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It's Time For Another Ratchet & Clank Game

The lombax and the robot are re-teaming for the conclusion of their current story line.

Big worlds, colorful action, robot time manipulation.
Big worlds, colorful action, robot time manipulation.
Back at E3, I had the chance to sit down with Insomniac's Brian Allgeier and take a look at the company's latest and greatest, Ratchet & Clank Future: A Crack In Time. This time around, the duo will resolve the current story arc, which has Clank off in some other galaxy with the Zoni while Ratchet, fresh off of his pirate-themed adventures in Quest For Booty, is on his way to make the rescue.

I took a look at two different sections from the game, one Ratchet sequence and one Clank sequence. Ratchet has a set of hover boots that let him quickly traverse the terrain--which seems like it'll come in handy because the levels also sound like they're going to be a lot larger. The arsenal of weapons at Ratchet's disposal continues to be a focus, and you'll be able to freeze enemies with an ice attack, then go on to shatter them. There's also a big-cheeked animal that you'll wield like a gun and use to burp at your targets.

The Clank sequence that I saw puts an emphasis on time manipulation. Specifically, you'll need to figure out a way to put Clank in two, three, or even four places at once. This is accomplished via pads that let you record your actions and play them back. Take, for example, the standard two-button door puzzle. There are two floor buttons that must be depressed for the door to open, and the door closes if the buttons aren't kept down. There are pads on the ground that let you start up a Clank recording, after which you run over to one of the buttons. That recording then plays back while you record a second time, during which you run over to the other button. With both recordings active, you can now run through the open door as soon as the recordings hit both buttons and move on. That's obviously a pretty simple example, but it looks like these will only get trickier as you get deeper and deeper into the game. It also looks really cool.

Speaking of looks, the entire game looks better. Insomniac is self-shadowing the models now, and the game maintains its colorful look while also presenting some great-looking detail, both in the environments and on the models for friends and enemies alike.

I have to admit, after really enjoying the first few installments, I've fallen off of the Ratchet train. The games just started to feel a bit too similar for me to totally enjoy playing one year after year. But after taking a look at A Crack In Time, I think I might have to go back and replay a little Tools of Destruction and maybe even take the plunge on Quest For Booty. With the games forming what appears to be a pretty cohesive arc, I'm feeling like I'll want to go in with full knowledge of the previous games.
Jeff Gerstmann on Google+