The whole point of the deal with EA was that they got to keep their own IP this time, so I'd be surprised if they didn't try and go forward with Fuse in the future no matter how badly it sells.
Also, I have a few issues with Ted's statement.
#1:
"After our re-reveal of the game in summer 2012 we continued to make adjustments to the game, adding more color; making sure the humor came through in emergent dialogue."
This seems to be EXACTLY the problem with the game, and it surprises me that they don't see that. The GiantBomb review of the game seems to absolutely hit the nail on the head when it says:
"It feels like the off-the-wall good ideas Insomniac had for that sillier game have survived, but those ideas are a bit uncomfortably at odds with the serious look and tone of the game as it is now."
The focus-testing from EA wanted them to make a serious shooter; Insomniac wanted to make something playful and silly. We seem to have been left with a disjointed mix of both that doesn't do either side any favours.
#2
"What’s wonderful about creating and owning one’s IP is that you can take it any direction you want."
I would be extremely intrigued to hear whether it was Sony's idea to make All 4 One a 4-player co-op game or Insomniac's. Because A4O basically felt like a prototype for Insomniac to have a go at making a 4 player co-op title to see what ideas work and what didn't, because they knew they would be working on Fuse later.
Either way, it really doesn't seem to me that they've been particularly penned in by Sony with the Ratchet IP. They made a downloadable-only title; a 4 player co-op title and a multi-player TPS MOBA. I don't really see any reason why Sony would have preferred these games over the traditional formula of ToD/ACiT that sold 1.5m+ comfortably and was a good game to bundle.







