Game Ramblings #141 – Ratchet & Clank: Rift Apart

More Info from Insomniac Games

  • Genre: Platformer
  • Platform: PS5

I’m not going to sit here and claim that Ratchet & Clank: Rift Apart is anything new and innovative. I’m also not going to claim that it’s the best game ever. That said, I will sit here and claim that it’s the best Ratchet & Clank.

This series has always felt pretty special to me. Its mix of platforming elements and gun-based gameplay has always really hit just the right notes. For this one, it’s the return to the saga after a long time. It’s been 8 years since Into the Nexus and 12 years since the last proper full original title – A Crack in Time. What this game sees is a studio that’s spent the last bunch of years learning a whole lot of new tricks. There’s clear elements of platforming that they pulled from Sunset Overdrive. There’s the story telling that they learned in pushing forward with Spider-Man. There’s the technology that they grew for the PS5 release of Miles Morales. All tied together, it turns out a damn fine game.

A lot of people will probably focus on the rifts as the big technological trick to this game, and while that stuff can be some fucking black magic, it’s not what really grabbed my attention. To me, it’s the totality of the experience that is really the big trick. This is the first game that’s really felt next-gen to me. PS5 or Series X upgraded games I’ve played like Miles Morales or Immortals or Gears 5 just haven’t felt next-gen. They’re clearly experiences that are being held back by their ties to the previous generation of consoles. This one truly feels like a next generation spectacle. Your first time walking into Nefarious City is incredible. Switching between dimensions instantaneously while riding a grind rail feels like magic. Doing the usual R&C bullet fucking bonanza shooting at a boss feels elevated to a level that the series has never seen.

However, that’s not why I played R&C titles. Luckily, the gameplay still delivers. The thing that always worked well for me is the gunplay, and that pushes in two directions for me.

The first is that I always could find some weapons that I really preferred that I knew would return for the sequels. For me that was things like the Buzz/Doom Blades with their bouncing star blades, or the Agents of Doom which spawns AI that run at ground-based characters. I could build my style around that general set of weapons and kind of know what my pattern would be. In this case, I would throw Agents down to mop up small stuff while I then focus on larger or flying targets. These have made their return in the general case, but they’ve also returned with the weapon upgrade trees in tow. Besides adding an additional upgrade path to the overall metagame, these add nice little upgrades to your power curve, giving you a more granular path than simply leveling up your weapons.

However, the second thing was always finding which of the new weapons really supplemented my play style, and there were a few standouts for me in Rift Apart. The first is the Topiary Sprinkler. Given its name, it shouldn’t be surprising that this turns enemies into plants. This one worked into my rotation as a really powerful crowd control mechanism, since the plant conversion acts as a built-in stun. The second was the Void Repulser. This one is a general shield, but it can also be used as a sort of radial shotgun blast. When fully upgraded it can also be used to catch and throw back enemy projectiles. As a defensive maneuver that could also damage enemies, this was extremely useful in fights with a lot of smaller enemies. The final standout was the Pixelizer. This one is a pretty normal shotgun, but it voxelizes enemies. As a visual spectacle, it’s as good as any of the conversion weapons that the R&C series has had in the past.

All of this then is supplemented by an additional layer of complexity thanks to the dynamic triggers on the DualSense. The weapons all have some form of this integration, but there’s definitely some that are more useful than others. With the basic shotgun, pulling the trigger half way does a single barrel shot. Pulling it all the way fires all barrels (2 by default, 4 when leveled up). The Shatterbomb will throw out an aiming line for a half pull, with the toss happening on the full pull. The Drillhound works similarly, with a half pull doing a lock on and a full pull throwing the drill. Each weapon has its own little quirk with this half/full pull that really expands out the repertoire in ways that the series has never seen.

There’s other little details that are really well integrated with this controller. If you can’t fire at all, the trigger goes into a heavy resistance mode, which is a nice way of indicating with feel that it’s time to switch to something else. In general the haptic feedback on weapon firing and impacts is fantastic. Ratchet’s footsteps come through the left and right side rumble motors in the controller, which is a nice little way to pull you into the game in a subtle feel-based way. The controller also throws a lot of small sounds – bolts being picked up, weapons being equipped, item activations, etc – that really just work to immerse you further into the game. None of these are groundbreaking features, but it’s small immersion boosts like this that really push the next-gen feel of the game as you’re playing it.

I know I’ve gotten this far and haven’t talked about the story, but honestly I don’t think there’s much to say there. The addition of Rivet to the story feels both appropriate to this specific title, as well as appropriate to the Ratchet metaverse in a way that doesn’t leave me feeling like they shoehorned in a Lombax, which was definitely a problem I had with Going Commando and A Crack in Time. It ended up continuing the general R&C universe in a way that felt right. If there’s anything that really is a standout to me, it’s that they’ve so vastly improved the actual way they present the story since the previous games that it finally feels like a proper story, rather than a roughly narrated cartoon. I think this all comes down to experience gained in the Spider-Man games, but it’s nice to see. This ends up being a well told self contained adventure, but still advances the meta story about Ratchet and whether or not he wants to find the rest of the Lombax race, and I was left satisfied with the conclusion, while also being left in a place where there’s more to explore in future titles. It’s a nice balance of progress and cliffhangers.

Ultimately it’s not a surprise I enjoyed this game. I’ve been playing this series for 20 years and loved every title, so it was kind of inevitable. What is nice is that this feels like a proper return. It’s been a long time since we’ve had a mainline Ratchet title, and it doesn’t feel like they’ve lost what made the series special in the intervening years. There’s a good mix here of new tech, better storytelling, and cleaner general action that make this feel like a fresh next-gen experience, but they’ve also not lost what made the series special to begin with. The over the top gunplay is still as fun as it’s ever been, and that will keep me coming back to whatever they decide to do with the next adventure – potentially with a new fun Lombax and robot friend in tow.

Game Ramblings #140 – Wreckfest

More Info from Bugbear Entertainment

  • Genre: Racing / Demolition
  • Platform: PS5
  • Also Available On: Windows, PS4, Xbox One, Xbox Series S|X

You know, sometimes you don’t need something serious. Sometimes you just want to run a car straight into everything. Sometimes you just want to send your opponents falling to their doom while you go through the apex of a vertical loop. Sometimes you want to race lawn mowers around a figure 8 track. Sometimes you want to use a school bus to take out a packed field of Reliant Supervans.

Sometimes, you just want to play Wreckfest.

There’s no dressing up Wreckfest as something deep. It’s ultimately a demolition derby game with some loose variety in terms of modes and objectives. Each even is about crashing shit and winning, but when it’s done well that’s all that really need to be there. Wreckfest does is very well.

The big thing about this game is that driving is fun. It plays a pretty surprisingly good balance between being arcadey and realistic. Cars feel weighty, which certainly leans into realism. Crashing into opponents or being crashed into feels meaningful. You can’t outmuscle something larger than you, so you have to pick your battles. On the other hand, you can spin the hell out of smaller cars and take full advantage of that. That said, the game doesn’t take a realistic approach to handling at all. Braking is extremely powerful and you can drift the hell all over the place, which is a lot of fun in a situation where you’re really just pinballing off your opponents while trying to gain spots and take them out.

The destruction follows a similar pattern. On the one hand, you obviously destroy your car where you’re hitting things. Getting t-boned will leave a huge dent on the side that got hit. Repeatedly hitting people from behind will wreck their trunks and your nose. Smacking the same side repeatedly will cause tire damage. All of this starts to effect your steering, acceleration, and braking capabilities. It may take a while, but you can eventually get to a point where you damage your car too much to continue. On the other hand, you can literally destroy the car enough to where you often don’t have an engine visually, but can still drive. In being realisticish, the game lets you do stupid things with penalties that are fun and impactful to gameplay, but isn’t realistic to the point of annoyance.

On this end of things, the PS5 has some special points to consider with the inclusion of interesting trigger mechanics. Damage to your brakes and engine have a noticeable impact on how hard it is to press the trigger tied to that part of your car. It’s a subtle but nice integration of the controller’s feature set. What it ends up doing is allowing you as a player to feel how damaged your car is, rather than needing to take your attention away and look for the specific colored icons down on the screen. It’s one of those kinds of subtle features that I don’t know I want until I feel it in action, but now I want every damage-based racing game to use it. The other place I noticed the trigger manipulation is in braking. High speed and low traction areas both felt like they were noticeably changing the tension on the trigger which is a neat way to really push the out of control feel of blasting through the levels at breakneck speeds.

I admittedly started playing this one because I’m filling time trying to get to Ratchet & Clank without starting something long. That said, it scratched just the right itch. I’ve played this one on and off for years going all the way back to it being Next Car Game on Steam, but this is probably the first time I’ve really played the “complete” version of the game since it came out of early access. While it may have steered a bit away from realistic destruction physics in favor of playability since then, I think that ultimately led to a better product. Parts of the game that needed to be realistic are realistic because they are fun. Parts of the game that realism would make worse are instead arcadey to be fun. This game really just feels like it was made to be fun.

It’s generally stupid. It’s generally over the top. It’s generally destructive. It generally is complete nonsense. But it’s fun.

Game Ramblings #139 – Blue Dragon

  • Genre: JRPG
  • Platform: Xbox 360

Blue Dragon is an interesting one. It was Mistwalker’s big debut game, bringing all the hype of having a bunch of high level ex-Square folks on it. It was coming to a weird platform for the genre, but with a bunch of marketing behind it courtesy of Microsoft. It was also a distinctly classic JRPG, going with a straight turn-based approach at a time when Final Fantasy XII was moving the genre in a different direction. At the time of release I had gotten through a decent chunk of it, but kind of fell away and I wanted to re-up my memory of it in order to jump into the DS sequels. Given its age, it still plays remarkably well, though it’s not without its problems.

Being quite honest, both it aging well AND it having problems comes down to its combat. This is a classic job-class system paired with a classic turn-based combat system, so there’s not much of a barrier to entry here. Your job determines your skills, your turn order determines the strategy in terms of what you kill first, etc. Where this really works well is in the small wrinkles they brought to each system.

On the job class side, you have a typical JRPG character level AND a job rank. This had been seen before, but it was implemented well here. The rank determines what skills are available to you, for example later job ranks of the black mage class allow you to use level 1, 2, 3, etc black magic spells. However, the nice wrinkle here is that you can equip skills you’ve earned while playing a different class.

Where this worked well for me was in mix and matching my melee and ranged characters. On the melee front, I focused on a specific class for each, but also made sure they had trained to at least level 11 in monk and swordsmen. This granted them the capability to do charged attacks as well as absorb HP on melee attacks. For my two ranged, I again had a focus on white/black mage, but I also let them play some time in the opposing class, as well as mixing in some early levels of other classes to give a bit of variety in terms of my skill layout. This variety allowed me to do a really fine-tuned class structure for how I wanted to approach combat, rather than being restricted to one specific thing at a time. This definitely felt better than a lot of earlier approaches to job systems where I often felt locked into specific roles because of their importance to the overall combat structure.

The turn order system within combat was also something I ended up enjoying a lot, especially as I tuned my party setup a bit. At its basic level, turn order seems static. However, as you start gaining charge attacks – both the melee charge I was doing through the monk class, as well as magic attacks – you start gaining a lot of ability to mess with the turn order. The tl;dr here is that the longer you charge an attack, the stronger the attack is, but at the cost of the attack firing later in the turn order as well as it having a longer recovery. However, the charges each have a red zone where you gain reduced cost and increased recovery if you nail the timing just right.

Being able to hit those timed zones, as well as the ability to manipulate where in the turn order you’re attacking becomes incredibly powerful, as well as a nice thing to break up the typical monotony of turn-based JRPGs. If you’re in a large trash fight, you can mess with the turn order a bit to try and line up a bunch of damage to take out targets before they can go. Against bosses, you can decide to reduce your charge a bit or defend with the mages to make sure that you have a white mage lined up immediately. This kind of variety is really key to me about why this game has aged so well. Every fight can be its own little mini strategy session to maximize how well you come out of it. You can go through trash fights with goals of reducing damage you take, rather than just going through the motions of killing things for XP. On boss fights, you add layers of strategy that act as little mini sessions between boss turns to try and keep your party safe enough to get by. It all just works really well.

What didn’t really work well is the same sin that way too many JRPGs suffer from – the end boss run is a slog. So many JRPGs fall into a trap where they have pretty decent power curves that keep users at a relatively stable difficulty level throughout the game, then at the end of the game you get thrown in a multi-phase marathon of bosses that kind of forces you to either have the perfect party or be overpowered, and this game isn’t an exception.

The specific problem I had with the end boss in this one is that it suddenly shifted into a setup where the boss was running significant MP drain. It’s not that I dislike the mechanic, but it hadn’t really shown up much to this point so I wasn’t overly prepared to counter it. The MP heal items are next to useless at the level of MP in play at this point in the game, so the real answer is to use the black mage extraction spells. This worked great on my black mage, but didn’t work so well on my white/support mage who I hadn’t trained up to this point. A white mage without the ability to heal is kind of bad news. Ultimately I was able to get pretty far in the fight, but ran out of mana and hit the point where I wasn’t able to keep healing enough while also balancing MP extraction/MP items and wiped. In general this has a pretty easy answer – go back and grind a bit to get the class levels necessary to have the extraction. However, at that point I’d also be gaining standard levels, and more than likely instead of grinding the job class up, I’d be grinding my entire party up enough to likely overpower the boss fight just in general. This also came after over an hour of OTHER boss fights and cutscenes that I frankly didn’t have problems with and didn’t want to roll through again.

This kind of rapid escalation at the end of the game has always felt cheap to me. It feels like it’s there just to squeeze out a few more hours of game time. Ultimately it’s just a punishment and massive interruption to the player at a point where they should be hitting the peak of the story. It leaves a bad taste in my mouth putting a game back on the shelf when it ends this way instead of remembering what had been good for the countless hours beforehand. More often than not, JRPGs I flag as my favorites of all time end with smooth difficulty and appropriate challenge instead of rapid escalation and a time extending ass kicking. It’s kind of funny playing this one now though, because one of the final bosses in Mistwalker’s latest title Fantasian had similar problems, where it was extremely difficult the first time I played it, but trivialized by equipping posion nullification equipment. Unfortunately Blue Dragon landed on the wrong side for me where it was ultimately a flip of the dice that my party was just built in a different direction that didn’t work out for the last fight.

Ultimately though, this was a fun game to play through and it got me to my goal of remembering the story well enough to move forward with the sequels. A lot of JRPGs generally haven’t aged that well (I’m looking at you PS1 Final Fantasy games), so finding one that still has far more good than bad to it is always a nice surprise. It’s also nice that this one has aged far better than my last 360 look back, so not all hope is lost for digging into my backlog a bit. This one is still floating around the Microsoft store on backwards compatibility for both the Xbox One and Xbox Series* so if JRPGs are your thing, go ahead and take a peak at what’s there.