Ratchet and Clank Future: A Crack in Time Review

A colleague recently wondered why more developers haven’t tried to emulate the success of the Ratchet and Clank series. He explained that the recipe seems simple enough- start by deftly combining a satisfying shooting mechanic with a bit of platforming variety. Add a new weapon, gadget, or gameplay wrinkle every twenty minutes, to ensure freshness, then cap with a consistently amusing string of cinematics. I responded that in the proficient hands of Insomniac, this formula is sturdy enough to support a succession of biannual sequels. However, under the direction of a less competent developer, the results can be as middling as Ruff Trigger: The Vanocore Conspiracy.

With eight console titles in seven years (we’ll omit Clank’s unremarkable solo outing), the Ratchet and Clank series is eluding the stagnancy common to similarly prolific franchises. Although recent release Ratchet and Clank Future: A Crack in Time predictably sticks to its prescription for enjoyment, subtle improvements ensure that players will enjoy nearly every moment of its twelve hour campaign.

While Ratchet’s missions have always presented a cathartic outlet for players yearning for a gratifying third-person shooter, the direction for Clank’s quests has consistently varied. From the wanton destruction with Giant Clank, to the more frequent puzzle elements, the diminutive robot’s exploits have always skillfully complemented the Lombax levels. Crack in Time is no different, presenting players with a delightful diversion where players record and replay multiple instances of Clank. To keep the stages from becoming too heady, players are given a Chronoscepter to fend off enemies and repair broken environmental elements.

More frequent are the forays with the anthropomorphic protagonist, Ratchet. Each of his stages have players blasting an inexhaustible inventory of enemy forces, with increasingly potent weaponry. While the most original creations in the game’s arsenal don’t appear until the final quarter of the game, the frequency of minor upgrades alleviates fatigue. One of the most enjoyable gadgets is the game’s hoverboots, which allow players to zip around the screen without a sacrifice in precision.  Additionally, the title introduces open-world space sectors that are filled with optional bonus missions. Players can confront space pirates and on spherical planets to embark on abbreviated platforming or blasting stages.

The engine that powered both Tools of Destruction and Quest for Booty returns with a number of tweaks, which elevates Crack in Time to showcase status. Whether players are admiring the mechanical complexity of the title’s Great Clock stage, the lush flora that permeates many of the game’s stages, or even the VR serenity of Clank’s subconscious, each level is a graphical marvel.  The game maintains a fluid 60 fps refresh rate a majority of the title, only wavering when a chain of explosions cascade across the screen. Although the title has a half-gig install, this is the first time the ‘now loading’ phrase has appeared in the series- evidently, the waiting between stages was too long to disguise with the usual cinematic.

Although Crack is Time’s one caveat wasn’t a deal-breaker for me, it might cause worry for fastidious gamers. As someone who has completed every game in the celebrated series, I’ve encountered few glitches in past iterations of the game. However, in my first play through of Crack in Time, I’ve had protagonists either fall through the game world or get stuck on environmental geometry. Typically, this happened on the title’s side quests, requiring a quick reset as Ratchet was trapped within a planet’s core. 

From the game’s commencement until it’s closing credits, Ratchet and Clank Future: A Crack in Time is one of the most unswervingly satisfying games in recent memory. With the possible exception of past series installments, it would be difficult to identify a game that is as constantly enjoyable as this one. Unlike 2005’s Deadlocked which seemed to cater to the franchise’s detractors, gives fans what they enjoy- a limitless set of enemies to shoot, bolts to collect, and weapons to upgrade. It’s a blueprint for success, which true to its source material, shows no signs of succumbing to the spoils of time.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

47 Comments

  1. I got Ratchet stuck in the middle of a planet once, I was really annoying. I could see the zoni.

  2. I love thes series, but the games seem so short. Maybe becuase I have such a good time playing them.

  3. I completed the game and only had one small problem- I fell of the track. It was probably my own fault.

  4. Anyone who tells you “yes” should be shot. U2 is the best game of the year, and maybe the decade.

  5. I’m glad that throughout the history of the series, they’ve managed to keep true to their roots and haven’t gone off the deep end looking for new ways to ‘reinvigorate’ the franchise.

  6. I don’t have a PS3… but this game makes me want to buy one… well this and the God of War series.

  7. Great review. This game looks like the best in the whole R&C series to me. It also looks like they’re taking a little different approach to the story in this, which makes me really excited.

  8. It’s good to see that Ratchet is still going strong. I’m getting this game for Christmas, after having become a huge Ratchet fan within the last year. I’ll have ACiT beat before January 🙂 Insomniac is full of amazing devs.

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