Ratchet and Clank: A Crack in Time Offers New Gameplay Mechanic 106
Ars Technica has a great look at the latest installment in the Ratchet and Clank series, "A Crack in Time." Along with the great looking graphics and same great gameplay, A Crack in Time offers a brand new game mechanic: "time pads." Time pads allow you to make a copy of yourself and move through a series of action, then shift back to "real time" and interact with your past self. "It's a game mechanic that's hard to describe in words, and wrapping your head around it inside the game isn't much easier when it's first described with an example or two. You have to play with it and bend time to your will before you see just how ingenious the whole thing is. The puzzles begin simply and grow harder as the game moves on. The use of time is done very well and elevates what we've played of the game from another platforming experience to something truly special."
Re:Braid & quick-save/quick-load (Score:5, Funny)
That's weak.
I play every game in Rogue-mode. Die once, start over from the beginning.
This tempers a truly superior video-game warrior, one who laughs in the face of adversity and spits in the face of death.
But man, Oddworld games sure are a bitch.
Re:Braid & quick-save/quick-load (Score:1, Funny)
[F9]
Actually I would like to see this in more games. Just go back in time instead of the quick-save/load bashing. It's a lot more fun too.
[Carry on.]
San Dimas High School Football Rules! (Score:3, Funny)
http://en.wikipedia.org/wiki/Bill_&_Ted's_Excellent_Video_Game_Adventure [wikipedia.org]
les paul (Score:1, Funny)
so if maxx payne had "bullet time", do we call this concept "les paul time"?