Reviews from

in the past


Ratchet & Clank has been one of my favorite game franchises since its inception on the ps2. I grew up on those games and continued to love them through the ps3 era.
A Crack in Time really set the standard for me when it came to what this series is capable of - this will be the title I commonly compare Rift Apart to because it is most similar to that one and feels like a true follow up.
Obviously the visuals of this game are mind blowing. So far this is the only game to feel truly next gen to me. The animation is outstanding and it's hilarious that the in game graphics are better than the actual CGI film from a while ago.

The series has been dormant in my mind since A Crack in Time on ps3. The ps4 remake was solid but it was a remake of the very first game which means it didn't get to take advantage of a lot of the ideas introduced in the sequels (and it also used the movie for its story which is horrible). The characters were so sterilized in the ps4 game. It was a fun remake, but it was a let down in a lot of areas for me.

Luckily Rift Apart feels back in line with where A Crack in Time was taking the series. The story here is honestly really solid. I've seen complaints that Ratchet & Clank themselves don't have much development here. I agree, but I also don't mind because we've had so many character arcs with them already. This is mostly Rivet's game. Her story is pretty great and I love how the game balances gameplay between her and Ratchet in a natural way. It's not an amazing story though. It honestly doesn't come close to Crack in Time's for me, but it's still easily one of the better ones in the whole series. Not that I only play these games for their story but I do love the world of R&C and adore when they utilize it for interesting narratives.

Sadly Rift Apart seems to forget a lot of what happened in the Ps3 entries. It starts to go in a direction that I found really exciting but the game is rather anti climatic in the end and feels like its leaving room for a sequel, which is fine. The story told here is charming enough, but it teased a lot of interesting things and didn't follow through with them in the end.

Anyways the story here isn't the most important thing, it's the gameplay of course. It's hands down the best the series has been. New mechanics introduced in Rift Apart really change up the combat scenarios in a way that was necessary to keep the series interesting. It almost plays out like Doom for kids. Insanely fast paced shooting and warping around stages to avoid enemies. Scattering for ammo pickups etc. It's insanely fun and I wasn't bored for a second. Visually you can hardly believe the things you're pulling off.

The weapons are sort of weak here too compared to previous games. There are some great ones for sure, but a lot of them do similar things and cancel each other out. They were fun to use and served a practical purpose, but they really lacked a lot of personality from previous arsenals. Not the worst by any means but I feel like some of the ps2 and ps3 games had more interesting weapon selections. Or at least on par rather than doing something totally new.
However, this is sort of made up by the way you use the weapons. The ps5 trigger functionality is really awesome and makes the weapons a lot more interesting to play around with. Having different functions for different types of trigger presses is a great idea and it becomes pretty engaging because of the way the ps5 triggers react.

The levels and set pieces are also consistently high quality. Nothing felt like filler. There was a perfect balance of platforming and shooting - whereas some previous games fail to find a good balance of the two.

I have minor issue here and there. Rift Apart failed to surpass A Crack in Time in a few areas. I was heavily disappointed to see them abandon constructo mods and space exploration. No insomniac museum is shocking as well, as that was one of the first things I started anticipating when this game got announced. And of course the story not being as impactful. Thankfully Rivet (and other characters that I will not spoil) were fantastic additions, and I would actually be sad to not see them return in some way for future installments. While I complain about the story being a little too simple, It does a great job at introducing new likeable characters that I really want to see more of.

It's not the best in the series for me personally but I wasn't expecting it to be since crack in time is a very personal game for me. The fact I even quesetioned if I liked Rift Apart more at one point shocked me and is a testimant to how much I loved it.
Rift Apart is about everything I could have wanted from a new Ratchet & Clank game. Seeing a new installment with this much care and budget puts a huge smile on my face. So glad to see this series continue strongly after having a bit of a slump. Insomniac are champions. I'm stoked to see more from them in the future. Fingers crossed R&C can continue to thrive on playstation in a world where these types of games seem to only come from indie devs or nintendo.

This game's next gen graphics, visuals and performance just wasn't enough to keep me going. Rift Apart is devoid of any real personality. It's as formulaic as a Disney film without any of the charm.

The platforming is non-existent, with invisible walls and floors you can clip through present in every area. The music is nondescript and even weirder is that most areas once completed don't have any music, helping contribute to the lifeless energy the game gives off.

The writing and dialogue is completely inoffensive and stale, and the characters won't stop talking as you play. Rather than the music and sound effects taking center stage as you explore these alien lands, instead you have the main characters and enemies permanently jabbering and yelling. It seriously never stops.

The combat is serviceable but even on the hardest difficulty it's mindless. Almost 50% in I never had any trouble defeating an encounter or boss.

Given the visuals and the price, I tried my best to see this game the whole way through, but when booting up a game makes you go "ugh" out loud, it's probably time to stop.

Really can’t be overstated just how amazing this game looks. The animation style with its high level of detail easily makes this one of the best looking games out right now

That said, this is very much a Ratchet & Clank (and Rivet) game. Still has the charming characters, fun combat, and cool weapons that the series is known for. I did have an issue with the lack of enemy variety and overuse of mini-bosses, but if you're a fan of the series it’s a really good time.

*EDIT/DISCLAIMER: The original version of this review stated I did not get every trophy due to the game not giving me the trophies "Fully Stacked" and "Return Policy." Since "Fully Stacked" has the requirement of buying every gun in the game, what you need to do is start a New Game+ in the form of Challenge Mode after completing the game, upon starting which you can buy the last two weapons immediately- assuming you had all the weapons you could get on a first playthrough, of course. So don't worry if you think you should have it, just start Challenge Mode and all shall be well. As for "Return Policy," my best advice would be to get the Void Repulsor to level 5 without spending ANY RARITANIUM ON IMPROVING THE RANGE OR SPREAD OF THE BLAST ATTACK. That helps a lot. Otherwise, should be a safe and stellar ride to the platinum trophy.

Oh. My. Goodness.

WHAT a game to start a PS5 journey with. Every second of explosions made by, decision-making in the stead of, boosting through landscapes with, maneuvering, laughing with, and feeling for these characters was one I'm so glad I took. Not everything was to my taste, and some frustrations were had, but this is one I'm not soon forgetting.

To begin on the technical side from which the game was marketed, it's easy to see the PS5 wiping the dust off of its shoulder with a casual grin as the SSD works its magic. Loading times practically don't exist, especially important considering the dimensional rifts the whole story is based upon. Frequently during a boss fight or scripted sequence, your Lombax will be picked up by a rift in space-time and flung to another planet out of nowhere, effortlessly loading in an entire planet level in no time. Traveling by ship leads to the same results, with cutscenes often transitioning from planet to planet not with the gaming-staple "fade to black and wait ten seconds for the next place to load" as we're all familiar with, but rather an instantaneous screen wipe effect- likely a Star Wars homage in execution. Beyond the loading speeds, every character is rendered and textured like never before. Ratchet's face and especially his cheeks have never been so fuzzy, and every enemy, building, rock, tree, and everything in between is built from a ludicrous excess of polygons- but an excess that never once affected the rock-solid 1080p 60fps action because I don't own a 4K display. What makes the texture work pop more than anything, however, is the lighting. The fabled ray-trace reflections on Clank indeed look gorgeous. The environmental lighting effects varied from a mild feeling of being impressed for most of the game (the afternoon sun of Sargasso strikes a very pretty picture, but one likely possible on last generation), to being genuinely very impressed with the detailed refractions of the Lombaxes' flashlights on dark areas, to the absolutely breathtaking experience of reaching Blizar-Prime. That's a moment I will not soon forget.

But Blizar-Prime brings up a point far more important than the technology behind Rift Apart, something correlated that I'd argue is far more significant: art direction and presentation. Rift Apart is an absolute marvel of a cinematic experience in the top one percent of video games, period; Insomniac Games has proven their capacity for cutscene craftsmanship far beyond the industry. Every animation is crafted with the squashiest, stretchiest, bounciest love of weight and character. Every gun, returning and new, sports a design indicative of a studio that never lost touch with creating the zaniest and most badass armaments in the galaxy; they all handle with a heft and power unmatched in gaming weaponry. The SSD's loading prowess proves itself as a storytelling tool as well, allowing for more unique and cinematic cutscene direction- such as Rivet being very sharply lit up by a searchlight in Nefarious City, only to match-cut to Ratchet instantly on an entirely different planet; that the game opens on this note sets an excellent tone. The cutscenes are storyboarded and blocked spectacularly as well, creating some striking images that heighten the story's most dramatic moments- moments I dare not spoil.

On the topic of the story, I do like to keep my reviews spoiler-free, but it must be said: this is a story with weight, stakes, consequences, humor, emotion, and everything in between. A story worthy of following up A Crack In Time, for sure. I just wish the ending didn't sequel bait us so hard with no guarantee of the next game being anytime soon, ESPECIALLY with how many things cooking in Insomniac's oven right now.

(I couldn't fit it reasonably anywhere else, but the music! It's not as good as the original Ratchet scores on PS2, but Mark Mothersbaugh brought a positively sizzling synth-orchestral fusion heat to this intergalactic barbecue of Nefarious ne'er-do-wells. The leitmotifs are recognizable and potent, the synthetic edge brings a bit of the surreal nature of both space-faring and the dimension-shattering concept to the forefront audibly, and it's wonderful in the moment to pump up the tension and adrenaline. Wonderful stuff.)

As for the game... well. This is Ratchet, all right. Hot diggity dang, is it ever. The DualSense sensibly sensitizes this sensitive soul's sensitive soft spot for sensitive triggers in the smack center of sizable shoot-em-ups.

Also known as "haptics make monkey brain go shoot shoot happy happy Enforcer go brrrrrrr"

It cannot be overstated, and I dare not understate, how much the DualSense's haptic feedback affects gunplay. Every trigger pull of the Burst Pistol reverberates through your entire being as your finger clings to R2 for dear life like a bull rider. The Enforcer's double barrels of death kick back like a horse, blowing you back as much as it does enemy corpses. The Headhunter actually made me like using a sniping weapon; slowing down, zooming in, and popping heads was nearly as satisfying as a real bolt action semi-auto. And though it isn't a weapon, pumping the Hoverboots to maximum speed in every single spot I definitely was not allowed to did wonders for my tiny speed-obsessed ape brain. It makes for one of the most satisfying gameplay experiences I've had in a long time.

The weapon balancing supports this as well. Unlike a game like RaC 2016, every weapon has a purpose- to an extent, anyway. After a while certain categories of weapons, such as rapid-fire, shotgun blast, support, and so on, became apparent in my mind. Each "type"- which the game never specifies on its own, this is purely in my observations of the weapons- is useful and diverse from the last, but within each type the weapons are interchangeable. The difference in practicality between the Buzz Blades and the Lightning Rod, for example, only comes down to how upgraded each one is and therefore which one will get you bigger numbers. Make no mistake, however- I love every one of them.

Of course, my minor grievances do little to hamper the experience overall, but I'd be remiss not to mention them: it's too difficult to get enough bolts and Raritanium to max everything out without RPG levels of grinding at Zurkie's before a NG+ playthrough, and I like doing everything before the final boss; there's a lack of polish and prevalence of bugs that, while incredibly infrequent, just makes them stick out a little bit more; it feels like we don't get enough playtime with Ratchet himself, especially considering how he can't be taken into the arena battles; the side quests and map design, true to Ratchet history, turn me around something fierce (I never want to hear the word Zurpstone again in my life); and Ratchet's hesitations that he grows from throughout the game were rather disappointing for me. When he first hesitates at the beginning of the game, I misjudged the reasoning behind said hesitation and came to the wrong conclusion. Once we got to the real conclusion, I found myself rather disappointed given how much I preferred my idea. I understand that it's purely a me thing, but it's still rather irksome to me. ^^"


But I'm just a stick in the mud. If you've got a spare soul to sell to Satan, get yourself a PS5 and play Rift Apart. It showed me so many new dimensions of gaming excellence I won't soon forget.

"Holy shit!"
"You said it, pal!"

Excelled at everything it's predecessor set before it in so many ways, making it a perfect video game sequel and a great game in it's own right. What lacked in the 2016 reboot is completely remedied here, from narrative to gameplay, everything is pretty much exceptionally flawless.

Some of the most intense and fun gameplay in a genre like this, had a lot of fun and it was super satisfying coupled with the adaptive triggers and haptic feedback, really made it feel so immersive along with how amazing this game looks, it was insanely photorealistic given it's cartoonish artstyle, makes me excited for what's to come with this console's generation in the future. The level design was pretty straightfoward in a good way, it was easy to navigate and intrigues the player to 100% achieve everything it has to offer, so overall, amazing level design as well as pretty competent boss design, however it gets a bit repetitive in that regard and this is the only aspect where R&C (2016) get's one over.

I was surprised with how well written the narrative was. Insomniac could have very well constructed a great game based off it's gameplay alone and call it a day, but they put some actual effort into telling a wholesome, heartwarming story that's themes hit home and hard, so that completely caught me off guard and I really enjoyed it. It's packed with charm and some very much needed character moments that the reboot did not have and going forward, I really hope (if there are to be any) future Ratchet & Clank games adopt this formula of paying intricate attention to the narratives.

Totally worth playing over the weekend then coming back to, replaying and even platting, which I plan to do soon once I can properly purchase this for myself instead of through PS Plus.


Pure fun! This was my first Ratchet & Clank and I loved every minute of it.

I had a good time utilizing all the different weapon types in the simple but fluid combat system. There are a lot of fun elements packaged into this game -- for example, getting around on the hover boots.

Looking forward to picking this one up again later for a Challenge mode replay, and exploring some of the older entries in the series.

Technical showpiece with stunning visuals and load times. Surprisingly, there is a lacklustre selection of weapons compared to the rest of the franchise. The story was a little tame but the addition of Rivet helps shake up the usual format.

Gameplay : 4/5 Les mondes sont variés et apportent chacun sa touche de gameplay, très appréciable et pas redondant.
Les armes que l'on obtient tout au long du jeu sont très variés et diversifie d'autant plus le gameplay. Les vibrations de la manette et les gâchettes haptiques ajoute réellement une immersion au gameplay et ça fait bien plaisir.
Nous sommes face à une réelle exclusivité PS5 !

Histoire : 3.5/5 Rien de fou furieux mais bien construit et agréable à suivre même en tant que nouveau joueur de la série.

Musique / Ambiance : 4/5 Très prenante, rien de fou à dire, cela fonctionne bien.

Graphismes : 4.5/5 INCROYABLE. Je met que 4.5 uniquement car on est sur des graphismes non réaliste, mais sinon c'est une claque absolue.

Still a saturday-morning-cartoon PS2 series at heart, thank god.
They keep makin' em, I'll keep gettin' em, cause they keep gettin' better every time.

Being my first Ratchet & Clank I didn't expect it to be this fun, to be honest. Having to constantly change weapons and create combos with them feels great and the player also feels very powerful since no enemy is invulnerable to crowd control weapons. It's satisfying enough. Not a very good story overall but does its job. Visuals are nice and character design is charming enough. Definitely going to try other titles from this franchise in the future.

really fun! but I can't deny that I was a little disappointed in the visual aspect, given how much the game has been touted as a breathtaking showcase for the PS5's technical capabilities and even by some as "the best-looking video game ever made." and like... sure, there certainly is a LOT happening on screen at any given time. insane particle effects and fully rendered objects in the far distance and rapidly changing environments as the game throws you through dimensional rifts with no load times, it's all very technically impressive, especially at 60 FPS. but what this game DOESN'T have is a distinct visual identity beyond its generically glossy animation style, with bulbous big-eyed creatures and impossibly smooth textures and every color of the rainbow on screen at all times and in all places. a lot of people have compared this to pixar but to me it feels a bit more illumination entertainment—not a completely fair comparison given how much care was clearly put into this game compared to the slapdash cash-grab feel of "minions" or whatever. all I'm saying is that this game is very pretty and detailed from moment to moment, but I'm willing to bet that a few months from now, I won't remember most of those moments.

This is gonna be a rant. Sorry fellas, I don't mean to undermine anybody else's experience with Rift Apart, as I truly wish I could enjoy it right alongside you, but I'm too hung up on my shit, and really gotta get it out of the system.

I really, really hate to say this, but this was painfully average. If I haven't played the previous Ratchet & Clanks, it'd just be plain average, but with the prior experience, my disappointment for this game is almost bitter, having to witness a cool concept receive this milquetoast of an execution.

I know, I know, "oh boy, here comes another PS2 Ratchet & Clank fan to preach a point they should've let go of 15 years ago," but I'm actually speaking from the point of someone who hasn't played all that much PS2 Ratchet & Clank, of someone who didn't have any means to play the Future trilogy or anything else, and perhaps most importantly, of this being the only game ported to PC, which made it my entry point after many years of not playing R&C. And I know sure as shit that Sony won't port the original trilogy, as I hold the theory that they're only porting games that "hold up to modern-gen standards" (which is why I firmly believe The Last Of Us got that pointless remaster), so, this is it. As much as I'd like to be proven wrong, this is probably all we're getting.

So, anyway. I'm not about to say they should've brought back Ratchet exactly as he behaved in the PS2 era. I mean, he was a right unlikable asshole in the first game, even I couldn't jive with it. It makes full sense for Ratchet to mature over the course of several games, but since when does maturing mean scrapping all semblance of irony and sarcasm? Of wit? Wouldn't you actually become more jaded and sarcastic the older you got?

What actually happened here, is that Ratchet & Clank de-matured. Rather than making the wise choice to go from an edgy teen audience to an encapsulation of young and old audiences alike, they instead went for basically nobody else but children. The writing on display here is so overbearingly obnoxious, with the best form of comedy they could come up with being screams, annoyingly overexaggerated voices, and zany robots that make your protags go "uhhhh that was weird." There was only one joke that landed (the Ratchet sneaking up on Nefarious bit), and everything else completely bounced off, if not made me roll my eyes.

And my god, it never stops. They. Never. Stop. Talking. This is actually a trend I've noticed with a couple recent Sony games (such as God of War: Ragnarok), this almost innate fear of not allowing there to be more than 5 seconds of silence. There's always gotta be a partner character, they always have to say something for everything you do, and let's say you're alone, well, we gotta have the character start talking to themselves of course, while making sure they point out to the audience how silly it is that they're talking to themselves. I consider "atmosphere through isolation" an extremely important element of a game like this, but I will never be able to hear my own thoughts if the characters are always going to project them for me.

You've created this fuckin' phonebook-sized script, but how much of it actually adds to the experience? Were any cuts ever made to this script, or was everything submitted on the first try as is? I'm gonna go with the latter, because the game has so little to say of any inherent meaning, it devolves into this repetitious Canadian-like apologyfest, characters constantly feeling sorry for themselves and for each other, always anxious, always expressing their worries and sorrows and all this wishy-washy bullshit that should've been saved for one or two major important moments of the story, rather than being the entire pull of the writing when it's not busting out its Grade-A sense of humor.

And I mean, we're talking about a franchise with all of these crazy fucking guns, blackhole miniguns, water spewers that turn enemies into topiaries, or a shotgun that pixelizes things. All these fun weapons, all this high-intensity action happening on-screen, just pure stupid fun, and meanwhile everybody in the story is feeling sorry for themselves?? What is this contrast??? The game is at odds with itself, latching on to the old DNA of Ratchet & Clank through its wacky and outlandish arsenal of weaponry, meanwhile the story is way too polite, way too nice, it doesn't reflect the tone of the gameplay at all. It's not the type of fun story that would fire a rocket launcher to blow up a robot's face, it's the type of story that would look at a rocket launcher and go "my parents died because of a rocket launcher... it was all my fault....."

So, yeah, did I get this across yet? This writing sucks. There's a time and a place for emotional storytelling, and this game's unsubtle and constant attempts at one totally clash with each other. Again, if this was your first Ratchet & Clank, I don't think you'd care that much, but seeing how this series started and seeing where it is now, I struggle to fathom how'd we end up here. There were definitely rough edges with the PS2 series, but this was the most patronizing, soulless way they could've possibly ironed them out. And I care about all of this, because I see the potential for Ratchet & Clank, and it always hurts to see a franchise actively reject its potential in favor of safety.

Alright, enough of that. What else? Hey, the gameplay's alright! Kinda. It's pretty mindless, actually, I mean, you really don't do much else in the combat other than strafe in one direction and jump over some enemy shots, there's little thought required. But damn, it does really feel good. Those guns of yours pack a serious punch, and upgrading them to Level 5 really brings out that oomph. Experimenting and finding the right series of weapons for you is encouraged, and serves as some pretty decent popcorn gameplay. It does, unfortunately, get pretty stale after the first couple hours when they start reusing mini-bosses, and the enemy variety just. Runs out. At that point, I started caring less.

More than the combat, I really enjoyed the movement, especially once you get those jet-shoes that allow you to blast off at high speeds. I've found a couple spots during gameplay where I could make some jumps that the devs probably did not intend me to do. Some of them led into invisible walls, but others were rewarding enough as actual shortcuts towards hidden collectibles. It's a pretty broken ability, but I wouldn't have it any other way.

This game has some real pretty graphics, and the gameplay has been refined quite nicely. I wouldn't know if this is the best that Ratchet has ever controlled, but I can't imagine it getting any better than this. Coming back to my rant briefly, it's just... a shame that all of these systems were wasted on a setting I couldn't care less about, and writing that bordered on sensory overload, and led me to turning down the speech volume to 0, something I've never done before.

To imagine a Ratchet & Clank game that plays like this, but under a passionate team that have full creative control to do what they want, rather than what feels the most "safe" to do, would be a dream. But, perhaps I should fuck off instead, and join the rank of R&C fans who have accepted long ago that this is just what the franchise is now. I've made my rant. I've calmed down. It's time to move on with my life.

Sevdiğim Şeyler
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-Türkçe alt yazı var.
-Ayrı iki karakterin eş zamanlı gelişime sahip olması tekrar gelişim zorunluluğunu ortadan kaldırıyor.
-Yakın dövüş eğlenceli.
-Silahların vuruş hissi iyi hissettiriyor.
-Silah çeşitliliği fazlasıyla yeterli.
-Silahların gelişimi belirgin şekilde hissediliyor.
-Sinematikler heyecan verici hissettiriyor.
-Karakter özelleştirme gayet çeşitli ve özelleştirilebilir olmuş.
-Rathcet ve Rivet’ın yakın dövüş silahlarını özelleştirebilmek hoş olmuş.
-Toplanılabilir eşyalar ile oyunu çeşitli şekilde özelleştirebiliyorsunuz.
-Cep boyutları ve ödülleri yeterince iyi.
-Bölümler çeşitli tutulmuş.
-Platform kısımları yeterince iyi.
-Mini oyunlar çeşitli ve eğlenceli. Ayrıca ödül sistemi tatmin edici.
-Yan görevler yeterince çeşitli. Ayrıca bu yan görevler oyunun parçası olan şeyler. Bu yüzden yan görevlerden kolay kolay sıkılmıyorsunuz.
-Rathcet ve Rivet dışında Clank ve Glitch ile kısmen farklı oynanış anları oyunun oynanışına çeşitlilik katmış.
-Ara sahneler çok kaliteli.
-Animasyonlar akıcı gözüküyor.
-Çevre ve atmosfer çok güzel gözüküyor.
-Grafikler ve efektler göz alıcı gözüküyor.
-Grafikler yeni nesil görselliğe sahip. Görsel kalite etkileyici gözüküyor.
-Yarı açık dünya içerik ve barındırdığı çeşitlilik bakımından gayet çeşitli ve eğlenceli.
-Hikaye anlatımı sade ve anlaşılır olmuş.

Sevmediğim, Eksiler
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-Optimizasyon çok kötü.
-Çökme ve aniden kapanma sorunları mevcut.
-Zaman zaman durum fark etmeksizin FPS düşüşleri oluşabiliyor.
-Buglar, cisimlerin arasına sıkışma ve temelsiz kaplama oluşum sorunları mevcut.
-Ara sahneler çoğu zaman kasıyor.
-Ara sahnelerde ses kaymaları olabiliyor.
-RTX yansımalar pixelleşmiş şekilde gözüküyor.
-Evrenler arası ışınlanma kısımları SSD kullanımı olmadığında donuyor. Bu donma görselleri oyunu bozmayacak şekilde daha göze hoş yapılabilirdi.
-Boss’lar birbirini çok tekrar ediyor.
-Düşmanlar çoğu zaman birbirini çok tekrar ediyor.
-Düşmanların birbirini tekrar etmesi çoğu zaman aksiyonun da kendisini tekrar etmesine sebep oluyor.

Oynanış
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Aksiyon, Platform türü benim gerçekten hoşuma giden bir türdür. Bu türe dair birçok oyunu olabildiğince oynamaya çalışırım. Genel olarak türü sevmeme rağmen bu türe ait favori oyunum yoktu. Ta ki Ratchet & Clank: Ayrı Dünyalar’ı oynayana kadar. Oyun bu türe ait ilk favori oyunum olabilir. Öncelikle oynanış anlamında yeni nesil hissini bana yeterince veremedi bunu söylemeliyim. Fakat bulundurduğu mekaniklerle gerçekten eğlenceli anlar yaşattı. Platform kısımları oyun ilerledikçe kısmen çeşitlilik gösteriyor. Eklenen ışınlanma mekaniğiyle hem platform kısımları hem de aksiyon anları gayet sürükleyici ilerliyor. Yakın dövüş ve silahlı çatışmalar oyunun geneli için gayet zevkli. Özellikle silah çeşitliliğini baya bol tutulması oyunun çeşitliliğini ve zevkini arttırmış. Bu fazlasıyla çeşitli silahları da ister istemez oyunu her anında kullanıyorsunuz. Oyunda bir mermi kıtlığı olduğundan ötürü tek bir silaha bağlı kalamıyorsunuz ve böylelikle aktif olarak çatışmalarda birçok silahı bir arada kullanabiliyorsunuz. Ayrıca silahların gelişim sistemiyle vuruş hissi ve oynanış tekrara kolay kolay düşmüyor. Fakat düşman ve boss çeşitliliğinin az olması bir zaman sonra savaş kısımlarını tekrara düşürebiliyor. Sinematik aksiyon kısımları gerçekten etkileyici gözüküyor. Bunun yanında oynanışın aksiyon kısımları da gayet iyi ve zevkli tasarlanmış. Oyunda aktif olarak 2 karakteri bölüm bölüm oynuyoruz. Bu karakter arası geçişte bir karaktere yaptığınız tüm silah geliştirmeleri ve kişisel gelişimleri iki karakterin üzerinde de eş zamanlı olarak görebiliyorsunuz. Böylelikle oyun oynanış sürecini iki karakteri ayrı ayrı kasarak geçirmenize engel oluyor. Böylelikle de oyunu oynarken tamamiyle oyunun sunduğu içeriğe odaklanabiliyorsunuz. Ratchet ve Rivet dışında oyun içerisinde belirli anlarda kontrol edebildiğimiz Clank ve Glitch’le de oyun temposunu biraz değiştiriyor ve farklılık sunuyor. Clank ve Glitch’in bölümleri geneli itibari ile hep aynı ilerliyor fakat sunduğu içerikler fazlasıyla tekrara düşmüyor. Herbir bölümün kendine ait bir yarı açık dünyası bulunmakta. Bu dünyalara da ana görevler dışında yan görevleri etkinlikleri gizli yerler ve toplanılabilir eşyalar bulabiliyorsunuz. Şahsen ben oyunun yarı açık dünyasını gerçekten beğendim. Saydığım bu şeylerde tekrara düşme olayı neredeyse hiç yaşamadım. Özel zırhlar ile küçük çaplı boost’lar alabiliyorsunuz ama ben bu boost’ların etkisini çok göremedim. Teknik sorunları ve çökme sorunları dışında oyunun belirgin bir eksisini gördüğümü söylemem. Maalesef optimizasyon ve bazı oyun kıran PC portu teknik hataları oyunun oynanılabilirliğini baltalıyor.

Sırf bu sorunlar yüzünden oyuna başlangıçta önerilmiyor yorumunu yapmıştım ama oyunu oynadıkça oyundan aldığım zevk ile çoğu zaman bu sorunları unuttum bile diyebilirim. Fakat şunu bilin ki oyunun ciddi anlamda bir optimizasyon sorunu bulunmakta.

8.5/10

Hikaye
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Not: Spoiler İçerebilir
Öncelikle Ratchet & Clank’in hikayesine dair hiçbir bilgiye sahip değilim. Bu sebepten dolayı Ayrık Dünyalar’ın hikayesini anlayabileceğimi çok sanmıyordum. Aslında oyunun Prologue kısmında da hikayeyi çok anladığımı söylemem. Çünkü olaylar birden bire hiç tanımadığım karakterler ve olay geçmişinin üzerine başlıyor gibiydi. Prologue kısmı bittikten sonra oyun bu hikayeyi anlamakta zorlanırmışım düşüncesini tamamen ortadan kaldırdı. Birden bire Prologue kısmında olan evrenin hikayesi tamamen rafa kaldırıldı ve var olduğumuz evrene ait bir hikaye başlangıcı oluştu gibi hissettim. Evet seriyi bilenlerin anlayabileceği geçmişe dayalı muhabbetler vardı ama bu muhabbetler seriye bu oyundan girmiş kişilerinde anlayabileceği şekilde sunulmuş. Bu anlatım ve senaryo ile aslında havada kalan olaylar belirgin şekilde olmuyor. Hikayeyi anlamak için geçmiş oyunları oynamak zorunda kalmıyorsunuz. Ayrıca çift karakter ile hikaye anlatımı benim çok hoşuma gitti. Senaryonun ilerleyişi ve gelişimi zaman zaman tahmin edilebilir olsa da sıkıcı değil.

Oynanışın yanında hikaye benim için gerçekten önemli diyenleriniz varsa Ratchet & Clank: Ayrı Dünyalar’ın hikayesinden gerçekten zevk alabilirsiniz.

8/10

Oyuna Puanım: 8/10

https://youtu.be/G6vXnfU6Ooo İnceleme Videosu İçin Tıklayın

Coming directly off my one day BINGE of Ratchet & Clank (2016), and hearing some mixed things from a few sources (namely Videogamedunkey and Abram Buehner), I honestly expected Ratchet & Clank: Rift Apart to be an underwhelming sequel not worthy of the PS5 exclusivity hype. The truth of the matter though, is that this is genuinely one of the highest production value and all around complete and satisfying video game experiences I’ve ever had, and I couldn’t be happier about it.

Rift Apart hits the highest marks on essentially any metric you can throw at it. It’s inarguably one of the highest fidelity games the industry has ever seen, with immaculate character detail and texturework and genuinely breathtaking lighting effects that somehow look even better in action. This is supported by amazing animation for… well everything, including fluid character movement, off-the-charts particle effects, HUGE scale set piece moments and IMMENSELY impactful weaponry shots- all of which run at a blindingly smooth 60 FPS in performance ray-tracing mode. While the titular rift mechanics of the game may not alter the core gameplay all that much, the visual variety and creativity that went into creating the technical marvel of instantly zapping between locations is engaging and clearly utilizes the PS5’s SSD a lot.

The best way I can describe the core combat gameplay is tactile. The previously mentioned weapon animation is combined with DualSense rumble and sound design to give you a lineup of weapons that all feel amazing to utilize, especially once they’re upgraded and you’re fighting in more complex battles. It’s difficult to understate what a perfect gameplay loop the folks at Insomniac have created with the combat, upgrades and exploration all feeding into one another. There’s always a sense that you’re being rewarded for experimenting with your arsenal, which not only allows you to upgrade your weapons even further and become better at the gameplay, but have more fun with each combat encounter as you learn which weapons synergize in satisfying ways. When you have a battle with dozens upon dozens of enemies with particle effects and explosions happening everywhere but feel completely in control of how you’re tackling the scenario, that’s really videogame magic.

This game is also leaps and bounds more creative and charming than the 2016 reboot. The characters and worlds, even when gimmicky, exude personality and move the series forward in really fun ways. All four of our main protagonists, including the titular Ratchet and Clank and their alternate universe counterparts Rivet and Kit, deal with genuinely interesting personal issues, which gives the over-the-top, campy story a much more grounded and emotional impact. Rivet finds herself locked a loop of being a hero that can never win, leading her to believe that she doesn’t have it within her to make friends and rise triumphant. Her softer personal side is hidden behind a facade of swashbuckling suave, and watching her come to terms with trust and friendship was emotionally riveting, pun ENTIRELY intended. Kit on the other hand sees herself as dangerous and untrustworthy, as she unintentionally hurt others in the past. I loved watching her slowly open up with the ever-hopeful Ratchet literally at her back, and her character arc intersects with Rivet’s in a powerful way. I definitely enjoyed being introduced to Rivet and Kit, and I can’t imagine the series moving forward without them.

Emperor Nefarious is also LEAGUES more intimidating and exacting than his PhD counterpart, making the stakes feel higher and the pressure greater for you to actually save the world. Outside of the obvious core characters though, this game excels intensely well in creating sidequests with memorable one-off characters, and having a ridiculously fun supporting cast. I think back to Tulio’s ridiculous honey/suffering tower defense, having a heart-to-heart with the Fixer, and discovering the abandoned dimension of Junk Bot and Juice. The Morts have some really funny dialogue, Ms. Zurkon and Zurkon Jr. drip charm with every line, and Phantom, Quantum and Pierre offer much more interesting personalities and backgrounds than their main-universe counterparts.

Does it feel like a game that couldn’t run compromised on a PS4 or that utilizes every unique aspect of the PS5’s capabilities? No, but I don’t necessarily think that’s a fair metric to score a game on. Rift Apart would be a solidly different experience if it were on PS4 though, as the rift tethers and non-existent load times would push the hardware past its limits and make that console roar even louder than it already does. Very few games ever reach the harmony between hardware gimmick utilization and ideal gameplay, especially not ones released less than a year into a console’s lifecycle. For an early PS5 game and one of the first true exclusives on the platform though, this game does everything it needs to. The gorgeous visuals and blisteringly speedy load times are at the peak of games being released at the moment, and the high polish of the experience overall makes this a stand-out, must play for PS5 owners (not that there’s much competition).

Unfortunately, Rift Apart still has a few holes in terms of glitches and bugs. I had my fair share of interactions with janky geometry, especially when rocketing around with the rocket boots, clipped through platforms a handful of times, saw the occasional failed animation, and even got stuck in a pocket dimension one time and had to reload an older save. It’s a testament to the overall performance of the game and its load times then, that these moments hardly marred my experience in the slightest. With a few patches, this game may end up being technically flawless.

Most importantly though, this is a game I can easily recommend to players of any skill level. The relative simplicity of the Ratchet gameplay formula easily works as baby’s first action platformer, while Ratchet veterans will enjoy blasting through hordes of enemies, scouring the environments for secrets and soaking in the gorgeous visuals and audio. This is all boosted even further by the game’s in-depth accessibility options, that allow players of any ability to tailor the experience to fit their needs.

Ratchet & Clank: Rift Apart is a fantastic game. It boasts top of the line visuals, gratifying combat, engaging exploration, wonderful characters and awesome accessibility options. The team at Insomniac should be proud of what they made, a game that sets the bar ludicrously high with its quality in every possible category. Does it reinvent the wheel? No, but there’s something to be said for taking the wheel and polishing it until it gleams.

Rift Apart is the ps5's first killer app. Rift Apart has superbly designed planets with each planet offering something different to the player, with one planet having a dimension swap gimmick and another being an open world playground makes every planet a treat to visit. The weapons are the star of the shows as often is the case in the ratchet games with old favorites and new weapons that fit perfectly into the combat system make every second of combat an absolute joy. The use of haptic feedback makes the weapons feel even more gratifying to use than in previous games. The graphics are jaw dropping on ray tracing 60fps mode and the framerate was buttery smooth throughout. The story in rift apart is a huge improvment on the movication that occured in the 2016 game, but still has moments where the disney like kids writing comes out with characters repeating or stating things unnaturally just to ensure no one misses some of it's beats. The characters are great but Rivet steals the show in every scene she's in. The story is engaging but a few weak moments are peppered throughout. The soundtrack is enjoyable in the moment but not overly memorable beyond it. The gameplay loop is the best thing about the game is the gameplay loop as leveling up weapons gives constant gratification all through the game. The extra content the game offers is designed greatly and I only wish there was more of it which can be said about the game as a whole. Rift apart is a phenomenal game that while short is a must play for all ps5 owners

Playing through this was both obnoxious and insanely depressing the jokes are terrible nobody shuts up the writing is fanfic tier and actively ignores previous instalments combat is 50/50 but its serviceable (even if the new weapons are awful) overall i wouldn't recommend this at all

Another great Ratchet and Clank game. While the Ratchet and Clank game on the ps4 was visually very impressive already, this is another step in the direction of looking just like an animated movie. The graphics are insane. Thank you Insomniac for not only introducing 40fps fidelity mode but also for implementing proper VRR support to fluidly go above that.

Gameplay wise this was amazing, the weapons and leveling them up and upgrading them is fun as always. The story was quite enjoyable as well and I hope that we will see Rivet and Kit in a future Ratchet game.
The music was okay, sadly still not on the level of the original trilogy.

Spent 16 hours of playtime watching Rivet dance in the bar.
Mad? You're mad.

The Marvel-ification of action-platformers.

A competent entry in the long running Ratchet&Clank series that spans 20 years.
From somewhat stiff but innovative beginnings to visually stunning system showcase, rift a part excels at being a fast paced thril ride that doesn't overstay it's welcome.

There are small sections that play out similar to insomniacs spiderman where you are watching a spectacle of environment details warp around you but it never dwells so much that it becomes fatiguing.

Rivet and kt are new characters introduced that play similarly to the original duo but this time instead of relying on clanks signature propeller or truster pack you are given boots that are somewhat of a massive boost compared to the hover boots from previous games.

Worth it on sale and a much better entry than the past few entries

While the animation and graphics are exceptional and the gameplay is fun, the story is forgettable and it’s over too quickly.

1a vez que jogo um da franquia e não esperava que fosse gostar tanto, é uma ventura bem divertida com personagens muito carismáticos e cenários incríveis, fiquei surpreso com o level designe e direção de arte do jogo,não é nada inovador mas é muito bem feito e bonito. O combate do jogo também é excelente com a grande variedade de armas e podendo fazer combinações deixa bem dinâmico ele, muitas vezes eu me senti em doom com a velocidade e ter que toda hora trocar de arma rápido pra não apanhar. Ele tem um ritmo bom na progressão que não faz cansar e te mantém engajado no jogo, esse sendo dúvida é o jogo que deixa claro o potencial da nova geração( o único até agora) os visuais são absurdos e a dinâmica de gameplay com os portais demonstra isso, enfim um espetáculo do sonysmo.

really enjoyable time it caught me off guard that it came to pc lol
it's funny that a game that has so many top of the line and on the edge technology but feels so much like a ps3 game I say that in the most endearing way possible

My first real Ratchet and Clank (that 2016 nonsense cannot count). Just fantastic! Wonderful gameplay and story, lots of fun, looks brilliant. Just a grand old time. Can anyone really do it better than Insomniac?


Just play psychonauts 2 people

The most amazingly beautiful game I've ever played, really showcases the capabilities of the ps5 in the best way possible. I enjoyed every second of my whole playthrough, not one boring or frustrating moment, the difficulty and pacing was just about perfect. The only negative thing about this game, as I have seen just about everyone else say is the enemy variety, which does suck a little as there is only about 5 enemies you fight over and over again (or at least it feels that way), but in my opinion it isn't a huge thing and definitely doesn't detract from my experience much. One other small little nitpick is that the worlds don't feel quite as lived in or atmospheric as the worlds in the original trilogy did, but that might just be nostalgia speaking. Overall it's just about one of the best games I've ever played, visually stunning, fun gameplay, engaging story, fun and well-written dialogue and a great cast of characters. If you have a PS5 there is literally no reason not to play this, and I can recommend this to literally everyone.

This game is a complete blast! It's like playing through a Pixar movie. Each detail in the game is well-crafted, and the game doesn't feel like it drags at any point. Sony proves that they're continuously excellent at these focused single-player experiences.

Modern Ratchet And Clank without old control scheme's go dummy, even if this was slightly too "Hand Holding" at times