Spending (and Bending) Time in Ratchet and Clank: A Crack in Time

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As they’ve already released two Resistance games and are working on their third Ratchet and Clank title on PS3, I can see where Insomniac Games gets its name. At E3 last week, I sat down with Bryan Bernal, Project Manager of Ratchet and Clank: A Crack in Time to take a look at the latest instalment in one of my favourite series (just look at my avatar).
The demo started in a massive new area – the biggest ever seen in a R&C game – where Ratchet is fighting alongside General Azimuth. I got to see a hilarious new weapon called the Sonic Eruptor, which is a giant, belching frog on the end of a gun. There is a constant animation of it breathing in and out and if you fire when it’s at its fullest, you get a more vociferous burp resulting in more damage. The graphics are sumptuous and represent yet another leap forward for the series.
“Technology wise, we’re building on Resistance 2,” explains Bernal, “so we have soft shadowing; our own water technology, which just went open source so other developers can use it in their projects; and the biggest, most open environments we have ever built.”

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“In order to get around, we’ve given Ratchet a pair of hover boots that let you zoom across the levels and do some acrobatic stuff like going off ramps. They also open up some great new platforming possibilities.”
We then see another new weapon, the Cryomine Glove, which lets you temporarily freeze enmies. Bernal blasted a huge mounted rider and then used a crossbow called the Plasma Striker, which also reveals each baddies’ weak point, to finish him off.
Ratchet & Clank: A Crack In Time
My favourite part of the demonstration was when we moved to a level from later in the game and were controlling Clank as he faced a puzzle which makes use of the game’s new time mechanics. In front of us was the familiar set-up of two floor switches and a closed door, and there are no prizes (I sold them) for guessing that you need to somehow stand on the two switches to open the door.
The way around it is to use the three Time Record Pads in the centre of the room. When you stand on one you are able to start a recording, lasting up to a minute, of your movements. When you stand on a second pad and start recording, your first Clank jumps to life and also interacts with the environment. So, (can you guess what it is yet?) you can create two recordings and sync their movements to stand on the switches together, while the third you runs through the open door.
I won’t even try and explain the other two puzzles of this kind shown to me as I was scratching my head after a few steps, but they involve up to five Time Record Pads, multiple doors and elevators (lifts, to you and me). It kind of reminded me of Portal; the gameplay mechanic is completely different but the thought processes required seemed similar.
Ratchet & Clank: A Crack In Time - Clank
“There are going to be a lot of these puzzles,” Bernal said, “and we’re trying to appeal to the hardcore audience as well as the more casual. They’re also optional and will unlock new areas and rewards, so we’re able to have some really challenging levels for those who want them without putting off anyone who struggles with them. We love this kind of cerebral gameplay so we’re really happy to have this in the new Ratchet and Clank.”
What was interesting for me at E3, as I was playing so many games each day, was seeing which ones I found myself thinking about in the car on the way back to the hotel. On the first day it was EyePet with the odd glimpse of that helicopter fight from Uncharted 2: Among Thieves  (and my inability to know the difference between Chloe and Elena!) After the second day, it was the time gameplay in Ratchet and Clank: A Crack in Time.
Actually, there are so many things I could talk about from Bryan’s great presentation, but I don’t want to keep you scrolling here all day, so if you have any questions, let me know in the comments or check out Jeff’s walkthrough video from PlayStation.Blog.US.

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