Slashdot Mirror


Ratchet and Clank: A Crack in Time Offers New Gameplay Mechanic

Ars Technica has a great look at the latest installment in the Ratchet and Clank series, "A Crack in Time." Along with the great looking graphics and same great gameplay, A Crack in Time offers a brand new game mechanic: "time pads." Time pads allow you to make a copy of yourself and move through a series of action, then shift back to "real time" and interact with your past self. "It's a game mechanic that's hard to describe in words, and wrapping your head around it inside the game isn't much easier when it's first described with an example or two. You have to play with it and bend time to your will before you see just how ingenious the whole thing is. The puzzles begin simply and grow harder as the game moves on. The use of time is done very well and elevates what we've played of the game from another platforming experience to something truly special."

106 comments

  1. Braid & quick-save/quick-load by sopssa · · Score: 5, Insightful

    I think the indie game Braid was the first game to make this approach of time in games great. And if you develop the game good around that, it's great.

    I loved Braid for the fact that even if I made a mistake, I would push the go back in time button instead of repeating quick-save/quick-load all the time when I fail. The levels could be made harder and more unforgiving too because you could always go back in time. And on its philosophy side it made me want to do the same thing for my past relationships, which is part of the story. Great game.

    Actually I would like to see this in more games. Just go back in time instead of the quick-save/load bashing. It's a lot more fun too.

    1. Re:Braid & quick-save/quick-load by Red+Flayer · · Score: 4, Funny

      Actually I would like to see this in more games. Just go back in time instead of the quick-save/load bashing. It's a lot more fun too.

      That's weak.

      I play every game in Rogue-mode. Die once, start over from the beginning.

      This tempers a truly superior video-game warrior, one who laughs in the face of adversity and spits in the face of death.

      But man, Oddworld games sure are a bitch.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    2. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      What you are talking about is not new by any means. It was first established in Prince of Persia: Sands of Time I believe. Very fun game.

      This is more like Time Splitters 3, where you go through time, and interact with yourself. (Sort of like in Austin Powers, where

    3. Re:Braid & quick-save/quick-load by Verdatum · · Score: 1

      I would buy so many more games if they offered instant load-state save-state features like my beloved emulators. That's what immediately drew me to Braid. That game is genius. This post is hype.

    4. Re:Braid & quick-save/quick-load by BluePeppers · · Score: 5, Informative

      Actually, there have been flash games based on this concept for ages. But apparently they aren't "proper" games...

      See http://www.newgrounds.com/portal/view/439647 for a good example.

      --
      Penguins can be fascists too
    5. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 2, Informative

      Prince of Persia Sands of Time was the first game on a mainstream platform to have the go back in time because I made a mistake feature you describe, which is the main gameplay mechanic.

      However Braid DOES have the "new gameplay mechanic", it's when you create a shadow of yourself to help you get through a level, not the feature of rewinding and fast forwarding.

      And if you want to get into a pissing match of "xy did it first!" then yes, the shadow mechanic has been in flash games long before anything else.

    6. Re:Braid & quick-save/quick-load by Linker3000 · · Score: 1

      The next part of that post can be found 3 weeks back - or is it in 3 weeks time?

      --
      AT&ROFLMAO
    7. Re:Braid & quick-save/quick-load by geekboy642 · · Score: 1

      The rest of this comment may be found attached to an article about iPods, which was published 8 years ago yesterday.

      --
      Just another "DOJ fascist authoritarian totalitarian bootlicker" -- Zeio
    8. Re:Braid & quick-save/quick-load by PylonHead · · Score: 1

      Further on in Braid you also start to interact with yourself in parallel time lines.

      You perform certain actions, rewind, and then start time moving forwards and play alongside your shadow self...

      --
      # (/.);;
      - : float -> float -> float =
    9. Re:Braid & quick-save/quick-load by interkin3tic · · Score: 3, Interesting

      Where... where what? Oh. He went back in time to finish the post.

      Anyway, GP I think was referring to different mechanics that braid had that were not in POP. The "rewind time from death" was in Prince of persia before Braid. But Braid had pads on which you could stand and be outside of time or the rewind/forward time controls. In a seperate mechanic, Braid had worlds where you would do one thing, say jump down to a lower platform and hit a switch to open the door on the upper level. You then rewound time, door goes back closed, but when you let time go forward, a shadow form of you would redo the action you just did, you'd see the shadow jump down and open the door. You could then move through the door.

      I never played prince of persia, but I was under the impression neither mechanic was seen in it.

      The new rachet and clank sounds like it has a more complicated combination of both of those mechanics seen in braid

      Even better are the time pads. You stand on one and "record" your actions in time. Then you stand on the other and interact with your past self going through its actions. In the simplest puzzles you stand on a pressure-sensitive switch for yourself so you can walk through a door. In the more intricate puzzles you have to record sections of your performances multiple times in a type of choreographed dance to get to where you're going, often using the time explosives in multiple ways.

    10. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 1, Funny

      [F9]

      Actually I would like to see this in more games. Just go back in time instead of the quick-save/load bashing. It's a lot more fun too.

      [Carry on.]

    11. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Glad you apparently didn't even bother to read the fucking summary. This sounds NOTHING like the "rewind" feature of Braid. Just the mere fact that you can make a copy of yourself and transport yourself to a different time should have been enough of a clue. Sad that over half the comments here are saying "This sounds just like Braid" when it sounds absolutely nothing like it.

    12. Re:Braid & quick-save/quick-load by MaineCoon · · Score: 5, Informative

      You fail at reading comprehension.

      Braid did far more than just rewind - which was one of its constant mechanics. Other features include:

      Some levels the direction of time of everything else in the world depends on the direction you walk.
      Some levels featured entities that were 'immune' to time rewind
      Some levels featured the interactive 'shadow'
      Some levels combined multiple of the above

      SPOILER:
      An example of this is one level where you actually let an enemy fall onto you, so that you 'die' and the enemy bounces off your head, then you rewind and play it forwards, again, this time jumping on the head of the enemy as it bounces off your 'shadow' previous self, to reach a high platform.

      --
      Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    13. Re:Braid & quick-save/quick-load by pushing-robot · · Score: 2, Informative

      MaineCoon beat me to it, but here's a video of Braid's World 5 in action.

      --
      How can I believe you when you tell me what I don't want to hear?
    14. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      I think the indie game Braid was the first game to make this approach of time in games great.

      Not true, sir. Not true.
      Chronotron

    15. Re:Braid & quick-save/quick-load by bruciferofbrm · · Score: 2, Informative

      Yes: ChronoTron.

      I loved this game. They even accounted for Paradoxes. But, the concept does get a bit old when you beat you head on a puzzle trying to plan "x" far ahead in order to complete the puzzle. (coolest effect - using "pause time" in one loop, then seeing it get used in a later loop)

      So, yeah. Not so new.

      And so now, two games that might make me want to buy a PS3. Hmmm.. Still not worth it.

      But then, I bought a Xbox 360 for one game: Fable 2. So, what do I know about worthwhile purchases.?

    16. Re:Braid & quick-save/quick-load by mazarin5 · · Score: 1
      --
      Fnord.
    17. Re:Braid & quick-save/quick-load by StingRay02 · · Score: 2, Interesting

      Also of note: Cursor*10. Less direct interaction, but more planning ahead.

    18. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Yes, I agree.

      Rygar on NES

      I could never beat it.

    19. Re:Braid & quick-save/quick-load by YourExperiment · · Score: 1

      In the spirit of bringing up the huge amount of prior art disproving the summary's assertion, I'd just like to mention the interactive fiction title Mobius.

    20. Re:Braid & quick-save/quick-load by Evil+Shabazz · · Score: 1, Insightful

      That's weak. I play every game in Rogue-mode. Die once, start over from the beginning. This tempers a truly superior video-game warrior, one who laughs in the face of adversity and spits in the face of death.

      Everyone is entitled to their own way to enjoy games. You may find his style weak, but I find this concept of a "truly superior video-game warior" pretty weak. Let the guy have fun the way he wants, and we won't laugh at the way you want to have fun either. ;)

      --
      Down with the career politician! SUPPORT TERM LIMITS
    21. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Don't you think that this gameplay mechanic is taken almost directly from Braid, I mean really, Blow came up with it first.

    22. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Hell, games predating flash had the shadow mechanic.

    23. Re:Braid & quick-save/quick-load by CastrTroy · · Score: 1

      While I probably think you go a bit too far, I think that a lot of games don't quite have enough consequence. For instance, A lot of old driving games I used to play, such as Need For Speed IV, used to actually damage and degrade the driving ability of your car when you crashed. It seems like this has gone away, and that now there isn't really any driving skill in these games, and it's more about trying to run people off the road, rather than try to race without destroying your car as you would have to do in real life.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    24. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      I play every game in Rogue-mode. Die once, start over from the beginning.

      Wimp. Die once, never play the game again.

      Actually, that would probably make my grandfather a better video-game warrior than you. ;-)

    25. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      pretty sure there was an original xbox game that had a similar feature long before braid, can't think of the name though

    26. Re:Braid & quick-save/quick-load by Criliric · · Score: 1

      wow... world of warcraft must suck for you :P i have to tell you the game becomes a whole lot better once you leave the starting area

    27. Re:Braid & quick-save/quick-load by Jearil · · Score: 1

      Actually before Braid, or even Prince of Persia Sands of Time as someone else pointed out, there was Blinx: The Time Sweeper which used the original XBox hard drive to record all actions and allow you to replay them back again.

      You could do several time related actions, one of them being record where you do something for 10 seconds, then time reverses and replays again with your green "ghost" going through while you played your character normally. There was also the ability to slow down time, stop it, speed it up, and retry if you died.

      Blinx was released in 2002 and is the first game I know of with that concept fully realized. It was a really good platformer that sort of didn't get as much credit as I think it should have.

    28. Re:Braid & quick-save/quick-load by Blakey+Rat · · Score: 1

      No, this is a new meaning of the word "new." This meaning is actually "not new."

      What's amazing to me is that the submitter (presumably) follows video games, and yet has never played Braid, one of the best indie games ever made, or any of the hundreds of Flash games that are based on this idea. How is that even possible?

    29. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Yea there have been dozens of games that did this. The original article is just a bunch of worthless marketing blurb by company that rips off the ideas that are spawned on experimental gaming sites and passing them off as their own.

    30. Re:Braid & quick-save/quick-load by Kamineko · · Score: 1

      Blinx: The Time Sweeper predates PoP:SoT by a year.

    31. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 0

      Hell yeah, I have 6 level 99 characters on diablo 2 Hardcore.

    32. Re:Braid & quick-save/quick-load by IKnwThePiecesFt · · Score: 2, Informative

      Woosh

    33. Re:Braid & quick-save/quick-load by IKnwThePiecesFt · · Score: 1

      I'd suggest playing a more simulation racing game such as Gran Turismo (PS2/3) or Forza Motorsport (Xbox) rather than the notoriously arcade/unrealistic Need For Speed series.

    34. Re:Braid & quick-save/quick-load by geminidomino · · Score: 1

      Blinx: The Time Sweeper predates PoP:SoT by a year.

      Fatal Rewind predates Blinx by about a decade.

    35. Re:Braid & quick-save/quick-load by MikeBabcock · · Score: 1

      I've loved Dirt (and its predecessors, the TOCA series) for this. Unfortunately they've added a feature in Dirt 2 that lets you rewind the action and continue from where you screwed up, and while it seems like a nice idea, the whole reason I loved playing this series of games was for the realistic rally driving experience.

      How does it change things? Well, if you're on a half hour long course and you know that crashing will wreck your car (or damage it severely), you have to decide on your level of caution vs. aggression in each situation. With the rewind option, you can go into the corner fast and heavy, knowing that if you did it too fast, you can just rewind and try it a little different.

      Personally, I wish the option were only implemented on practice modes -- although your ability to use the feature diminishes with the higher difficulty choices.

      --
      - Michael T. Babcock (Yes, I blog)
    36. Re:Braid & quick-save/quick-load by Supurcell · · Score: 1

      Or the old Carmageddon series. Forget the race, smash the other cars! Your car get too smashed up and you can't even drive in a straight line. There were no weapons either, just good, old-fashioned cars killing cars with their bare tires; the way it ought to be.

    37. Re:Braid & quick-save/quick-load by BenFenner · · Score: 1

      So I guess you could never beat Mega Man 2 then aye?



      (For those who don't know, you have to die at least once to beat the game.)

    38. Re:Braid & quick-save/quick-load by Nick+Ives · · Score: 1

      None of the Gran Turismo games have a damage model, although one is planned for GT5.

      --
      Nick
    39. Re:Braid & quick-save/quick-load by ebolaZaireRules · · Score: 1

      Racedriver GRID... limited replays, makes the lemans 24h (24min gametime... unless you really want 1:1 timing) quite tricky with only 3 replays

      Its not a bad racing game... but remember, try before you buy.

      --
      The Bible: Historically verifiable fact from an observers point of view
    40. Re:Braid & quick-save/quick-load by Anonymous Coward · · Score: 1, Informative

      It's entirely possible to beat Megaman 2 without dying.

      The boss in Wily stage 4 is difficult to beat without dying (you cannot waste a single crash bomb), but it can be done. (Here is a video showing how).

    41. Re:Braid & quick-save/quick-load by BenFenner · · Score: 1

      No way!

      That was the stage I was talking about.

      All these years I thought it couldn't be done.

    42. Re:Braid & quick-save/quick-load by MikeBabcock · · Score: 1

      I didn't like the feeling of the physics in GRID, nor the graphics anywhere near enough to buy it. I still play TOCA & Dirt (and GT5:Prologue of course).

      --
      - Michael T. Babcock (Yes, I blog)
    43. Re:Braid & quick-save/quick-load by ebolaZaireRules · · Score: 1

      I don't mind them... But I miss my Gran Turismo... Waiting for GT5 to be released before jumping back into the console market.

      --
      The Bible: Historically verifiable fact from an observers point of view
    44. Re:Braid & quick-save/quick-load by MikeBabcock · · Score: 1

      Thoroughly enjoying the admittedly limited GT5:Prologue here. Can't wait for the full release.

      --
      - Michael T. Babcock (Yes, I blog)
  2. Braid by sqrt(2) · · Score: 4, Insightful

    I'm pretty sure this has already been done. It's the entire point of the game Braid, and was probably done even before that.

    --
    If you build it, nerds will come. Soylentnews.org
    1. Re:Braid by kazagistar · · Score: 0

      There was a flash game once that was really fun... you had to go with your mouse and explore a giant maze, by clicking on things and solving puzzles... you only had 60 seconds or so to solve the maze, but each of the previous attempts were shown, and you could cooperate with your previous selves to finish on time. Either way, its nothing new; just a simple Slashdot publicity stunt.

    2. Re:Braid by Monkeedude1212 · · Score: 1

      I can think of 3 other games besides Braid to have done this Mechanic!
      Chronotron
      A top down game very similar to Chronotron (you were a robot, I remember)
      Some Oriental Mouse-click game where you simply try to get to the last level before the time runs out - and if time Does run out, you are sent back to level 1, but then a ghost of your last round would preform your same actions.

      Ars Technica obviously isn't into Flash games.

    3. Re:Braid by Anonymous Coward · · Score: 0

      Yeah, well, this is the first time it's been done on the PS3. Don't forget, they didn't get Braid. Or Castle Crashers. Or any Xbox Live Arcade games.

      So to a PS3 player, this is a brand new game mechanic.

      Just like the "brand new motion controller" coming to the PS3! The controller that look EXACTLY like the Wiimote, down to the trigger button on the bottom! I can't wait until they give up on that and start ripping off Project Natal.

    4. Re:Braid by TheRaven64 · · Score: 1

      Chronotron was the game that came to my mind when I read this. The entire point of the game was based around time travel. Each level contained puzzles that could only be solved by being in several places at once, so you had to go and be in one place, then go back in time and be in another place while your earlier self was in the first place and so on. Given that it's a free online flash game, it's a very easy place to steal ideas from.

      If you're counting having your ghost present, then pretty much every racing game since around 1988 counts too.

      --
      I am TheRaven on Soylent News
    5. Re:Braid by BlueKitties · · Score: 2, Interesting

      It's a well known fact that the first *popular* game to do something is the *first to have done it ever.* I can't count the number of popular games touted as the "first to have done something" when in fact it had been done ages prior.

      --
      "Sorrow is better than laughter, for by sadness of face the heart is made glad." [Ecclesiastes 7:3]
    6. Re:Braid by Monkeedude1212 · · Score: 1

      The ghost was present in the last mention because it was an integral part of the gameplay because while you yourself didn't have to interact with it, it still did interact with the environment. And everytime the timer ran out a new ghost was created. The objective was to reach the end in the quickest time possible.

      For example, one level would only let you reach the next level once All the boxes in the room are destroyed, which is done by clicking on them. Remember you are trying to do it as fast as possible, because you want to get as far as possible to see what the next level is to plan out where you should be clicking the next time around.

      So if the room has 50 boxes, I might start at the top my first time through, and then I make it to the next level. If say I don't make it past the next level in time, the timer restarts and I'm back to the first level. Now - my ghost is going through clicking on the the boxes in the same order I did initially, so to save time I'm going to start at the bottom and by the time we reach the middle, me and my ghost will have cleared out the boxes in half the time. So I have that much MORE time on the timer to start the next puzzle.

      I wish I could remember its name, but it was in Japanese or Chinese, and it came out at least a good year or 2 before Chronotron.

      It really was a very well built flash game, and I think it was the first one to open the idea of interacting with ones past, as this game had come out in

    7. Re:Braid by Monkeedude1212 · · Score: 1

      It has been remade, its called Cursor*10 - you can find it at onemorelevel.com and probably addictinggames.com

    8. Re:Braid by sqrt(2) · · Score: 1

      Like how Halo invented regenerating shield, and the FPS genre.

      --
      If you build it, nerds will come. Soylentnews.org
    9. Re:Braid by Blakey+Rat · · Score: 1

      That may be so, but Braid is pretty fucking popular. Has a 93% aggregate review score. Was the second highest-selling Xbox Live game for 2008... etc etc, you can read the Wiki article yourself.

      Whoever wrote this bullshit press release either doesn't play games at all, or is just a liar hoping that we're all too stupid to point out the lies. Shame on Slashdot for reprinting it.

    10. Re:Braid by Anonymous Coward · · Score: 0

      I'm pretty sure this has already been done. It's the entire point of the game Braid, and was probably done even before that.

      Blinx: The Time Sweeper had this mechanic and it was released to the orignal Xbox in 2002.
      http://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper

    11. Re:Braid by MikeBabcock · · Score: 1

      With a slightly less interactive level, the Ocarina of Time features solving certain puzzles and then going back in time with the results and solving different ones. Much more simplistic perhaps, but conceptually similar.

      --
      - Michael T. Babcock (Yes, I blog)
    12. Re:Braid by Anonymous Coward · · Score: 0

      I can't wait until they give up on that and start ripping off Project Natal.

      Then call it the EyeToy. Right ?

  3. cursor x 10 by Anonymous Coward · · Score: 0

    The idea isn't exactly brand new.

    1. Re:cursor x 10 by El+Gigante+de+Justic · · Score: 2, Informative

      Cursor x 10 is a little different in that you don't get to choose when it resets, and cursors can't directly interact, but the basic concept has been used by plenty of games. Movies did it first anyway, such as Bill and Ted's Excellent Adventure, when he reminds himself to hide the keys or setup the bucket later and then the result occurs (although they did create a few paradoxes in that film).

  4. Chronotron. by pushing-robot · · Score: 4, Insightful

    It's a game mechanic that's hard to describe in words, and wrapping your head around it inside the game isn't much easier when it's first described with an example or two.

    Well, here's a handy tutorial then.

    --
    How can I believe you when you tell me what I don't want to hear?
    1. Re:Chronotron. by TheBilgeRat · · Score: 1

      Beat me to it! Well done!

    2. Re:Chronotron. by beef+curtains · · Score: 1

      Nicely done! Chronotron was exactly the game I was trying to think of when I read the summary.

      I was hooked on that one for a while.

      --
      Just once I'd like someone to call me 'Sir' without adding 'You're making a scene.'
    3. Re:Chronotron. by Anonymous Coward · · Score: 0

      There's also Cursor*10. Not sure if this one preceded the robot game; it looks a bit more primitive but the basic mechanic is the same.

    4. Re:Chronotron. by H0NGK0NGPH00EY · · Score: 2, Insightful

      Thanks for posting. When I saw the headline my first thought was "Yes, if by 'new gameplay mechanic' you mean one that an entire game was built around in last year's PAX 10."

      --
      Do not read this sig.
  5. A brand new mechanic? by JustinRLynn · · Score: 3, Insightful

    Does anyone remember Blinx: the timesweeper for XBox that was released at the beginning of the decade? If you're familiar with that game then this game mechanic seems not so new and maybe even a bit more limited (because of the pad requirement, if it is one). I hope it's well implemented because then it has the potential to make for some really awesome puzzles. I'm glad to see they're experimenting with higher dimensional puzzles again.

    1. Re:A brand new mechanic? by nwf · · Score: 1

      Yes, I picked up a copy of Blinx and it was what I thought about when I first read this article. However, R&C games are very well done (having played all of them) and very fun. I'm totally looking forward to this one.

      --
      I don't know, but it works for me.
    2. Re:A brand new mechanic? by mrbene · · Score: 3, Informative

      Blinx had several different ways of interacting with time (FF, REW, and so on) that could be used on demand. It's Achron that's really looking cool in the time-front.

    3. Re:A brand new mechanic? by meerling · · Score: 1

      Yes, you guys beat me to the Blinx the Timesweeper reference.
      The point is, it's not a "brand new game mechanic", it's been done before.

  6. Familiar by MorderVonAllem · · Score: 2, Interesting

    Sounds like the movie "Next".

  7. Grandfather paradox by Anonymous Coward · · Score: 0

    As always, let's ask the basic question here that always relates to time travel.

    What happens if you kill yourself or make it so you your other self can't take an action you already did?

    1. Re:Grandfather paradox by beef+curtains · · Score: 2, Informative

      In Chronotron, you create a time paradox and have to restart the level.

      --
      Just once I'd like someone to call me 'Sir' without adding 'You're making a scene.'
  8. Saw the same thing at PAX 2008 by KJ+the+Wanderer · · Score: 1

    I don't recall the name, but one of the indie developers at PAX '08 showed off a game with basically the same mechanic. You'd have to solve puzzles by having your character perform a task, then go back to the time machine and work with your past self/selves to achieve a goal.

    --
    This signature intentionally left blank.
  9. Gimmickry at its best by pegasustonans · · Score: 1

    I love when the marketing department takes off to promote gimmicks like these. Who cares if there's a new gizmo in the transponder that makes the electrofuzz rain golden teardrops on your soul?

    What matters in a game is if it's fun to play. Previous Ratchet & Clank games were fun, and I have reasonable hopes for this one as well. As for the gimmicks, I could care less (unless they start to detract from gameplay).

    --
    And all our yesterdays have lighted fools The way to dusty death. --Will
    1. Re:Gimmickry at its best by nwf · · Score: 1

      Well, the gimmicky gadgets are part of what makes R&C so fun. They've had quite a few clever ones over the years, but they support game play, not detract from it.

      --
      I don't know, but it works for me.
  10. Too slow... by KJ+the+Wanderer · · Score: 1

    Looks like Beef Curtains beat me to the submit. It was Chronotron I was thinking about.

    --
    This signature intentionally left blank.
  11. Cursor*10? by KingSkippus · · Score: 4, Interesting

    When I read the description, the first thing I thought was that it was the little Cursor*10 flash game. Very cleverly done, it kept me busy for a while.

    http://www.nekogames.jp/mt/2008/01/cursor10.html

  12. Sounds like something you could do in Blinx to me by Derekloffin · · Score: 0, Redundant

    Not that I mind a bit of ripping off, but I wouldn't call it new.

  13. and Time Donkey by Anonymous Coward · · Score: 1, Interesting

    Time Donkey!

  14. San Dimas High School Football Rules! by turing_m · · Score: 2, Funny
    --
    If I have seen further it is by stealing the Intellectual Property of giants.
  15. Prometheus Mod for UT3 by M0USER · · Score: 2, Interesting

    We've been working on this gameplay mechanic for more than a year now with our UT3 mod Prometheus. Here's a link to one of the completed levels to check it out. It's nice to see that others also see this as a new gametype that has a lot of potential. http://www.youtube.com/watch?v=pRjU2IcJ1BM We've been making this mod for the latest MakeSomethingUnreal contest and have placed 1st for Phase 2 and 2nd for Phase 3, Phase 4 just closed a month ago and our fingers are crossed.

    1. Re:Prometheus Mod for UT3 by Anonymous Coward · · Score: 0

      Congrats on your entries and your hard work. Please do not take this as a flame or a troll, but the video bored me within a little over a minute, and playing that "game" that it demonstrated looks like an exercise in endless boring repetition and frustration. You may want to step back and reconsider developing it in the same direction.

    2. Re:Prometheus Mod for UT3 by Ahnteis · · Score: 1

      Was looking to see if anyone posted this yet. Looks like an interesting puzzler (not action game AC).

      http://www.rockpapershotgun.com/2009/09/03/prometheus-unbound-keys-unreal-time-travelosity/

  16. That doesn't sound so puzzling... by AlgorithMan · · Score: 1

    That doesn't sound so puzzling but I might be thinking four-dimensionally like Doc Brown told me to... no actually I think I understand it because I can imagine how it is programmed: it makes a savegame, then it records a demo of you playing, then it loads the savegame and plays the demo but lets you play while the demo is running...

    so it might be like this: go and push the button that opens the door across the room (which closes when you leave the button) then you shift back, the recording of your actions goes and pushes the button (because that is what you did before), opening the door and you can pass it...

    --
    The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
    1. Re:That doesn't sound so puzzling... by AlgorithMan · · Score: 1

      and watching the vid on the site confirms everything I had thought...

      --
      The MAFIAA is a bunch of mindless jerks who will be the first up against the wall when the revolution comes
  17. les paul by Anonymous Coward · · Score: 1, Funny

    so if maxx payne had "bullet time", do we call this concept "les paul time"?

  18. Time Travel by GradiusCVK · · Score: 1

    Well yeah, sure, WE know that, but this reviewer is actually a time traveller from the past! A friend gave him Braid, he "couldn't wrap his head around it", and accidentally transported himself several months into the future. This is all new to him.

  19. shell keystroke recording by rlseaman · · Score: 1

    The underlying mechanism here is a way to record actions for later playback. Combine that with multithreading and it provides side-by-side scripting. Various shell environments provide different levels of keystroke recording for playback, for instance in a kiosk mode for demos. As somebody said, this is by no means new - I think there were teletype games with similar features.

    How many levels of replication are possible? It would be pretty cool to clone an army of yourself through a few levels of binary replication. Can you save the recorded scripts to use under different circumstances?

  20. Prince of Persia? by kyjl · · Score: 2, Interesting

    Uh guys, you mention Braid all the time and it's time-reversal schtick... What about Prince of Persia: the Sands of Time? It's not as prevalent in the game but it was released many years beforehand.

    Just putting that out there.

    --
    Perl, n. A language spoken by Eskimos.
    1. Re:Prince of Persia? by Blakey+Rat · · Score: 1

      The press release doesn't talk about time reversal, which tons of games have-- they'd be *real* frauds to claim that was new.

      What they're talking about is where rewinding time creates a "ghost" of your actions before you rewound. Actions you perform the second way around might depend on the "ghost" being in a particular place, or taking a particular action. It is kind of hard to explain in text, play Braid. Braid has an entire level based on the concept, and it's an excellent game.

    2. Re:Prince of Persia? by EvilIdler · · Score: 1

      Prince of Persia was earlier with time-reversal, yes, but Braid did many different types of manipulation.

      Backwards time, different flow of time depending on direction you walked, co-operation with your past self, time travel-immune objects and other things.

      There's also a recent iPhone game named TimeLoop, which does pretty much what A Crack in Time does. Definitely not a new gameplay mechanic :)

  21. Cursor 10 by Monkeedude1212 · · Score: 2, Informative

    It's not exactly Interacting with yourself in the past, but its the first game I can recall that had this type of gameplay. It came out long before Chronotron, features the same puzzle elements as Chronotron, and was originally in Japanese.

    1. Re:Cursor 10 by Monkeedude1212 · · Score: 1

      RIGHT. I was going to link it

  22. Cursor times ten by Approaching236 · · Score: 1

    I played this game a while back, and it seems to have a similar game mechanic. The basic premise is that you get ten goes to get to the top of the tower. but each time all of the ghosts of your prior plays help you collect things or break things or hold down buttons so you can proceed, etc. but you can do fun things like hold down the button for a while, so your future self can proceed, then go back and do something else with that turn. I got a huge kick out of it, and i would hope that the mechanic is similar, if not more prince of persia-y. http://www.nekogames.jp/mt/2008/01/cursor10.html

  23. Chronotron by Requiem18th · · Score: 1

    Hey you beat me to that! Yes, indeed that was a good game, ars is being and arse claiming this is a brand new concept simply because it is the first large budget game to use it.

    --
    But... the future refused to change.
  24. WOW by JMZero · · Score: 2, Insightful

    Will this be as big a hit as Blinx: The Time Sweeper, which had pretty much the same mechanic in a high profile 3d platformer 7 years ago?

    --
    Let's not stir that bag of worms...
  25. Off my lawn by jtwronski · · Score: 1

    Back to the future 2 and 3 (one game) did this back in 1989, but the object was to avoid contact with yourself and in turn avoid blowing up the universe.

  26. Bullcrap! This has been done before: by Anonymous Coward · · Score: 0

    By a time travelling cat. The idea had already been done, and was required heavily to finish the game

    http://en.wikipedia.org/wiki/Blinx:_The_Time_Sweeper#Time_Controls

    Specifically 'Record'.

    To quote the game: BLIIIIIIIIIIIINX!

    1. Re:Bullcrap! This has been done before: by Anonymous Coward · · Score: 0

      BURRRRIIINNNKKKKSSS! o.o

      The green clad grey cat on the balcony who yells this is still in the sequel!

  27. I felt this wave. . . by Fantastic+Lad · · Score: 1

    Creative types tend to be connected to some kind of "thought-wave" generator which spits out whole-cloth ideas at the same time and broadcasts them to the world. If the "thought-wave" is strong enough and enough people are affected by it, they squirrel away and work on some version of the idea and then birth it into the public a couple of years after the wave front hit. Then the whole planet is affected. High-level culture engineering.

    This one I felt strongly a few years ago. I suddenly woke up one morning with the overwhelming desire to make an RTS game with a time element. But I'm not a programmer, so it sat idle. But others have been better placed to act on this sort of thing. I wonder what the end purpose is to introducing humanity to the idea that time is not solid or linear?

    Curious.

    -FL

    1. Re:I felt this wave. . . by ObsessiveMathsFreak · · Score: 1

      This one I felt strongly a few years ago. I suddenly woke up one morning with the overwhelming desire to make an RTS game with a time element.

      Sit down my son.

      --
      May the Maths Be with you!
    2. Re:I felt this wave. . . by Fantastic+Lad · · Score: 1

      No, that's just a narrative device. Time travel stories are old as the hills. I'm talking about something else entirely. . .

      The guys making Acron were tuned into the same idea at the same point. Their product is on about the same release schedule as I would have been had I been a game designer, (which thankfully I'm not! Obeying your muse is hard work.)

      -FL

  28. Front Page?? by Anonymous Coward · · Score: 0

    What the hell is this inaccurate article??

  29. Flash game by scott_karana · · Score: 1

    If anyone's interested, there's an old Flash game with a similar mechanic here. Clever little diversion, and time can be both a fun and non-gimmicky mechanic.

  30. Kind of sad by Pluvius · · Score: 1

    All of these Slashdotters talking about new-fangled games like Braid and Chronotron, but not one mention of the game which did it 25 years ago.

    Rob

  31. i get a little bit snobby by Anonymous Coward · · Score: 0

    When seemingly uneducated folks want to give credit for a new gameplay mechanic when it's really quite old. Curser 10, Chronotron, Braid have already been mentioned, and there are even more variations. Some of them don't even involve time, merely just making copies/replicas of yourself and instructing them so you can interact with them to compete a game segment.

    It's a cool idea, but one has to be careful with the implementation. Should the required sequences be difficult to execute or coordinate, with no easy way to diagnose and repair any poorly planned segments, then players may be turned off.

    It really just boils down to an interesting puzzle wrapper on allowing the player to 'program' game events. Worth exploring, I'll wait for the reviews to come in on Ratchet & Clank.