Have they announced a high frame rate mode for this yet?
Not that I expected anything different, but seeing this demo confirmed I would not be able to play the game in its current state. Any time the camera moves is rough.
Looks great, will admit the jumping dimensions bits, I'm hoping they aren't frequent. I feel like those would get annoying for me fast. That said, excited to play it.
See the thing with some games is that you can only change it up so much. They are clearly going back to the roots here with a cool level switching gimmick (Though disappointed that planet hopping is only during on rail setpieces), and when you do that you will have have that samey feel. Which is why despite it featuring some pretty impressive visuals, it doesnt have that mind blown next gen effect we are craving from these games.Yeah at this point, I've seen Insomniac try to change up the formula and it didn't seem to work for a lot of people. I loved both of those games and would like to see them shake things up again in the future, but it's been like 10 years almost since the last full scale Ratchet & Clank adventure. I need this game and I needed it to be the real follow-up to A Crack in Time. Don't need a complete change of formula right now.
Zurkon has been run into the ground at this point. I really hope they aren't in the game. I wouldn't mind if the entire weapon roster was new. New generation of hardware, new generation of weapons. The only thing I'd be excited about returning is the Groovitron.
Only very particular things seem to be raytraced and the raytracing is quite low res, or is that just me?
Only very particular things seem to be raytraced and the raytracing is quite low res, or is that just me?
Only very particular things seem to be raytraced and the raytracing is quite low res, or is that just me?
game looked great but yeah I sort of noticed that too, AMD Ray-tracing may not be up to speed I think for year or 2 on these platforms.
Yeah seems only a couple of reflections get traced not everything. But still very impressiv for 500ish dollar konsoles at that resolution.
They dont seem to be full res...I don't think ray traced reflections should be super obvious in all materials though. That would probably be visually messy and not particularly realistic.
Does show though, that ray tracing isn't the only thing for next gen that is going to have significant impact though. Effects here are a big step up from current gen. Overall lighting is also very nice.
NO SUCH THING! lolLooks like it is based on a newer build.
Personal opinion:
I know Insomniac are pushing what the engine can do but I feel that at times there are too many objects and particles on screen.
Pretty much what we can expect for majority of titles on both next gen machines. RT being used smartly by developers to enhance the visuals without impacting performance.Only very particular things seem to be raytraced and the raytracing is quite low res, or is that just me?
Would lol diff levels or zurkon. Mr. mrs and jr. Lol
Agreed, the package as a whole looks really great, is this going to be running 60fps at launch or have they not confirmed that yet?
Might throw in the zurkon family dog!
Very fun. i don't normally care to play through games more than once and the 2916 game I platinumed with two play throughs and was totally worth it and fun.Ratchet and clank is one of those games that doesn't look fun when watching, but when the controller is in your hands it's a different story
I slept on this series for years.
What catchs my attention now that we have a high quality gameplay video is how good it sounds.
Obviously way more detail in this quality. There's not glitch in between changing dimensions. It is the light change from inside and outside the dimensional rift. So cool.
This def bodes well if devs can push games out like this. Kind of insane to see.
I totally agree with this. Refinements to a formula work just as much as trying to do something differ every time.
Yeah at this point, I've seen Insomniac try to change up the formula and it didn't seem to work for a lot of people. I loved both of those games and would like to see them shake things up again in the future, but it's been like 10 years almost since the last full scale Ratchet & Clank adventure. I need this game and I needed it to be the real follow-up to A Crack in Time. Don't need a complete change of formula right now.
Don't forget how many games Insomniac released for the PS3.
Resistance 1-3
Ratchet & Clank Future Tools of Destruction, Quest for Booty, A Crack in Time, Into the Nexus, All 4 One, and Full Frontal Assault
Wonder if they'll make as many games this gen ._.
Pretty much what we can expect for majority of titles on both next gen machines. RT being used smartly by developers to enhance the visuals without impacting performance.
speak for yourself! Obviously you are lol...See the thing with some games is that you can only change it up so much. They are clearly going back to the roots here with a cool level switching gimmick (Though disappointed that planet hopping is only during on rail setpieces), and when you do that you will have have that samey feel. Which is why despite it featuring some pretty impressive visuals, it doesnt have that mind blown next gen effect we are craving from these games.
There is a reason why Spiderman is the best game they have made. They went and did something different and brought the awesome gadgets from Ratchet over. Sadly, when this is like the 10th ratchet game in 20 years, things will begin to get stale. They shouldve just focused all their resources on Spiderman miles and made it the best game they can make. It wouldve been far more mind blowing as a next gen showcase than another ratchet title.
There is a reason whySpidermanSunset Overdrive is the best game they have made. They went and did something different and brought the awesome gadgets from Ratchet over. Sadly, when this is like the 10th ratchet game in 20 years, things will begin to get stale.
The Ratchet and Clank games are always great, and I'm sure this one will be too.
That said, I was expecting a lot from the rift portals, particularly during an extended gameplay sequence. It looked like they were mostly just used for on-rail scene transitions and the occasional "pull yourself in" moments, where it didn't seem to really impact the game. I was expecting some really inventive puzzles or ways to shift in and out of portals as a key mechanic to the moment-to-moment gameplay. Like shift to a different world as a projectile is coming at you, reposition, shift back, take down the enemy, or more Portal type mechanics. Like Titanfall 2's time mechanic but even more applications, and throughout the game. Between that and not showing the gameplay off in 60FPS...the start of next gen isn't feeling super next gen to me yet, outside of Flight Simulator (which isn't even confirmed to Series X launch).
The hot takes are starting to come in ain't it? xD
The game looks mad fun on top of looking incredible visually. Weapons look like a mad fun time, the world looks alive and full of charm.
Cool that it looks a tad bit polished over the PS5 event demo as well.
Only the bourgeoisie hate Zurkon
Lmao!
I totally agree with you. I think game franchises should look to find a good balance between evolution and revolution when it comes to their games. I think keeping what works helps a lot as the develop the games vs trying to blow things up. great example is NBA2K when they Intro'd a shot stick years ago and people hated it vs the face button shooting. They are attempting it again now but again why break things that don't need fixing if people like where it's at for the most part. great example with Ghosts too, I think people are too quick to poo poo things that borrow form a good formula but they should rate on execution. It's hard as hell to be inventive and damn near everything we have in the work are people building on initial ideas and working around that core and making it better. Strong refinements are great. Very rarely a newly invented thing works out. There are so many examples If that. Like apple didn't invent the touch screen phone but executed the idea better than anyone. Etc.One of my favorite gaming sounds in all of gaming is the bolt collecting sound in the Ratchet and Clank games. I don't know why, but it's just such a satisfying sound. Like collecting coins in Mario, or rings in Sonic. The sound department at Insomniac do some fantastic work in the sound design department. The score is also always excellent. I can't wait to play this game with my 3D audio headphones.
I feel like there's this unhealthy obsession among some gamers that if every game isn't some kind of paradigm-shifting moment in gaming history, then it's a failure, and I think that's such an unfair burden to place on game designers. I grew up in the 80's, so I've seen firsthand gaming evolve from barely decipherable blocks on a screen, to, well, what we just saw with Rift Apart, and it blows my mind how far we've come every time. Hell, I wouldn't be working in the gaming industry now if it wasn't for that constant amazement at how this industry has evolved in the past 50 years. And a lot of the time, the biggest improvements in gaming are those quality of life improvements that make an experience just that much better.
I mean, it's not a small example, but going from digital pads to analog sticks as the primary way of moving a character made a huge difference (play a PS1 platformer or something, then play a PS2 platformer, and the difference in night and day), and then further controller improvements (tighter analog movement and deadzone calibration, more comfortable form factors), improved our experience even further. And how that translated to gameplay was that existing genres were able to feel even better, even if, at it's core, you're still jumping on Goombas and navigating platforms.
I feel like level design and polishing existing mechanics that just work, is where our industry can really showcase improvements over previous generations over, say, a singular focus on revolutionary gameplay mechanics that fundamentally change the way we play games. So of a genre are immovable because it's the nature of the genre. A first person shooter must be in first person. A fighting game must have fighting. How the developers and designers utilize that genre is more important to me, at least, than it being something new and innovative. And then, sometimes, you still get that innovation anyway!
I'm not gonna ding a game like, Ghost of Tsushima, for example, because it has elements that have existed in previous open world games. How that game utilizes those elements, while also capitalizing on its setting, themes, and genre, is what set it apart for me. I remember people seeing the footage of Jin worshiping at a shrine, and they assumed, incorrectly, that it was the same as the eagle towers in the AC games (which I also enjoy, full disclosure), and they would reveal more of the map once activated (narrator: they don't). Or downplaying the wind mechanic, when it's actually a really well implemented and intuitive way of guiding the player to objectives without having them have their eyes glued to a mini-map, or going to the map screen every two minutes to get their bearings. Those little refinements to an existing formula can make a world of difference.
Yeah, I really enjoyed Full Frontal Assault and All for One myself, and I'm totally up for them doing more experimental things with the R&C world (and even creating games in the R&C universe that don't actually star Ratchet and Clank). And I'm with you there. I've been waiting for a follow up to A Crack in Time for years now, and while I really enjoyed the PS4 Ratchet title, since it satisfied that R&C itch for me, it was more of a scaled back version of the series compared to how expansive and packed A Crack in Time was. Personally, I'd have loved it if Insomniac had done a remake of Up Your Arsenal in their PS4 engine, because that is probably my favorite of the series. I can't decide between UYA or ACiT, to be honest, because they're both just so damn good. I lean more towards ACiT, because the visual presentation was just stunning, while UYA was massive in scope and content, which I adored. I'm hoping that Rift Apart draws from those two titles in terms of size and activities to pursue.
When Geoff asked them how often it's used in gameplay, their answer wasn't super encouraging (to me).You're seeing like the very first minute of rift gameplay. I wouldn't judge the whole game based on their introduction.