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A Crack in Time doesn’t piss-fart around – this is Ratchet’s biggest challenge yet.
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And that’s where having moxie (‘the ability to face difficulty with spirit and courage’ – thanks Free Dictionary) comes in.
#A crack in time review series#
What a lot of people may not realise is just how important story and characters are to this series as well. Sunrise, sunset.Īnyway, R&C may be all about having your way with crates and loving every minute of it, but that’s common knowledge. They explode in a joyous shower of bolts, the currency of the series, which you can then spend on bigger guns to create even bigger explosions. Strip away the platforming, the inventive mini-games and the gadgets, and Ratchet & Clank is about two things – destroying stuff and collecting stuff, and smashing up crates gives you both those things in one.
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Why? Because it speaks to the core of the gameplay. In Ratchet & Clank, the piles and piles of bolt-filled crates that populate the levels don’t make any sense, but they don’t have to – they’re a fantastic inclusion regardless. Nowadays, unless a crate serves a functional purpose, it’s an artistically bankrupt inclusion in a game. That most archetypal, processor-friendly environmental object just isn’t necessary anymore. The humble crate is – in most contexts – nothing but a cliche these days. The original text – before being stricken from the record – was: “A crate love story.” Why? Because few modern series’ have a love affair with the crate quite like Ratchet & Clank (R&C). I like that.” That, however, wasn’t the first entry. As you can see above, the subheading for this review is: “You got moxie, kid.
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