What helps with that on A Crack in Time is that Ratchet's game changes up its style a lot, switching from spaceship battles to hoverboot races to more traditional gameplay without much of a pause, and Clank's game is mostly devoted to puzzles involving time manipulation. It's very easy to get nickel-and-dimed to death without even realizing you've been taking hits, and always has been.) (My other mild criticism about Ratchet's game is that Ratchet takes damage in a strange way, where he only visibly reacts to being injured if he's standing still at the time. Even Deadlocked just emphasized the combat without actually making it feel any different, so playing all the Ratchet games in a row gives you a real sense of deja vu. The counterpoint to that is that this formula hasn't really changed in six games.
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It's that balance between effortlessness and sudden challenge that really makes the Ratchet series stand out, and it's in full effect for A Crack in Time. Ratchet is supposed to be a big damn hero, so it's natural and sensible that he can do six impossible things in a row without having to try very hard. The only tricky parts of the game are earning skill points (Insomniac had achievements in their games before anyone else), boss fights, some platforming sequences, and the occasional normal combat sequence, but it works here.
Granted, that formula involves using enormous guns to destroy entire armies of robots and aliens, which is almost always a good time. Ratchet's stages are fairly predictable but entertaining one of the few weaknesses of the Ratchet & Clank series is that it doesn't really mess with its own formula too often. While Clank learns the ropes of his new job, Ratchet and Azimuth work to find a way to get into the Great Clock, find Clank, and stop Nefarious.Ī Crack in Time splits its gameplay somewhat unevenly between Ratchet, who does his usual thing, and Clank, whose levels are more puzzle-based. This brings him into contact with Nefarious's forces, as well as with the freedom fighter General Azimuth, the only other surviving lombax in the galaxy.
Ratchet, meanwhile, with the increasingly theoretical "help" of Captain Qwark, is searching for Clank and for a way into the Great Clock. His new abilities and responsibilities involve the safeguarding and manipulation of time itself, which is part of the reason why Nefarious abducted him in the first place. Tools of Destruction ended with the abduction of Clank by the Zoni, a childlike yet omnipotent race of aliens working on behalf of Ratchet's old enemy Doctor Nefarious.Ĭlank promptly escapes from Nefarious, but then discovers he was constructed to serve as the new caretaker of the most complex machine in the universe, the Great Clock.
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The Ratchet & Clank Future games are unique in the series so far, in that they have a continuing story, joined together by the PS3 Network game Quest for Booty. It's just dependably, somehow unremarkably good. It just shows up at a remarkably frequent clip (there's been at least one Ratchet game every year since 2002) and does its entertaining job, and somehow doesn't manage to get animated adaptations, tie-in novels, or breakfast cereals.
It hasn't quite attained the level of ridiculous public acclaim that other, similar games have while Sony is fully aware that Ratchet is a flagship series, it doesn't seem to get the same level of multimedia blitz that its other major franchises do. The Ratchet & Clank series is consistently excellent, yet oddly underexposed. Ratchet and Clank Future: A Crack in Time review