[PS3] Ratchet & Clank Future: A Crack in Time

My previous post complaining about combat, over-the-shoulder view replacing jetpack strafe mode etc., is lost after the DB corruption.

Good thing too, because I take all back. Last night, while trying to figure out "fog issues" I noticed strafe mode was actually available in the demo, just not using the jetpack.

I'm sure everyone else noticed it first time but, if you haven't for some reason, give it a try.
Tapping L2 would have been nicer, but I can live with having to hold L2 pressed as it still enables the shoot 'em up gameplay that I love.

Of course rail parts are still too easy, but I feel much better about the demo now.

Unfortunately I still have to finish the third one in the series before I play R&C Future.
 
Just watched the preview on Gamer.TV. Looks absolutely amazing, by far the prettiest game I've seen yet. Smooth as silk and the scale is truly epic. Can't wait to see what it looks like on a HD TV in all it's glory.

Gamer.TV only gave it 3 out of 5 pips (in a preview) because there was no multipayer mode and no online support.
 
Bit harsh in my opinion, I would much sooner have a solid single player mode than a multiplayer option.

It is a platformer after all.

I don't agree with their co-op point either, Clank is Ratchet's side kick/assistant, not a character to go off and do his own thing in some sort of co-op mode.

Hopefully Sony do not listen to them and ruin it with poxy multiplayer modes ;)
 
Indeed they are harsh. Why should every game need a multiplayer mode and co-op to be considered good? Rachet and Clank is not that type of game at all
 
Bit harsh in my opinion, I would much sooner have a solid single player mode than a multiplayer option.

It is a platformer after all.

I don't agree with their co-op point either, Clank is Ratchet's side kick/assistant, not a character to go off and do his own thing in some sort of co-op mode.

Hopefully Sony do not listen to them and ruin it with poxy multiplayer modes ;)

Agreed. The arguments to mark it down for not having multiplayer are very very weak. It might be nice, but it's not a negative...just like it wasn't for Bioshock.
 
Personally I think all of gamer tv's reviews are overly harsh towards PS3 titles. Like in this instance I would agree with the above. It's a good solid platformer that looks good and, according to them, plays solidly too. In this instance a multiplayer mode or online option would be superfluous to the actual game. It should have been a four or a five score really.
 
Personally I think all of gamer tv's reviews are overly harsh towards PS3 titles. Like in this instance I would agree with the above. It's a good solid platformer that looks good and, according to them, plays solidly too. In this instance a multiplayer mode or online option would be superfluous to the actual game. It should have been a four or a five score really.

oh good lord, no more conspiracy theory shit... please, just stop.
 
Personally I think all of gamer tv's reviews are overly harsh towards PS3 titles. Like in this instance I would agree with the above. It's a good solid platformer that looks good and, according to them, plays solidly too. In this instance a multiplayer mode or online option would be superfluous to the actual game. It should have been a four or a five score really.

Considering that if the game had multiplayer the single player either wouldn't be as good as it is now, shorter, or the game wouldn't be coming out for another 6months.
 
Demo impressions: The game is certainly very pretty, though there's noticable framerate dips in the demo.

Gameplay wise, it feels very oldschool. I haven't played a platformer in years (this is my first R&C game, as well), but this is how I remember them being recently. While I didn't hate it, I played through the demo and wasn't disappointed when it came to an end. The whole thing was just kind of a "meh" experience to me, I didn't get very involved. The most fun part to me was the rail jumping, the actual 'combat' part was pretty dull with the Metroid Prime-like autoaim. Also, what's the point of the nuts and bolts that are picked up?

In the end, while the game is gorgeous and considering there's no real replayability I could see (no online, no multiplayer, no metascoring system, whatever), it'll be a rental at best for me when it comes out.
 
With bolts you can buy new armor, weapons, ammo, things to pimp your spaceship and so on.
About replayability, there are various skillpoints and unlockables to be earned. To collect/earn everything I think a second playthrough is almost necessary.
 
Gameplay wise, it feels very oldschool. I haven't played a platformer in years (this is my first R&C game, as well), but this is how I remember them being recently. While I didn't hate it, I played through the demo and wasn't disappointed when it came to an end. The whole thing was just kind of a "meh" experience to me, I didn't get very involved. The most fun part to me was the rail jumping, the actual 'combat' part was pretty dull with the Metroid Prime-like autoaim.

I have the same feeling (I like the rail grind but the combat didn't do a thing for me). From what I can see, the game will rely heavily on level/enemy design and weapon use for gameplay.

The demo enemies are pretty simple and dumb (I don't think I will ever die) and the weapon selection is limited (Only interesting one is the Groovitron). That's why the combats are walkovers. I suspect the game will be more fun if they tune up the enemies and when there's platform obstacles to avoid at the same time (like the bridges falling apart)

Also, what's the point of the nuts and bolts that are picked up?

I think the more nanotech you collect, the longer life you have, but I'm not sure. First time R&C guy here too.

In the end, while the game is gorgeous and considering there's no real replayability I could see (no online, no multiplayer, no metascoring system, whatever), it'll be a rental at best for me when it comes out.

Metascoring is in the form of nanotech collection I think. It may be hard to collect them in some situations (hidden locations ? dangerous spots like the collapsing bridges).

From what I hear, the final game takes R&C to different planets with assorted enemies. So there will be space battle and normal flight. Check out the video "Fly through Jungle (HD)" in http://media.ps3.ign.com/media/819/819456/vids_1.html. The rings are there only for guidance (where to go). I saw another video where the developer basically flew R&C all over the level.



I am more happy because this means that their other game can have flight and destructible environments too ;-)
 
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Nuts and Bolts are currency (and separate from Nanotech). Used for buying new Weapons, Armor, Gadgets, and ship upgrades (IIRC).

EDIT

Opps, missed Mr. Domino's post!
 
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It looks like a technically very impressive game. I got kind of a "Meet the Robinsons" vibe from it, the graphics were certainly outstanding and the levels vast.

While it's very encouraging from a technical perspective, I'm not sure it's going to be a system seller.
 
With bolts you can buy new armor, weapons, ammo, things to pimp your spaceship and so on.
About replayability, there are various skillpoints and unlockables to be earned. To collect/earn everything I think a second playthrough is almost necessary.

Ok, I get it now.

Asher said:
While it's very encouraging from a technical perspective, I'm not sure it's going to be a system seller.

... and encouraging from gameplay perspective too according to many. Each game will bring its own audience, so PS3 will still grow. R&C strikes me more as a game that brings PS2 fans who are already familiar with its gameplay over.

For us first timers, we will have to see it in action to be fully convinced (Yes, I am kinda sitting on the fence too, more because I already have enough games to play).
 
I have the same feeling (I like the rail grind but the combat didn't do a thing for me). From what I can see, the game will rely heavily on level/enemy design and weapon use for gameplay.

The demo enemies are pretty simple and dumb (I don't think I will ever die) and the weapon selection is limited (Only interesting one is the Groovitron). That's why the combats are walkovers. I suspect the game will be more fun if they tune up the enemies and when there's platform obstacles to avoid at the same time (like the bridges falling apart)


Well yeah when you know the final game has 31 weapons...then I don't think we should worry about the demo.
 
Well yeah when you know the final game has 31 weapons...then I don't think we should worry about the demo.
Demo's on PS3 sound like they're generally gimped - too short and too limited. The few PSP demos I tried were the same. Not the way to sell your product IMO.
 
Well yeah when you know the final game has 31 weapons...then I don't think we should worry about the demo.

Demo's on PS3 sound like they're generally gimped - too short and too limited. The few PSP demos I tried were the same. Not the way to sell your product IMO.

That's right. I believe the game will turn out fine. As long as the gameplay can hold people, it will continue to grow beyond its launch period, but the general "demo" exercises (not only Insomniac) requires some fine tuning.

If the goal was to sell the game, then the demo needs to be well thought out. Not just a test or introductory level so to speak. Perhaps it could be prepended/appended with a short, skippable trailer explaining the motivations or give a glimpse of other features/more fun things to come. It just gives a lot of context for newcomers.

It could even linked to the built-in web browser for preorder to close the loop so to speak. The retailers generally offer incentives to do so. This is another angle of what interactive marketing can do to promote sales.

Digital marketing is relatively young, so I am not expecting too much from the vendors yet. We will see more well-rounded strategies moving forward.
 
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