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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."

3 of 106 comments (clear)

  1. 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.

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  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: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.

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