As I said when I first started this blog, I wanted to alternate between my various interests. As such, for my second post, I've decided to write a review of a game I recently completed. This game is from one of my favourite franchises; Ratchet & Clank Future: A Crack in Time. Before anyone comments, I know that this game had been out for well over a year, but I only just bought a PS3, so I'm going to be behind the times.
To start off, here is a brief synopsis for anyone who is unfamiliar with the series (if you are familiar, you can skip this paragraph). Ratchet & Clank follows the adventures of a Lombax (a cat-like creature) named Ratchet and his robot buddy Clank, as they thwart the schemes of each new villain who crosses their path. The platforming series is famous for its wide variety of creative weapons and gadgets, and its fun but engaging storylines. The series ran for four games on the PS2 (and two on the PSP) before making the jump to the PS3. With its new games, Insomniac decided to tell a longer running story under the Ratchet & Clank Future title (although the 'Future' part was dropped for the European release). The story began with Tools of Destruction, continued in the downloadable mini-game Quest for Booty and comes to its conclusion in A Crack in Time.
I'll try to keep this review relatively spoiler free, but since this is a game review, I need to talk about the gameplay, and this will require me to give away certain plot elements. I also cannot talk about this game without giving away the ending of Tools of Destruction and Quest for Booty. I don't think I've said anything that could be considered a major spoiler, but read at your own risk.
Story
A Crack in Time picks up where Quest for Booty left off. After finally discovering Clank's location after his abduction at the end of Tools of Destruction, Ratchet heads off in search of his missing friend. Meanwhile, Clank finally comes to and finds himself in The Great Clock; a complex designed to maintain the balance of time throughout the universe. Assisted by Junior Caretaker Sigmund, Clank begins to learn more about the clock and how he is connected to it. While Clank explores the Great Clock, Ratchet finds an ally in Alister Azimuth, a rebel with ties to the Lombax's past. Together they search for Clank and The Great Clock. Ratchet and Clank both learn that their old enemy Dr Nefarious plans to use the clock for his own evil deeds, and must each work to protect it and put a stop to Nefarious once and for all.
The PS3 RaC games place a lot more emphasis on the story than their PS2 counterparts, and are a little darker and more dramatic. Ironically, the 'Future Saga' concentrates more on the past, exploring the origins of our two heroes. I would say that while Tools of Destruction focussed primarily on Ratchet's past, A Crack in Time is very much Clank's story. The obstacles that the two have to face make for some really good character development, the story is well-paced for the most part, and unlike other games I've played, opportunities for drama are never wasted.
I will admit that some of the plot points are a little hard to swallow. Insomniac have had to do some retconning to incorporate the origin stories. I think everything fits rather well, but you can tell it wasn't planned from the beginning. Funnily enough, my biggest problem is Clank's real name. In the first game he tells Ratchet that his serial number is B54296... (Ratchet cuts him off and says he'll call him Clank for short) but according to Orvus, Clank's original name was XJ0461. If Orvus actually chose that name, he's got a pretty cruel sense of humour! It just seems like a silly thing to miss, since they could have checked that detail with a simple YouTube search. The other thing that bugged me a little was that some plot points introduced in Tools still weren't resolved. Since it was possible that A Crack in Time would be the last game, it seemed wrong to leave these plot threads open.
Overall, the story succeeded in being a little more serious, while at the same time maintaining the silly and comedic aspects that the franchise is known for. I liked the alternating storylines, although it did make the game less 'Ratchet & Clank' and more 'Ratchet & Azimuth, Clank & Sigmund'. The separation for the majority of the storyline does however, make the later scenes all the more moving.
Gameplay
A Crack in Time is structured a bit differently to previous games. Normally you play as Ratchet for most of the game, using a combination of weapons, gadgets and platforming, with a few Clank levels here and there, which are generally more puzzle-based. Since A Crack in Time alternates between our two protagonists, there is much more Clank gameplay this time around.
Ratchet's levels are the classic 'shoot stuff, smash boxes and use gadgets to get places' style that the series is known for, and it works just as well as ever. I was a little disappointed with the weapons selection; it didn't really feel like there was anything brand new. There were some good ideas here and there; I liked the customisable weapons and the fan-created Spiral of Death, but for the most part the weapons were recycled from Tools, or twists on previous weapons. It's a shame to think that Insomniac are running dry, since the series has always been famous for it's creative arsenal. I did like having the gadgets assigned to the D-Pad rather than the Quick Select; it made things a lot easier. The first of the new gadgets are the Hoverboots, which are basically a combination of the Charge Boots and the Heli-Pack. Very useful for getting around places quickly, compensating for Clank's absence, and the hoverboot courses were a lot of fun. I do wish that they had included hoverboot races, since it's been a while since they did racing sidequests. The next gadget was the Omnisoaker. While I originally assumed it was just the Hydrodisplacer from the first game, I was impressed by how versatile a gadget it was. It's used to collect water which can be used to cool hot surfaces or fatten up plants so you can jump on them (it makes sense, I swear!), to collect nectar to distract certain enemies, and to collect oil to grease rusted bolt cranks. I wish there had been more gadgets, but at least what was there was good.
I should also mention the spaceship sections. In previous games, the journey between planets has been used as the loading screen. The loading screens now show 'Galactic Trivia', which gives little humorous facts about certain locations or characters in the game. You are now in control of Aphelion, and can move between planets, visit various moons to collect treasure, and help out people for extra bolts. You can also upgrade the ship by collecting Zoni, which is necessary to get to some locations. This is a nice touch, but I think the time spent making these sidequests could have been spent making a main levels a bit longer. My favourite aspect of the space levels has to be the radio stations, especially the adverts (I would totally watch UniCop!).
One of the best things about this game is the Clank levels. As I said before, Clank gameplay has always been puzzle or strategy based, and it was nice to see more of this. The first thing I'll mention is the Heli-Pack. Normally, Clank barely uses it, which always bugged me. You would think that he could stay airborne a lot longer when he's not supporting Ratchet's weight. A Crack in Time finally addressed this, allowing Clank to perform up to three 'boosts' in the air, covering a lot more ground than before. The next new item in Clank's arsenal is the Chronoscepter: A staff that allows the little robot to manipulate time. You can throw time bombs that slow down time in the particular area they land; very useful for some platforming parts. The Chronoscepter can also be used for smashing things and fighting monsters, much like Ratchet's wrench, but can also be used to fix things – so now violence really does solve all your problems! The strongest part of the Clank levels has got to be the Time Recording puzzles. It's a little difficult to explain exactly how this works, but basically, Clank can record his actions on up to four Time Pads in order to press the right switches to open a door. There are some extra optional puzzles later on that reward you with Gold Bolts.
The game generally has a good balance between typical Ratchet gameplay and the Clank levels. My main criticism would be that the game is very linear. I miss the PS2 days when you had more freedom to choose which planet you went to next, and which missions you completed first. While most of the planets have multiple missions, they have to be done in order, and I'd rather it was a bit more free-roaming. The main distractions are the moons and the Agorian Battleplex, where you can compete in tournaments for extra weapons, items and bolts. The other criticism I have is that the game is just too short. I cleared it in about 11 hours, and I just wasn't ready for it to end. I really wish they had included more levels once the pair were reunited – maybe some areas that could only be completed with Time Bombs, or some places that could only be reached if you had both the Hoverboots and the Heli-Pack. They only got a few levels together, and one of them felt tacked on as if the developers decided “Whoops, the game is going to end too quickly. We should probably put in an extra level”. I'm not complaining that they did, because it was a good level. I just wish it wasn't so forced.
Overall, what was there was good. Many of the issues I had with Tools were improved upon control-wise (barely any Sixaxis use in this game!), and it was a lot of fun to play through, but pretty much every aspect of the gameplay needed to be drawn out more. It feels like Insomniac were rushing to get the game out on time. This was especially evident after viewing the Insomniac Museum (unlockable after you complete the game); most of the rejected concepts were cut for time rather than gameplay issues. I wonder if it would have been better if the time spent making Quest for Booty was dedicated to A Crack in Time's development. I like to think that they will learn from this, and allow enough time in the future to put out something really good.
Graphics
Several reviewers have said that the PS3 RaC games make you feel like you are playing a Pixar film. I would have to say I agree. The games have always had amazing visuals, and since making the jump to the PS3 they look even better. I don't really know what else to say, I have no complaints.
Characters
The franchise has always been known for its colourful cast of characters, so I feel it's only right to talk about them a bit. Let's start with our protagonists; Ratchet and Clank both go through a lot of development in this game. Throughout the series, Ratchet has changed the most, going from an uncaring jerk to a brave hero and a loyal friend. Clank has gone through less development, being your typical 'do-gooder', but this game is the first time his way of thinking has been challenged. The events of this game really put their friendship to the test, and the tough decisions they make show just how much they have grown.
Stepping away from deep characters, Captain Qwark is as hilarious and goofy as ever, existing, as always, for comic relief. Dr Nefarious was also a joy to watch; just as crazy and hammy as he was in Up Your Arsenal. I absolutely loved every scene he was in, whether he was taunting our protagonists, rehearsing his epic play “Night of the Living Squishes”, or phoning a radio station to complain about the ending of his favourite soap opera. And then there's Lawrence, who is awesome (although I have yet to figure out why he's working for Nefarious). I was disappointed that Talwyn didn't make a reappearance, although Cronk and Zephyr's dialogue during the credits was a nice touch.
So now we come to the new characters. Sigmund was a lot of fun, he was silly, and a bit of a suck-up, but very loyal to both Orvus and Clank. Then we have Orvus; the creator of The Great Clock and Clank's 'father'. He is also a very fun and memorable character, even if we don't technically see that much of him. The hired assassin Vorselon serves as another over-the-top villain, with a personality that has just the right balance between menacing and comical. I really wish he's had a little more screentime; the levels involving him seemed rather short. The Valkyries for the most part were pretty forgettable, although I liked the dialogue between Cassiopeia and Nefarious in the Valkyrie Citadel. I wouldn't normally be as bothered by their lack of screentime, but since they re-used Nefarious for their main villain, I feel they really needed to show off their new villains. Previous side-villians such as Thugs 4 Less, Courtney Gears and Captain Slag really stood out, so it's a shame that Vorselon and the Valkyries weren't in the game more. The new character with the most development is definitely Azimuth. His backstory and motivations are interesting, and it's a change to see a competent character serve as a mentor figure for Ratchet.
So overall, an extremely varied cast of characters, from the silly and fun, to the endearing, to the maniacal, Insomniac continue to make us care for this world and the colourful creatures that inhabit it. The voices are also spot on and the dialogue well delivered. Some of the characters were underutilised, which I think also boils down to rushed development.
Soundtrack
I should mention that this game brings in a new composer; Boris Salchow. His score is more orchestral than the previous soundtracks, and sounds pretty good. I have always liked the music in the RaC games, but have never found anything to be particularly memorable. The same can be said for this score. It fits with the game, there are some nice tunes here and there and nothing is particularly repetitive or ear-grating. I never really ask for much more.
Overall Thoughts
Pros
Good traditional Ratchet gameplay
Strong Clank gameplay
Well-designed gadgets
Controls are improved over Tools of Destruction
Strong focused story
Excellent character development
Cons
Too short
Very linear
Weapons are mostly recycled
Many gameplay aspects are underdeveloped
Side villains needed more screen time
Several plot point are left unresolved
Ratchet & Clank: A Crack in Time is a good game, and I had a lot of fun playing it. It's certainly not the best in the series; that honour still goes to Up Your Arsenal, but it's still a thoroughly enjoyable experience. Pretty much every complaint I have comes down to it needing a longer development time. What is there is good, it just needed more of it. If you've liked the series up until now, I would recommend picking it up. If you didn't like the direction that Tools took, chances are this game isn't for you. If you haven't played a Ratchet & Clank game before, I would recommend either playing them in order, or at least playing Tools of Destruction first. I was personally very pleased with it, and think it served as a good conclusion to the Future story.
Thoughts for the Future
With the 'Future Saga' over, I wonder what the future holds for the series (no pun intended). The next game in the franchise is Ratchet & Clank: All 4 One, a 4 player co-op game. I have a soft spot for Ratchet: Gladiator/Deadlocked's co-op mode, since it was the first game I played in the series, so I'm really looking forward to this title. From what I've seen, it seems to be taking a step back from the dramatic storylines of the Future games. I think it's a good thing for the series to take a break from the drama for a bit, so I hope my assumption is right. If I get an enjoyable co-op experience from this game, I'll be happy.
I liked the Future games, and would like to see more RaC games in years to come. I am a little concerned for the franchise, however. They are no longer at their peak, and I'm worried that if the series continues, the games will focus too much on dramatic storylines and forget that they are supposed to be fun, creative platformers. I would hate to see the series end, but I'd rather it finished on a high note than get dragged out to a point where I hate it. Part of me thinks they should do one last game after All 4 One; a game to wrap up all the unresolved plot points, bring in the best aspects of all the games that came before it, tell an epic story that leaves the player with a smile on their face, and give the series a really good send-off. We don't know what, if anything, Insomniac have planned after All 4 One. If they choose not to make more games, I will respect that decision. If they decide to tell one final story, I will be happy provided it is well-excecuted. If they carry on making new games, I will continue to play them unless I stop enjoying them. Not much more to say, except that Ratchet & Clank is awesome, and I hope it stays that way.
I realise that I've been a bit analytical in this review. Maybe I'm looking too deeply, but I do believe that video games can be a legitimate medium for storytelling (a blog post for another day). If something gives me material to work with, I will utilise it. So what are your thoughts? Do you whole-heartedly disagree with anything I've said? What sort of experience did you get from this game? What are your thoughts on the Future games and the future of the series? If you're not a gamer, has anything I've said made you think anything other than “what a geek!”? Feel free to post a comment, or write a response.
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