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Huey Lewis Not Included
Product: R&C: Crack in Time
Company: SCEA
Date: 06/12/2009
Avaliable On:

Everyone who goes to E3 has that one game they really want to see. If you’ve read the site for any length of time, you probably guessed Ratchet & Clank: A Crack in Time was the one game I really wanted to see. Ratchet’s latest adventure was on full display at E3 2009 and I even got the chance to go behind the scenes with developers to see just what Ratchet’s latest has to offer.

A Crack in Time is the third game in the series to appear on the PS3, and sports a much different look. At first glance, Ratchet looks cel-shaded, but the look is a result of new self-shading tech. Compared to past games, A Crack in Time is more stylized; a look developers said feels right for the series. Seeing it in motion, its hard not to agree. The game also shares some tech with Resistance 2, in particular, water physics that react naturally to outside stimuli.

Another big change A Crack in Time brings to the series is more wide-open levels. While the series has always had an “open” feel, actions were still directed and somewhat limiting. Levels, like the Krell Canyon playable on the show floor, are now larger. You’re given a number of missions and a choice as to what order you want to tackle them in. You can also explore levels for the series trademark Gold Bolts or new collectables, the Zonis.

A Crack in Time is a direct sequel to Quest for Booty and will bring the current story arc to a close. The pirates are long gone, but Clank is still missing. To compensate for the lack of Clank abilities, like the oh-so-handy hover option, Ratchet gets a pair of hover boots. With a press of the D-pad, Ratchet can zoom around levels and hit ramps, leading to new areas. The boots are a great example of how a small item can have a drastic impact on gameplay. It makes navigating the larger levels much easier, but also fuses a new tactical element into combat. It’s still simple, but the pacing is considerably faster.

Insomniac didn’t show-off all of Ratchet’s new toys, but the new ones are everything you would expect from the series. One new entry is the Sonic Eruptor, which isn’t a weapon at all but some sort of space goat that emits a sonic “mating call” (which sounds a lot like a belch). Another is the Cryomine, a grenade-like projectile that can freeze enemies. Alone, the Cryomine offers a big advantage, but when paired with the Plasma Striker, a sniper rifle that highlights enemy weak spots, it’s one of the game’s more powerful weapons (well, based on the few revealed weapons).

Weapons are for more than just combat. Another weapon on display was the Omni-soaker. The weapon, which acts like a wet-vac, played a central role in a cavernous level. The area was filled with tiny insects called Tetrimites, which could kill Ratchet instantly. To get around the puzzles, Ratchet needed to suck up sap from a tree and use it to lure the creatures away. The sap was also used to entice the Tetrimites to eat away at certain doors.

A few weapons from Tools of Destruction will find their way into A Crack in Time. Developers were tight-lipped when asked about which weapons we’ll see in the sequel. However, they did reveal that players with a Tools of Destruction save on their PS3 would find the carry-over weapons much sooner than newcomers.

While they may not receive veteran benefits, Insomniac is doing everything it can to make series novices feel at home. The game will feature three difficulty settings similar to Quest for Booty and they’ll also get a complete recap of the series story. However, don’t expect a cut-scene laden game. Insomniac is trying to tell as much story as it can through character banter. The game’s humor will still play a big role (even Captain Quark is back), but the developers are also trying to add more of an emotional pull this time around.

With a name like A Crack in Time, there’s a fair chance time-travel will play a role in the game. For Clank’s levels, Insomniac is attempting to create a play mechanic that is similar to Cloning Clyde and Braid. Clank has the ability to record then replay actions, allowing for different “clones.” In order to open doors, for example, you need to walk Clank through an action, like pressing a button to lower a platform. Once lowered, you can leave that “clone” of Clank running on a loop while you ride the platform to another button. Insomniac is still tweaking the sections, but so far they seem to have a good grasp on how things will work. It’s just a matter of getting them to work without frustrating the player.

Insomniac also stated that this Ratchet & Clank would be more repayable than previous games. As much as I love the series, it’s one I’ve never gone back to after completion. Along with the other gameplay tweaks, this could be Ratchet’s biggest, most interesting game yet.

Starscream aka Ricky Tucker

GameVortex PSIllustrated