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Ratchet and Clank: A Crack In Time

Buzzman

Senior Member
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Images
 
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Videos
 
My Favorite Trailer
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Launch Trailer
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Weapons Trailer
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Game Trailers Review
 
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IGN Review
 
My exposure to the Ratchet & Clank series isn't quite as far reaching as some of the hardcore Ratchet fans out there. I dabbled with the PS2 games and played Size Matters quite a bit, but my first real obsession came in the form of Ratchet & Clank Future: Tools of Destruction. After my first playthrough, I entered a period where no game seemed to appeal to me after finally experiencing Ratchet & Clank's fantastic mix of platforming, gunplay and puzzle-solving. So you can imagine that playing Ratchet & Clank Future: A Crack in Time was a real treat, as it is superior to its predecessor in almost every way. Once again, the folks at Insomniac have created a fantastic game that combines a number of different gameplay types with a never-ending stream of unlockables and a lovable personality. How could you go wrong?

Ratchet & Clank Future: A Crack in Time begins where Quest for Booty left off. Quest for Booty, in case you missed it, is the downloadable adventure that follows Ratchet after the events of Tools of Destruction. If you're worried about being lost, fear not: in one of its many small strokes of genius, Insomniac created a charming cutscene that plays during the game's install which documents all the important plot points you need to know. The cutscene takes the form of a celebrity interview with Captain Qwark and it's a great way to start things off.

Once Qwark finishes recounting his "harrowing deeds" to the camera, players are soon thrown right into the adventure. Unlike most of the other Ratchet & Clank games, the two friends will spend most of the game apart. Ratchet is on a quest to find Clank, who was abducted by the mysterious Zoni creatures at the end of Tools of Destruction, and Clank is undertaking his own set of challenges in an extremely intriguing environment. I don't want to give much more away, as Clank's predicament and the locales he traverses are some of Crack in Time's finest, but Ratchet is ultimately the star of the show.

A Crack in Time offers players an incredibly enjoyable mix of platforming, puzzle-solving and shooting stuff. Although I'm happy Insomniac put the emphasis on the gunplay, the platforming and puzzle-based sections are equally enjoyable. Overall, Crack in Time is super-fun to play and an extremely well-polished game, so no matter what you find yourself doing, you'll likely have a good time doing it.

Ratchet, the last Lombax in existence (Or is he?!) once again ventures through the galaxy with his trusty Omniwrench in hand. The wrench is used for his melee attacks and manipulating certain items in the environment, like turning gears or breaking crates. Ratchet can also use his wrench as a type of laser tether to grab onto things and pull them closer or rip the shield out of the hands on an unsuspecting Agorian. Ratchet will also come across a number of terribly handy gadgets that are mapped to the D-pad. Once found, these gadgets can be used at any time and they make the game much more dynamic.

In other words: once you find a pair of hover boots, all sorts of awesome things can happen.

But hardcore Ratchet fans know that one of the key components to a good Ratchet game is the arsenal. Insomniac prides itself on making cool, creative weapons, and that's exactly what you'll find in Ratchet & Clank Future: A Crack in Time. Although there are obviously some repeats from previous games, there are a few notable additions to the line-up. One of the first that comes to mind is the Sonic Erupter, which is essentially a small alien creature attached to a gun. Pulling the trigger coaxes the creature into making its mating call, which equates to a massive, screen-clearing shockwave. This gun requires a fair amount of skill to use, as a meter on the top of the screen pulses with the breath of the alien. Pull the trigger when the meter is full and the resulting shockwave will be all the more deadly.

Another cool weapon to consider comes in the form of the Tesla Spikes, which are small rods that can be placed anywhere on the ground. As you level them up, you can throw more out onto the field at once and create devastating electrical currents that will zap nearby enemies. This weapon helped me realize how fun it is to mix and match weapons during combat. First, I would summon a Mr. Zurkon onto the field to give me backup (Mr. Zurkon is a small robot that helps you out with a laser gun and some serious attitude). Then, put down some Tesla Spikes in a square pattern around Ratchet to protect him from charging enemies. After that, take out the Dynamo of Doom and send a few massive spheres of energy rolling towards the opposition. Priceless.

Of course, players that prefer a more straight-forward approach can always just equip one weapon and favor it over everything else (I have always been particularly fond of the hilariously named "Negotiator" rocket launcher). But having the ability to switch a weapon just by holding down Triangle and moving the analog stick is still great. And from your inventory menu, you can customize how these "weapon rings" are set up so all your favorites instruments of death are readily available.

If that's not enough customization for you, the weapons from the Constructo manufacturing line can be tweaked with mods found or earned during normal gameplay. This means your pistol, shotgun and bombs can be totally customized with different triggers, shell types and more.

When Ratchet's not exploring the story-centric planet levels, there are plenty of other things to occupy your time. Most importantly, you can now freely explore space in your trusty ship. Thankfully, the awkwardly executed, on-rails shooter segments from Tools of Destruction are gone and replaced with much more enjoyable free missions.

Although you can only travel through space on a 2D plane, there's still tons to do as you fly around the murky depths. For example, you can land on small spherical moons in order to find more collectibles. This immediately reminded me of the mechanics found in Super Mario Galaxy, at least in terms of the camera work. These small moons give Ratchet some time to escape from the main quest and kill baddies or solve puzzles for fun. Because they're not related to A Crack in Time's story, Insomniac could flex its creative muscles and make some unusually structured or entirely puzzle-based levels. I always found myself exploring these first before embarking on my next official mission.

One of the most brilliant things about Insomniac's approach to the Ratchet & Clank formula, especially when it comes to A Crack in Time, is how rewarding it is to play. I am -- for lack of a better term -- a Bolt whore. The fact that everything in the entire universe explodes into shiny pieces of in-game currency makes all your actions in Crack in Time feel worthwhile. But even beyond that, Crack in Time gives you so much to level-up and unlock. Every weapon in the game, as has been the case before, can be powered-up through regular use until it eventually evolves into a more devastating form of itself. Not only that, but you're constantly buying new weapons to level-up, discovering new abilities to use, unlocking upgrades for your ship through Zoni collection, and much, much more. Ratchet himself even levels-up as he gains experience. You simply can't play Ratchet & Clank Future: A Crack in Time for 10 minutes without gaining a level in something, and that right there is rewarding game design -- especially considering how palpable those rewards are.

Of course, not all of A Crack in Time is spent with guns blazing. Ratchet's larger gameplay segments are nicely punctuated with Clank sections, which -- while they do feature combat -- are much more puzzle-oriented in nature. Through several story-related incidents, Clank comes upon the ability to control time and this can lead to some excellent puzzles. At certain points during Clank gameplay, you'll find doors that need to be opened, and they often have very inconvenient switches. In order to overcome this obstacle, Clank will need to record himself performing certain actions (like stepping on a switch, lowering a platform, etc.) and then carry out other actions while the recordings do their own.

By the end of these puzzles, you'll have four or five Clanks running around, causing all sorts of trouble, and it's fantastic fun. I actually would have preferred more puzzles of this kind and a few more challenging ones at that during your first playthrough, but they were just tough enough to keep me entertained.

Ultimately though, it's all the little things in A Crack in Time that make me smile. Each weapon comes with an adorable (and hilarious) animated advertisement from GrummelNet instructing you on the usage of its fine products. You'll also hear countless one-liners and small conversations from nearby NPCs that keep in line with Insomniac's "family-friendly but still witty" sense of humor. Clearly the developers went the extra mile to make this game shine and I always really appreciate that.

Honestly, my one real complaint (aside from the occasionally repetitious side-missions) is the fact that Crack in Time is so much like the previous Ratchet games. This won't bother hardcore fans who have been in love since the beginning, but gamers that felt satisfied with Tools of Destruction -- or even one of the earlier PS2 games -- probably won't find what they're looking for here. Even with the inclusion of splendid, time-based gameplay, the Ratchet formula is still very much intact. Love it or hate it, you've played most of this game before.

Luckily for me, I'm not even close to being tired of the formula yet.

Closing Comments
Being a huge fan of Tools of Destruction, I had a sneaking suspicion that I would love Ratchet & Clank Future: A Crack in Time. I was right.

Insomniac has created a visually appealing game with enough personality to match its good looks. With so much to level-up and enjoy, there's enough to keep even hardcore Ratchet fans coming back for more -- especially with the new Clank sections that feature some enthralling puzzles. Now that the awkward space sections from Tools of Destruction have been replaced, there's almost nothing I don't like about Crack in Time. Unfortunately, as Crack in Time still relies heavily on the tried and true Ratchet Formula, gamers that were satisfied with old Ratchet games might not have enough reasons to come back.

But how can anyone refuse that adorable, fuzzy Lombax? I sure can't. And he has such cool toys, to boot.

IGN Ratings for Ratchet & Clank Future: A Crack in Time (PS3)Rating Description
out of 10 click here for ratings guide
9.0 Presentation
The folks an Insomniac once again deliver a polished experience with a charming story. Plenty of extras, like animated advertisements, only sweeten the deal.
8.5 Graphics
Ratchet & Clank Future: A Crack in Time is a very pretty game with a nice art style. It might not be as mind-blowing as its photo-realistic peers like Uncharted 2, but it sure is easy on the eyes.
9.0 Sound
Some excellent voice work complements an appropriately themed soundtrack. Radio stations that play during space exploration are sweet.
9.0 Gameplay
Another fine addition to the Ratchet & Clank series. Enjoyable mix of platforming, shooting and puzzle-solving with awesome weapons to use and level-up. Clank sections get a thumbs up.
9.0 Lasting Appeal
Although you can get through A Crack in Time in about 12 hours, there's way more beyond that to enjoy. Leveling up all your guns is enough to keep me satisfied.
9.0
Outstanding OVERALL
(out of 10 / not an average)



I bought the 1st one, Tools of Destruction, on the ps3 and will be buying this one. Why cant games release in the summer. You always see like 20 in fall and 3-4 in the summer that you want to buy. based on all the games this fall, ima be BROKE.
 
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If you liked ToD QfB is definitely worth $10. ToD was my first R&C game. I loved it so much I bought all of the PS2 R&C games.
 
I have loved Ratchet & Clank for a long time, but I'm getting a little sick of the same formula for every game
 
I kinda updated some stuff to show some stuff to people not following the game. I'll put some game info up later.
 
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demo was a little weird but fun. that whole cloning and recording yourself to hit switches confused the hell out of me at first, but i got the hang of it towards the end. i really liked the part when you were in that virtual reality looking place (inside the clock?) in general the demo felt a lot and looked a lot like the first game.

sidenote - the OP looks good, why is it all in spoiler tags?
 
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I was also confused at first by the whole cloning thing, I found it to be kind of tedious, but thats because I'm impatient :o

Looks like it should be a pretty good game.
 
I decided to just rent it once I beat Tools of Destruction, sounds like the same game they've been making for 10 years, which I love, but I am a bit sick of
 
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