.<ref>{{cite web|url=http://fortune.com/best-workplaces-millennials/insomniac-games-69/|title=100 Best Workplaces For Millennials|work=[[Fortune (magazine)|Fortune]]|access-date=July 8, 2016|archive-url=https://web.archive.org/web/20160704064717/http://fortune.com/best-workplaces-millennials/insomniac-games-69/|archive-date=July 4, 2016|url-status=live}}</ref>


==References==
==References==
{{Reflist|30em}}
{{Reflist}}


==External links==
==External links==
{{Portal|Greater Los Angeles|Companies|Video games}}
{{Portal|Greater Los Angeles|Companies|Video games}}
*{{Official website|http://www.insomniacgames.com/}}
* {{Official website}}


{{Insomniac Games}}
{{PlayStation Studios}}
{{Spyro the Dragon series}}
{{Spyro the Dragon series}}
{{Ratchet & Clank}}
{{Ratchet & Clank}}
{{Resistance series}}
{{Resistance series}}{{Marvel's Spider-Man}}{{authority control}}
{{Insomniac Games}}


[[Category:Insomniac Games| ]]
[[Category:1994 establishments in North Carolina]]
[[Category:1994 establishments in North Carolina]]
[[Category:Academy of Interactive Arts & Sciences members]]
[[Category:2019 mergers and acquisitions]]
[[Category:American companies established in 1994]]
[[Category:Companies based in Burbank, California]]
[[Category:Companies based in Burbank, California]]
[[Category:Companies established in 1994]]
[[Category:First-party video game developers]]
[[Category:Insomniac Games|*]]
[[Category:PlayStation Studios]]
[[Category:Privately held companies based in California]]
[[Category:Video game companies based in California]]
[[Category:Video game companies of the United States]]
[[Category:Video game companies established in 1994]]
[[Category:Video game development companies]]
[[Category:Video game development companies]]

Latest revision as of 18:05, 1 January 2025

Insomniac Games, Inc.
FormerlyXtreme Software, Inc. (1994–1995)
Company typeSubsidiary
IndustryVideo games
FoundedFebruary 28, 1994; 30 years ago (1994-02-28)
FounderTed Price
Headquarters,
US
Number of locations
2 studios
Key people
Ted Price (CEO)
Products
Number of employees
450[1] (2024)
ParentPlayStation Studios (2019–present)
Websiteinsomniac.games

Insomniac Games, Inc. is an American video game developer based in Burbank, California and part of PlayStation Studios. It was founded in 1994 by Ted Price as Xtreme Software, and was renamed Insomniac Games a year later. The company is most known for developing several early PlayStation mascots, Spyro the Dragon, Ratchet and Clank, as well as the Resistance franchise, 2014's Sunset Overdrive and the Marvel's Spider-Man series with Marvel Games. In 2019, the studio was acquired by Sony Interactive Entertainment, becoming a part of SIE Worldwide Studios (now known as PlayStation Studios).

The company's first project was Disruptor, for PlayStation, whose poor sales almost led to the company's bankruptcy. Insomniac's next project was Spyro the Dragon, a successful video game that spawned two sequels within two years. Insomniac closely collaborated with Sony Computer Entertainment (later renamed Sony Interactive Entertainment) and created two game franchises, Ratchet & Clank, and Resistance. The two franchises proved to be both a critical and financial success for the company. The company began work on its first multiplatform game Fuse in 2013 (with Electronic Arts as its publisher), but the game turned out to become one of Insomniac's worst-reviewed games.

Since 2014, Insomniac has actively expanded its portfolio of games. The company worked with Microsoft Studios on 2014's Sunset Overdrive, partnered with GameTrust to release the underwater Metroidvania game Song of the Deep, and released several mobile games and virtual reality projects. In 2016, Insomniac released a re-imagining of the first Ratchet & Clank, and in 2018 released its first licensed title, Marvel's Spider-Man for the PlayStation 4; an additional game, Marvel's Spider-Man: Miles Morales, was released for the PlayStation 4 and PlayStation 5 in 2020. The studio's most recent project is Marvel's Spider-Man 2 (2023); it is currently developing Marvel's Wolverine for the PlayStation 5.

Before 2019, Insomniac remained as an independent studio working for Sony and other publishers such as Microsoft, EA, and Oculus. In August 2019, Sony announced it had agreed to acquire Insomniac as the 14th internal studio within SIE Worldwide Studios. Over the years, Insomniac Games has received considerable recognition from critics as an acclaimed video game developer. It was named the twentieth-best video game developer by IGN, and one of the best places to work in America by the Society for Human Resource Management.

History

[edit]

Founding and Disruptor (1994–1996)

[edit]
Ted Price, founder and CEO of Insomniac Games

Insomniac Games was founded by Ted Price, who was determined to work in the video game industry since the release of Atari 2600 in 1977, when he was nine years old.[2] The company was incorporated on February 28, 1994.[3]

Price was joined by Alex Hastings, his fellow graduate and an expert in computer programming, in June 1994.[4] Hastings' brother Brian Hastings joined Insomniac shortly afterwards. The studio was named "Xtreme Software" for a year but in 1995 it was forced to rename itself by another company with the same name. The studio shortlisted "The Resistance Incorporated", "Ragnarok", "Black Sun Software", "Ice Nine" and "Moon Turtle" before choosing the name "Insomniac Games". According to Price, the company chose this name because "it suddenly makes sense", even though it was not their first choice.[3][5]

Shortly after the company's establishment, it began developing its first project. The team took inspirations from the popular Doom, and hoped to capitalize upon the industry's excitement for a first-person shooter. The team lacked experience and considered developing a "Doom clone". The game was developed for the Panasonic 3DO because its developer kit was inexpensive, and the team had high hopes for the console.[2] Using a time frame of one month, the team developed a functional gameplay demo for the game. It was pitched to various publishers and was later shown to Mark Cerny, an executive producer from Universal Interactive Studios, who was impressed by the team's efforts. Universal published the game and helped with funding and marketing.[5] Universal helped the game's development and cutscenes, and hired actors to film real-time sequences. Catherine Hardwicke was hired to lead production design, and inspirations were taken from Warhawk.[2][3][5]

Cerny gave input and feedback on the game's level-design. However, the 3DO did not perform as they had expected, and Universal suggested that the team should switch to Sony Computer Entertainment's PlayStation to increase sales of the game. The game originally ran on a custom engine developed by Alex Hastings, and was upgraded and converted for the PlayStation within a month. The debut title was called Disruptor, and was released worldwide in November 1996.[3]

Disruptor was released to positive critical reception, and was named "Dark Horse of the Year" by various gaming publications. John Romero, founder of Doom developer id Software praised the game.[3] Insomniac considered Disruptor a lesson about video game development. According to Price, it was "the best game that nobody ever heard of".[5] With little marketing and advertisement, the game was a commercial failure for Insomniac.[6] Despite the game's poor performance, Universal continued to partner with Insomniac for its next game. The team's morale was low; they decided to develop something new instead of a sequel to Disruptor.[5]

Spyro the Dragon (1996–2000)

[edit]

At that time, the demographic for the PlayStation shifted, as more children and teenagers started to use the console.[5] As a result, the team decided not to make another violent game like Disruptor and instead develop a family-friendly game that would be suitable for every member of a family, regardless of their age.[5] The family game market was dominated by Sony's competitor Nintendo with games like Super Mario 64, while the PlayStation had no similar exclusives. Cerny pushed Insomniac Games to develop a game with a mascot and mass appeal.[2][5] Craig Stitt, an environment artist of Disruptor, proposed that the game's theme and story should revolve around an anthropomorphic dragon. At the same time, Alex Hastings began developing an engine that specialized in games with panoramic view, which is suitable for open world games. The engine allowed more gameplay features including the ability for the dragon to glide through air. Spyro the Dragon was released in late 1998.[3][5]

The game received critical acclaim upon launch and received awards from publications. Sales of the game were relatively low initially, but climbed after Christmas that year, and overall sales of the game exceeded two million. The team was expanded to 13 staff members. Because of Spyro the Dragon's success, the studio was requested to develop a sequel for it. The development of Spyro 2: Ripto's Rage! began shortly after the launch of Spyro the Dragon. The team considered developing the sequel a challenge for them; they had to develop new ideas to "revolutionize" the franchise within a short time. The team brainstormed ideas but later chose to expand a mini-game from the original Spyro the Dragon, which they thought had offered a different experience from Spyro. The team designed a mature story and advanced cinematics for the game. It met its target release window, and was released in late 1999. Hastings was worried about the release because the game's development cycle was rushed and truncated.[3][5]

So we decided that it was better for us to start a new franchise, try to come up with a new character than to try it to push Spyro again.

— Ted Price on the aftermath of Spyro: Year of the Dragon.

The studio was asked to develop the third installment in the Spyro the Dragon series upon the release of Ripto's Rage!. To make the game more varied than its predecessors, the team introduced more special moves for Spyro the Dragon and more playable characters. The dragon's personality was made more approachable for players. The company struggled to create new ideas for the sequel. During the game's development, the team expanded to about 20 to 25 people.[3][5] Brian Allgeier, who would later become Insomniac's games' director, joined the studio at that time.[3] Spyro: Year of the Dragon was released worldwide in late 2000. After releasing three games in three years, the team decided to move on for a new project that had new original characters.[5] Year of the Dragon is the last Insomniac Games-developed Spyro game.[3][7] Universal retains the intellectual property rights to the Spyro series. This was the end of Insomniac Games' partnership with Universal as the team at Insomniac started to work directly to develop games for the PlayStation consoles.[3]

Ratchet & Clank (2000–2005)

[edit]

In 2000, Sony released its successor to the PlayStation, the PlayStation 2. Insomniac's ideas for its first PlayStation 2 project included Monster Knight, a concept that was designed in 1999 but the game did not get beyond its planning stage. The canceled project was revealed 13 years after the game's conception.[8][9] The second title was Girl with a Stick, which took inspirations from The Legend of Zelda and Tomb Raider.[10] It was intended as a serious game, and to prove Insomniac's ability to create games other than platformers. Insomniac spent six months on the project, developing several prototypes and a functional demo. However, most staff members, beside Price, were not passionate about the project,[11] and thought it was "one-dimensional". Sony thought the game would not find a market, and recommended Insomniac to "play to [their] strengths".[3] As a result, Girl with a Stick was scrapped. According to Price, Girl with a Stick is a lesson for Insomniac and its first failure.[3]

A few weeks after the cancellation of Girl with a Stick, Brian Hastings proposed that the company should work on a space adventure game with a science fiction theme. The game originally revolved around a reptilian alien with weapons traveling across planets.[12] The reptile character evolved into a caveman, and eventually became a fictional creature called a "Lombax". They named the creature Ratchet and designed a robot companion called Clank for Ratchet. Inspirations for the game were drawn from manga, Conker's Bad Fur Day and from Spyro the Dragon. To differentiate the project from Insomniac's previous projects, they made the game more complex and included shooting and role-playing gameplay elements. The team was excited about this project; however, the company was unable to develop a demo for the game because it did not have a suitable engine. As a result, they developed "Art Nuevo de Flash Gordon", a Metropolis diorama, for Sony, which decided to help the game's funding and publishing.[citation needed] Jason Rubin, on behalf of Naughty Dog, lent Insomniac the engine used in Jak and Daxter: The Precursor Legacy.[citation needed] The game's title was Ratchet & Clank; it was originally to be a launch title for the PlayStation 2 but it was delayed by two years and was released in November 2002. It was a critical success.[3][13]

Five months before the launch of Ratchet & Clank, Sony approved the development of its sequel. Insomniac hoped to bring new elements to the franchise; it received feedback from players and improved some features of Ratchet & Clank. About a year later, Ratchet & Clank: Going Commando was released to critical acclaim, at which time Insomniac had finished the prototype of their next game, Ratchet & Clank: Up Your Arsenal, which introduced a multiplayer mode and expanded upon Going Commando's arenas. Alex Hastings continued to optimize the engine and increase its processing power to fine-tune the game.[14] The sales of Up Your Arsenal were considerably higher than those of its predecessors; it was the highest-rated game in the franchise's history.[13]

Insomniac released three Ratchet & Clank games within three years. As of 2005, Insomniac intended to change the direction of the franchise after Up Your Arsenal. Hastings hoped the company's next game would have a darker tone than its predecessors. As a result, the plot switched its focus to Ratchet. The developers were inspired by The Running Man and Battle Royale; they developed an action game with no platform elements. While the gameplay of the fourth game in the series is similar to that of its predecessors, Clank's role was significantly diminished and the character's name was removed from the game's title. Ratchet: Deadlocked was released in 2005.[13]

PlayStation 3 era (2006–2012)

[edit]
Mark Cerny gave advice on multiple Insomniac games.

While Insomniac was handling the development of the Ratchet & Clank franchise, the team wanted to work on something else. With the launch of the PlayStation 3, the team thought users of the new console would be more mature than those of its predecessors and wanted to develop a game to cater for them. They thought the studio should not specialize in one genre. This new project was part of Insomniac's expansion; the company wanted to have multiple projects in parallel development. This project began development after the completion of Deadlocked. The team agreed to develop something different for a different platform.[3] Inspired by Starship Troopers, Resistance: Fall of Man was Insomniac's first first-person shooter after Disruptor. To make the game stand-out, they experimented with turning it into a squad-based shooter and introducing giant lizard enemies which were later scrapped. Sony recommended Insomniac to change its lizard antagonist because they were not fun to play with. Furthermore, the team disagreed about the game's setting.[3][15]

Cerny wanted to set the game—proposed as a "space opera" game—during World War I, but this was later changed to World War II because the developers wanted to introduce extreme weaponry to the game.[16] It was shifted to the 1950s because the team considered the market for World War II shooters was over-saturated at that time.[17] Resistance: Fall of Man was a launch title for the PlayStation 3; the team said developing a new game for the console was a challenge because they had to work quickly to meet its target release window.[3] The game was a financial and critical success, despite causing controversy over the use of Manchester Cathedral.[3] The development of the sequel soon began; the team wanted to drastically change the game, leading to internal debate between staff members. The sequel, Resistance 2, was released in 2008.[3]

Meanwhile, development of the Ratchet & Clank franchise continued. The team decided to rewrite the characters when the franchise shifted to the PlayStation 3. They introduced the Future series, which includes Ratchet & Clank Future: Tools of Destruction (2007), Quest for Booty (2008) and A Crack in Time (2009). In 2008, the company established a new studio of 25 to 30 developers, led by Chad Dezern and Shaun McCabe, in North Carolina.[18] The new studio was responsible for some of Insomniac's Ratchet & Clank games.[3]

Both the Resistance franchise and the Ratchet & Clank franchise continued into the 2010s. The team in North Carolina developed Ratchet & Clank: All 4 One, which received mixed reviews. The North Carolina team continued to develop the next game in the series, Ratchet & Clank: Full Frontal Assault, which expanded upon levels from previous games in the series and has a structure similar to that of a tower defense game.[19]

Meanwhile, the company developed Resistance 3—the sequel to Resistance 2—which was designed to be similar to Fall of Man. The team at Insomniac reviewed players' feedback regarding the negative aspects of Resistance 2, re-introduced some mechanics from Fall of Man, and focused on narrative. They considered such an approach can differentiate a franchise from other first-person shooters. Resistance 3 was regarded by the team as the best game in the series, but it sold poorly and was a financial failure. According to Price, the team was disappointed but were still proud of the project.[20] In early 2012, Price announced that the company would not be involved in any future Resistance projects. Sony retains the intellectual property rights to the franchise.[21]

Diversifying portfolio (2012–2019)

[edit]

Insomniac had exclusively developed games for the PlayStation console until in 2010 when Insomniac announced its partnership with Electronic Arts via EA Partners to develop a multi-platform game for the PlayStation 3 and Microsoft's Xbox 360 console.[22] The company hoped to reach a wider audience,[23] while keeping the rights to its IP and retain full control of its franchises.[3] The company revealed nothing about the game.[24] The company established a new subsidiary called Insomniac Click, which focused on casual games and games for Facebook. Its first game was not set in any of Insomniac's existing franchises.[25] Insomniac again partnered with Electronic Arts, which owned the casual game developer Playfish, to help the game to reach a broad audience.[26] Outernauts was announced shortly after; it was released in July 2012 for browsers and mobile platforms.[27] Click was later re-incorporated into Insomniac, and the browser version of Outernauts was canceled.[26][28]

The EA Partners game was revealed at Electronic Entertainment Expo 2011 as Overstrike.[29] This game was pitched by Ratchet & Clank director Brian Allgeier and it has a direction similar to that of the Ratchet & Clank series. The team thought Overstrike would appeal to teenagers. After several play-testing sessions, they realized their game was too simple for their target group. The company developed many weapons for the game, none of which related to the game's story. The developers retooled the game and changed it to attract older players and make weapons an important part of the game.[30] The game focuses on a co-operative campaign, which the company thought was a popular trend at that time.[3] It was renamed Fuse and was released worldwide in May 2013. Fuse was one of the lowest-rated games developed by Insomniac, and was another commercial failure, debuting in 37th place in the UK in its first week of release.[31][32] Fuse was considered a learning lesson for Insomniac to understand the type of game they are good at making. The reception to Fuse showed the company it should develop "colorful, playful experiences that's loaded with unusual, sometimes silly weapons".[33] Also in 2013, the Ratchet & Clank Future game, Ratchet & Clank: Into the Nexus, was released.[34]

Running parallel development with Fuse, and beginning soon after the completion of Resistance 3, Insomniac Games began development on Sunset Overdrive. The game was inspired by Hyena Men of Kenya, Tank Girl, I Am Legend, The Young Ones, Halloween masks from the 1960s, and Lego. Sunset Overdrive was created by Marcus Smith and Drew Murray;[35] their first pitch to Insomniac's head was rejected as being too confusing. They were given one week to re-pitch the title, and they persuaded studio heads to begin the game's development. The game was later pitched to various publishers, which rejected them because Insomniac demanded to retain ownership of the intellectual property. The project was later pitched to Microsoft Studios, which was eager to work with Insomniac. Microsoft allowed Insomniac to own the rights to the game.[36] Sunset Overdrive was made for Microsoft's Xbox One console; it was released on the 20th anniversary of Insomniac, in 2014.[37]

Insomniac announced Slow Down, Bull, a part-commercial and part-charity project for release on Microsoft Windows; it is the company's first game for Windows.[38] Insomniac released a remake of Ratchet & Clank for the PlayStation 4 in 2016.[39] In January 2016, Insomniac announced their next game, Song of the Deep, a water-based video game inspired by Metroid and Castlevania: Symphony of the Night. The game was published by retailer GameStop.[40]

During E3 2015, the company announced Edge of Nowhere, a third-person action-adventure game for the virtual reality hardware Oculus Rift.[41] In April 2016, the company announced two new virtual reality titles: Feral Rites, a hack and slash game, and The Unspoken, a fantasy multiplayer game, for the Oculus Rift. According to Price, the company began focusing on virtual reality projects as the team is enthusiastic about the technology, and that it allows the company to develop an expertise in creating VR games. The studio signed an exclusive deal with Oculus VR as Insomniac believed that both companies shared the same passion to "[bring] games to life", and that they allowed Insomniac to retain the rights of their intellectual properties. Price compared the agreement to their previous first-party deals, and added that having the opportunity to develop games for the first generation of VR platforms is something the team could not reject.[42] Despite the new direction, Price added that they will not give up on making console AAA video games.[43] At E3 2016, Insomniac announced their next AAA title, Marvel's Spider-Man,[44] developed for the PlayStation 4 in conjunction with Marvel Entertainment. Bryan Intihar, producer of Sunset Overdrive, was the game's creative director.[45]

Logo used from 2002 to 2017

In September 2017, Insomniac Games revealed its new brand logo, which replaced the moon image standing in for the "O" with a more stylized iconograph. The company said that part of their rebranding was to "think beyond the moon".[46] Insomniac chief brand officer Ryan Schneider said part of the rebranding was to prevent the studio being pigeonholed; while the moon-based logo had well-represented the company for its Spyro and Ratchet & Clank cartoon-like games, it did not reflect well on the expanded directions they had moved in recent years, such as the Spider-Man game.[47] Schneider said that along with the brand change, the company plans to be engaging with players, offering live-streaming of their work, and re-establishing a new identity, without completely eschewing their past. Schneider said they effectively "blew up the moon" to establish this new direction.[47]

Sony acquisition (2019–present)

[edit]

In August 2019, Sony announced a definitive agreement to acquire Insomniac as one of its first-party developers. This would make Insomniac the 14th internal studio with Sony's SIE Worldwide Studios division.[48] Sony's Shawn Layden stated they had been evaluating the option of acquiring Insomniac for some time, and the success of their Spider-Man game contributed significantly towards this end, demonstrating that Insomniac was an "impact maker" and a "style-setter".[49] Layden believed that Insomniac's working relationship with Sony would not change significantly in the acquisition, leaving the studio in its own creative control, but would allow Insomniac to have closer access to other innovative technologies throughout SIE Worldwide Studios.[49] The acquisition, for which Sony paid ¥24,895 million (equivalent to $229 million), was completed on November 15, 2019.[50][51]

At the PlayStation 5 reveal event on June 11, 2020, Insomniac announced two new games: Marvel's Spider-Man: Miles Morales, a spin-off to Marvel's Spider-Man, and Ratchet & Clank: Rift Apart. The former was a launch title for the PS5, released alongside a remaster of the original Marvel's Spider-Man for the console in November 2020.[52][53] The latter released on June 11, 2021, exclusively for the PS5.[54]

On September 9, 2021, at the PlayStation showcase event, Insomniac announced a sequel to Marvel's Spider Man entitled Marvel's Spider-Man 2 would be released in 2023 for PlayStation 5.[55] The company also announced the development of a standalone game, Marvel's Wolverine, likewise for the PS5. [56]

December 2023 leak

[edit]

In December 2023, hackers from ransomware group Rhysida targeted Insomniac, threatening to release information if they did not pay 2 million dollars in bitcoin. Insomniac refused to pay, and as a result, over 1.67 terabytes of data was leaked containing files, including an early release build of Marvel's Wolverine. The leak also contained Insomniac and Sony Interactive Entertainment data such as employees' personal information, past sales information, and plans for Insomniac through 2032. These included additional titles from Marvel, including a Venom-based game, as well as possible X-Men titles that would remain exclusive to the PlayStation platform through 2035.[57] Players, developers, and publishers expressed sympathy for the leak, and Insomniac stated on social media that "We’re both saddened and angered about the recent criminal cyberattack on our studio and the emotional toll it’s taken on our dev team. We have focused inwardly for the last several days to support each other." The studio intends to continue work on Wolverine, stressing that the leaked version was still from early in development.[58] According to Rhysida, only 98% of the data they acquired was leaked, with the other 2% being sold, and their only motivation for the attack was for money.[59]

Voice actor strike

[edit]

In July 2024, voice actors, motion capture employees and some other people employed by Insomniac who were member of Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) members would begin a labor strike over concerns about A.I.[60]

Games developed

[edit]
List of games developed by Insomniac Games
Year Title Platform(s)
1996 Disruptor PlayStation
1998 Spyro the Dragon
1999 Spyro 2: Ripto's Rage!
2000 Spyro: Year of the Dragon
2002 Ratchet & Clank PlayStation 2
2003 Ratchet & Clank: Going Commando
2004 Ratchet & Clank: Up Your Arsenal
2005 Ratchet: Deadlocked
2006 Resistance: Fall of Man PlayStation 3
2007 Ratchet & Clank Future: Tools of Destruction
2008 Ratchet & Clank Future: Quest for Booty
Resistance 2
2009 Ratchet & Clank Future: A Crack in Time
2011 Resistance 3
Ratchet & Clank: All 4 One
2012 Ratchet & Clank: Full Frontal Assault PlayStation 3, PlayStation Vita
Outernauts iOS
2013 Fuse PlayStation 3, Xbox 360
Ratchet & Clank: Into the Nexus PlayStation 3
2014 Sunset Overdrive Xbox One, Microsoft Windows
2015 Slow Down, Bull Windows, Mac OS X, Linux
Fruit Fusion Android, iOS
Bad Dinos
Digit & Dash iOS
2016 Ratchet & Clank PlayStation 4
Song of the Deep Windows, PlayStation 4, Xbox One
Edge of Nowhere Windows
The Unspoken
Feral Rites
2018 Marvel's Spider-Man PlayStation 4
Seedling Magic Leap One
2019 Stormland Windows
Strangelets Magic Leap One
2020 Marvel's Spider-Man: Miles Morales Windows, PlayStation 4, PlayStation 5
Marvel's Spider-Man Remastered Windows, PlayStation 5
2021 Ratchet & Clank: Rift Apart
2023 Marvel's Spider-Man 2
TBA Marvel's Wolverine PlayStation 5

Spyro (1998–2000)

[edit]

Insomniac is the creator of the Spyro series and developed the first three games, Spyro the Dragon (1998), Ripto's Rage! (1999) and Year of the Dragon (2000) for the first PlayStation console. It is a series of platform games that follow Spyro the Dragon as he progresses through a medieval-styled world. The dragon can glide, charge and exhale fire. The original trilogy has collectively sold 8,000,000 copies.[5] The series continued after Insomniac ceased developing further Spyro games. Universal Studios outsourced the game development via Universal Interactive; two subseries, The Legend of Spyro and Skylanders, were then developed. Microsoft Gaming is now the owner of the franchise.[7]

Ratchet & Clank (2002–2021)

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Ratchet & Clank is a series of action-adventure games with platform elements. Players mostly take control of Ratchet as he progresses through various planets in order to save the galaxy. Clank is playable in several segments of these games. The series is divided into two parts; the original series for the PlayStation 2 (Ratchet & Clank (2002), Going Commando (2003), Up Your Arsenal (2004) and Ratchet: Deadlocked (2005) and the Future series for the PlayStation 3 (Tools of Destruction (2007), Quest for Booty (2008), A Crack in Time (2009) and Into the Nexus (2013).[13] The first three titles in the series were remastered and packaged in the Ratchet & Clank Collection for the PlayStation 3 and PlayStation Vita, with Ratchet & Clank (2016) being the latest release on the PlayStation 4.[39][61] A Ratchet & Clank animated film, with screenplay and additional marketing by Insomniac, was released in 2016 as well, to coincide with the release of the video game remake.[62] After the announcement that Sony acquired Insomniac Games, SIE Worldwide Studios boss Shawn Layden stated that the Ratchet & Clank series will be a vital series for them in the future.[63] The next game in development, Ratchet & Clank: Rift Apart, was first revealed at the PS5 Future of Gaming event on June 11, 2020 as a PlayStation 5 exclusive,[64] and the game was released on June 11, 2021.[65]

Resistance (2006–2011)

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Resistance is a series of first-person shooter games set circa 1950 in an alternate history. An alien race called the Chimera have invaded and conquered Earth, and has turned humans into monstrous supersoldiers.[66] Players play as Nathan Hale in Resistance: Fall of Man (2006) and Resistance 2 (2008), and as Joseph Capelli in Resistance 3 (2011).[67] All three games were released for the PlayStation 3 system. The series includes the handheld games Resistance: Retribution, developed by Bend Studio for the PlayStation Portable, and Resistance: Burning Skies, developed by Nihilistic Software for the PlayStation Vita.[68]

Marvel's Spider-Man game series (2018–present)

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Marvel's Spider-Man is a series of action-adventure games based on the comic book superhero Spider-Man. Players play as Peter Parker in Marvel's Spider-Man (2018), and as Miles Morales in Marvel's Spider-Man: Miles Morales (2020). The studio released Marvel's Spider-Man for the PlayStation 4 on September 7, 2018.[69] The game received widespread positive acclaim from various critics.[70] Since its release, the game has sold over 9 million physical and digital units worldwide by November 2018, increasing to 13.2 million copies by August 2019, making it one of the best-selling PlayStation 4 games.[71][72] The game was remastered for the Ultimate Edition of Spider-Man: Miles Morales as Spider-Man Remastered for the PlayStation 5 in November 2020.[73] The remaster was also released as a standalone title for Microsoft Windows on August 12, 2022.[74]

A standalone spin-off title in the series, Marvel's Spider-Man: Miles Morales was first revealed at the 2020 PS5 Future of Gaming event on June 11, 2020.[75][76] The title released for PlayStation 4 and PlayStation 5.[77][78] It was released starting November 12, 2020 alongside the release of the PlayStation 5. It was released for Microsoft Windows in fall 2022.[79][73][80]

On October 20, 2023, Insomniac released Marvel's Spider-Man 2 (2023), which will be followed by Marvel's Wolverine, a standalone game set in the same universe and based on the Marvel Comics character of the same name, both for PlayStation 5.[81]

Other games

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Other notable games developed by Insomniac include Disruptor (1996), Outernauts (2012), Fuse (2013) and Sunset Overdrive (2014). The company has canceled several games, including Monster Knight, Girl with a Stick for the PlayStation 2, and 1080 Pinball — a pinball simulation downloadable game — which began development in 2007.[82] Insomniac developed a game for Oculus Rift, named Edge of Nowhere,[83] which was released on June 6, 2016.

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The company has a close relationship with video game developer Naughty Dog and they often share technology with each other.[3] Some employees left Insomniac Games to form High Impact Games, which later collaborated with Insomniac on Ratchet & Clank projects and Jak and Daxter: The Lost Frontier.[84] Nathan Fouts, an ex-Insomniac employee, founded his own studio and developed Weapon of Choice.[85] HuniePop was designed by Ryan Koons, who used to be an employee of Insomniac.[86]

Accolades

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In 2015 IGN named Insomniac Games the 20th best video game developer of all time.[87] The Society for Human Resource Management called it one of the best places to work in America.[13] It was listed in 2016 by Fortune as the 69th best place to work for Millennials.[88]

References

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