What do you do when someone tries to drive a wedge between you and your best buddy? Whip out a giant wrench and start walloping everything in sight, that’s what! This is just one of the many plot twists that gamers will discover while playing Ratchet and Clank Future: Tools of Destruction (RCF). In addition to a compelling storyline, this iteration combines new and old gameplay elements with future technology to create the most stunning and expansive chapter in the series.
“Four production pillars used to guide the development team are: mystery, adventure, variety, and spectacle” exclaims Brian Allgeier, Creative Director for the title. “For mystery, we are exploring Ratchet’s origins…then there’s adventure, where Ratchet is discovering new galaxies and encountering new life forms…next is variety, where the series is going back to its roots to provide Clank gameplay, different game modes, mini-games, and space combat…and for spectacle, we use the PS3 to show off very expressive characters and highly detailed worlds, and we believe that (the gameplay visuals) are now on par with computer animated movies.”
One look at the game in action is proof, as subtle details like individual hairs on Ratchet’s face as well as Clank’s protruding…ahem…nuts and bolts seamlessly blend in with dazzling locales. In fact, one level, called Metropolis, reminds me of the eye-catching mega-cities found in Final Fantasy cutscenes. This impressive detail is accomplished by using the same engine for gameplay that is used for cutscenes, and believe me, both look better than previous Ratchet titles. “Lots of thought was put into character design, enemies, effects, level design, and even silhouettes” says Art Director Chad Dezern.
Deadly Scenic Tour
Out of the four levels shown at the Insomniac Studios demo, Metropolis is the most visually appealing, but there is plenty to do besides gawk at the giant city. One brief section is played in a classic two-dimensional, side-scrolling fashion where meteors smash through the ground and Ratchet has to simultaneously avoid craters while blasting enemies. Gameplay then moves on to more traditional third-person action where Ratchet ricochets off of bounce pads to soar skyward. Of course, there are plenty of strange enemies to eradicate around every corner, and grind rails are strewn throughout the area offering quick travel (if you can avoid speeding locomotives).Another level, called IRIS, is covered in ice and unusual structures. Space pirates armed with high-tech weaponry call this arctic tundra home, and Ratchet gets an icy reception if he simply runs and guns. Another option is to don the holo-pirate disguise, complete with peg leg and hooked hand, and limp your way past the cranially challenged enemies. Not only is this feature hilarious to watch, but it also lets Ratchet sneak into their midst and unleash pure destruction before they know what hit ‘em. In addition, some doors in IRIS can only be opened by engaging in a DDR-style mini-game while wearing the disguise.
Sargasso is set in a primordial environment where various dinosaurs roam the open plains. “This wouldn’t be a Ratchet and Clank demo if I didn’t show you the Groovitron at least once” beams Brian Allgeier, so he tosses the futuristic disco-ball at a gigantic T-Rex and it breaks into a spontaneous bout of dancing while the room erupts in laughter. For added variety, Robo-wings can be used in certain areas that glide Ratchet to otherwise unreachable areas.
Skyrockets In Flight…
Set in the deep reaches of the galaxy, Space Combat lets players fly a nimble spaceship past giant Capital ships, through a black hole, around a planet, and even inside a giant trench on the planet. As Brian jokingly states, “This is just like blasting swamp rats back home.” Controlling the spacecraft takes a few minutes to get used to since one analog stick steers the ship while the other is used for aiming. Beautiful nebulae, planets, and star formations fill the background while a plethora of enemies and projectiles constantly fly towards the screen. This level culminates in a boss fight with a massive ring-shaped enemy that is reminiscent of the final boss from the Nintendo 64 game, Starfox.RCF sports an exotic array of destructive weaponry [like - DUH! - ED
], and even tosses in Combat Devices like the gelatonium gun, which creates jello-like platforms that Ratchet can bounce on. According to Lead Gameplay Programmer Anthony (Moo) Yu, “every time we start a new project, we compile lists where everyone pitches great weapon ideas.” This is evident in the Death Springs, which emit a group of volatile slinkies that home in on the enemy, and the Tornado Launcher, where players control a killer twister by tilting the six-axis controller. Most weapons become more powerful with repeated use, and now players can manually upgrade them with additional ammunition, power, and splash-damage.
A welcome addition to the PS3’s lineup, Ratchet and Clank Future: Tools of Destruction looks set to fill the gaping hole in this year’s platform lineup.

























Ratchet and Clank Bent on Futuristic Genocide







