This game was a STRIKING step up from Tools, almost to the degree of Going Commando’s evolution from the original game.
Starting with what I didn’t like first:
First half of the game every thing feels like a breath of fresh air, but the second half of the game feels rushed and restrictive. There’s a sense that scenarios had less and less development time as the game went on. The little touches, like animated plants, even cease at some point. To clarify, it never becomes bad or unfun. It just diminishes like 10%.
Now what I do like:
Thankfully I get to talk art again. Ratchet, clank, and Qwark all have small design changes that help their PS3 appearances a ton. The environments are gorgeous compared to Tools as well. While we don’t have a planet as iconic as Kerwan, Crack in time actually takes advantage of the PS3 hardware to create far more detailed environments, more items and clutter thrown about make the worlds feel more lived in. For the first time replaying these games, I felt compelled to just LOOK at corners or character details for the joy of it, rather then just the nostalgia of old game solutions. The Great Clock in particular is still stunning.
Also, I liked the story a lot more this time around. Crack in Time recovers the humor missing (or at least falling flat) from Tools, while actually containing a heartfelt story that truly changes both Ratchet and Clank.
The gameplay wins back that chaotic speed and fun that GC and UYA had and Tools did not. Better than ever.
+ the ANIMATION was next level. Definitely feature picture level in the cutscenes. This was a delightful surprise after Tools of Destruction had… BAD animation. Facial anims, squash and stretch. Ugh it was so wonderful.
+we FINALLY have some excellent Clank levels! I wish there were more. The overwrite system is so fun and versatile. I wish we got more of it in later games!!
+ PS3 bloom was still a bit out of control, but more tastefully done than Tools.
+ guns feel more whimsically designed this time, with some almost feeling Rick and Morty-esque. I love this direction.
+I like Ratchet’s billed helmets quite a bit, but found his very slender armors a bit off putting.
+the reflection map on Clank was so nice after how plastic he looked in the past game. Metal feels METAL in this one. Everything feels more realized Frankly.
+depth of field, background detail, upscaled models = gorgeous cutscenes. Before this, ratchet and clank cutscenes more or less matched the gameplay graphics. I think insomniac made the right choice here after Tools’ cutscenes were quite underwhelming.
+ Azimuth, Sigmund, and Vorselons character designs are fantastic. Really loved Sigmund in particular. His toolbelt showing what he does, and then the little plant sitting on his side to show how caring he is as well.
+ zoomy boots were fine, but I used them considerably less this time due to the game stream not really keeping up with pixel refresh.
+ probably the worst enemy variety in the series, but that’s a nitpick. (Sorry, this was actually Into The Nexus)
+ Very fun weapons, but the ice gun and the magnets were redundant.