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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."

25 of 106 comments (clear)

  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 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
    3. 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.

    4. 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.

    5. 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
    6. 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?
    7. 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.?

    8. Re:Braid & quick-save/quick-load by StingRay02 · · Score: 2, Interesting

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

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

      Woosh

  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 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]
  3. 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 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.
  4. 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 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.

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

    Sounds like the movie "Next".

  6. 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.'
  7. 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

  8. 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.
  9. 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).

  10. 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.

  11. 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.
  12. 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.

  13. 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...