Finished over the Weekend…
Friday, November 16th, 2007
Quick recap of what I played through this weekend.
Ratchet and Clank Future: Tools of Destruction
The Good:
- Great level design that effectively ramps the challenge throughout the game without becoming frustrating.
- Rewarding firefights that give you the immediate gratification of bolts and bits flying out everywhere, then the deferred gratification of weapon upgrades.
- Satisfying story that reveals a nice bit of back-story that none of the other Ratchet and Clank games have revealed.
The Bad:
- I ran in to two irritating bugs. If you go about halfway through the arena rounds and then decide to leave and go to a different planet, well, the game doesn’t much like that and asserts out in a non-graceful way. The second one isn’t as easy to find, but with my luck, I found it right as I finished a difficult fight. Jumping in to corners in some geometry seems to throw you in to a hole that you can’t get out of and stops the game world from rendering anything but the skybox.
- The weapon levels didn’t seem to have as much interesting variation as in older versions. By that I mean (and this could just be bad memory), it seemed like every few levels in Deadlocked or Up Your Arsenal, you’d get a bigger spray effect, or ricocheting bullets, without having to do anything special, I didn’t notice the bigger effects until reaching max level with the weapons. (more…)
Face it, Assassin’s Creed looks awesome. Sure, you can joke that Jade Raymond also looks awesome and that’s why you watch all the press videos for it, but the game itself also just looks fantastic. One thing stands out to me though after seeing the live demo of it at PAX this weekend, they really nailed movement.