Ratchet & Clank Future: A Crack in Time (PS3)
Has Insomniac's dynamic duo worn out its welcome? Jones has the verdict below.
10/22/2009 12:35 PM | 18 Comments | Page 1 of 2
What's Hot: Terrific third-person action gameplay; Genuinely funny at times; Hover boots = fun; Clank's time-recording puzzles are as good as anything found in Portal; Mr. Zurkon = awesome.
What's Not: Plot occasionally makes little sense ("Let's rush to this planet!!!!!!"); The humor, as always with R & C games, is hit-and-miss.
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
Ratchet & Clank Future: A Crack in Time is the ninth R&C game in seven years. We're all more than happy to give Madden the raspberries for coming out every 12 months. Yet since 2002, R&C games, counting their forays onto the PSP, have been even more ubiquitous than Madden.
That's saying something.
I thought 2007's
Tools of Destruction was the saturation point for the series. After finishing the game, I was ready to exile Ratchet the Lombax and Clank the robot to a sunny little vacation spot in the Pacific that I call Tony Hawk Island. It's where all series go to get some much-needed downtime. (I'm picturing Sandals crossed with a rehab center.)
Tools of Destruction wasn't terrible, but it also wasn't remarkable. Then along came the Clank-free
Quest for Booty in 2008 -- a downloadable continuation of
Tools. When I discovered that the game's big calling card was a new wrench for Ratchet -- oooooh! -- I was ready to send the entire
Insomniac R&C team, including the terrific Ted Price (hi, Ted!) to Tony Hawk Island.
Which brings us to
A Crack in Time.
The narrative picks up where
Booty left off. Clank is still being held captive by a bunch of floating robots called the Zoni and Ratchet is still trying to figure out how to find him.
Feels like these two have been apart for ages now. And they kind of have been.
A Crack in Time is their chance to Simon-and-Garfunkle up again. Which, I came to find out, I was looking forward to far more than I had thought.
The game opens with an eerie shot of the cosmos, coupled with a William Shatner-like voiceover: "Space. It's huuuuge." I laughed. If I'm laughing, things can't be all that bad, right? So far, so good.

Big scaly alien thing? Check. Bonfire in background? Check. Alien ship flying in through smoke cloud? Check.
The game splits time between Ratchet's levels and Clank's levels. Ratchet finds himself on the typical assortment of Ratchet & Clank-style planets. You know, weird alien vegetation; brightly colorful, vaguely bug-type enemies; the occasional series of moving platforms and/or lava canyons to navigate; etc. These are offset with cityscapes inhabited by colorful, vaguely bug-type robots; weird alien structures; the occasional series of moving platforms; bottomless canyons to explore; etc.
Everything feels very familiar. In the same way that Game Truster
David Thomas slips into his pair of Crocs -- ahhhhh! -- I slipped back into the milieu of Ratchet & Clank. I was surprised by 1) how easy it was, and 2) how comfortable I felt in this world again. I was -- dare I say it? -- happy to be back. Maybe Insomniac knows what I need better than I know what I need. Who knows.
Early on in the game, Ratchet receives a pair of hover boots. These things are awesome. (More awesome than your Crocs, Dave, but only slightly so.) Press the d-pad right to equip the boots. Use R2 to give yourself a boost. The hover boots quicken the overall pace of the game: Levels feel more expansive than before, but with the boots on, they also feel smaller, because you can traverse them so quickly.
Also: Mr. Zurkon for president. Mr. Zurkon is a cute, tiny robot that you can summon. He will fly over your shoulder and target nearby enemies as he says things that make you laugh. Example: MR. ZURKON EATS FEAR FOR BREAKFAST.
Like I said, funny.
Clank, meanwhile, somehow winds up at a place called the Great Clock, which is located at the center of the universe (give or take 50 feet; a joke that's repeated one time too many). Clank begins his training as the Great Clock's caretaker. He's given a scepter, which he can use to bash enemies, or more interestingly, reconstitute broken machinery.
See something broken? Walk up to it, swing the scepter at it, and
voilà, like a film being reversed, the busted object automatically begins reassembling itself. Sometimes you'll need to do this to solve puzzles, but there are many broken things scattered around the Great Clock in need of repair. For some reason, I never got tired of repairing things, not unlike the way that I never got bored with healing people in
Infamous. Maybe I really am a good person after all. Who knows.
More importantly -- and pay attention here, because this is kind of tricky -- Clank learns how to record versions of himself to accomplish various tasks. Example: He can stand on a "record switch," hit the Start Recording button in his radial menu, walk over and stand on another switch to open a door at the far end of the room, then end the recording.
After that, he can stand on a second switch, press Start Recording, and when his recorded self opens the door, Clank can walk through.