(https://theculturednerd.org/wp-content/uploads/2020/06/ratchetclank-1024x576.jpg)
Release Date :June 11, 2021
Platforms : PlayStation 5
Developer : Insomniac Games
Publisher : Sony
Metacritic Betting Post (https://vizioneck.com/forum/index.php?msg=265942)
88
88
88
90
85
70
92
89
85
90
87
82
updated.
You're sticking with 70? Crazy. No chance its below 80, none at all.
You're sticking with 70? Crazy. No chance its below 80, none at all.
Good point.
Updated again!
Just incase I forget to update,
90
87
83
I'm feeling optimistic about it
93
90
86
Ratchet and Clank (http://"https://www.metacritic.com/game/playstation-5/ratchet-clank-rift-apart")
Same rules as the GOW thread. (http://vizioneck.com/forum/index.php?topic=6155.0) Give a high, medium, and low prediction.
IE you expect it to get a 95 so you set that as your middle. Then you set 97 as your high because you don't think the game has a good chance of scoring above that. Then you set 88 as your low because you don't expect the game to score lower than that.
RESULTS WILL NOW BE SCORED SO THAT AN OVERALL WINNER CAN BE DETERMINED AT THE END OF THE YEAR. IF YOU HAVE THE CLOSEST PREDICTION, YOU EARN POINTS: SCORE +=100-(high prediction-low prediction)*2. IF THE FINAL MC FALLS OUTSIDE YOUR HIGH AND LOW PREDICTIONS, YOU LOSE POINTS: SCORE -=50.
Review embargo ends when the countdown ends. Feel free to post predictions and edit them up till that time.
100:
99:
Man this looks so good from the previews.
Ratchet & Clank: Rift Apart's tech director on making games for the PS5 - The Verge (https://www.theverge.com/22431256/ratchet-and-clank-rift-apart-ps5-interiew-tech-ray-tracing-ssd)
So when you were working on the Spider-Man games, were you filing away ideas for things that would work well with Ratchet on PS5?
Always filing away ideas. I would even say some stuff that is essential to the Spider-Man game turned out to be cool for Ratchet, and then has some awesome quality effect on that game that we maybe wouldn't have put in if we'd only been making Ratchet.
Do you have an example?
Spider-Man is an open-world title. We built all of this tech to stream that open world as you go through it. When you're downtown, there's not much Midtown in memory. You can see it from a distance, but then as you go farther north, we pull in those areas. No Ratchet game has ever been constructed that way. They've always been: here's a level, load the level, now you're in that level and you play it. But by switching over the Ratchet world to use that same streaming architecture, we can pack more and more density and content and quality in every corner of a Ratchet & Clank world, because we're happy to ditch the west side of Nefarious City when you go to the east side, and that type of thing.
There are some big, obvious features we can see in terms of the benefits of the PS5, like the fast load times or the rifts that pull you into a parallel world immediately. But are there any examples of smaller, less obvious things that are cool or that you're really proud of that wouldn't have been possible on the PS4?
With the SSD, it's easy to say there are no load times, and look how fast we can load this other area, but it has all sorts of knock-on effects. We don't need to be as careful with how we package our data. All of the assets for an area don't need to be collated on the spinning hard drive to get the right streaming speed out of it. It makes the game smaller on your hard drive; it means we can patch it more easily. That's a nice bonus. We unload the things literally behind you from a camera perspective. If you spun the camera around, we could load them before you see that. That lets us devote all of our system memory to the stuff in front of you right now, that you need to experience in that moment.
The ray tracing is nice and shiny -- well, literally shiny -- and it's very obvious when it's working. But it does have a really subtle effect on the materials. There's a part where you're in the spaceship with Rivet and Clank, for example, and you're not actually looking at a reflective surface per se, but just all of the metal things in that cabin, which are all curved in different ways, are all showing the effect of those characters shifting position in a realistic way. It takes us a long way toward getting the same feeling of an animated film. The way things are grounded in the environments, the way they're animating with each other, helps us close that gap.
Converting this to be an OT. I will probably just do this going forward.
(https://pbs.twimg.com/media/E1MV2EZWUAYDbdk?format=jpg&name=large)
so want to know something funny?
for ages you've heard me talk about needing to find a ps5 in time for ratchet and clank because it is my most hype game. well,.. it's almost here and now i probably won't buy it day-1. my contractor just told me that he's finally ready to work on my upstairs project and so this weekend my kids are moving into my game room for 2-3 months. no ps5 for me until the project is done. :(
so want to know something funny?
for ages you've heard me talk about needing to find a ps5 in time for ratchet and clank because it is my most hype game. well,.. it's almost here and now i probably won't buy it day-1. my contractor just told me that he's finally ready to work on my upstairs project and so this weekend my kids are moving into my game room for 2-3 months. no ps5 for me until the project is done. :(
Note to self: no kids
so want to know something funny?
for ages you've heard me talk about needing to find a ps5 in time for ratchet and clank because it is my most hype game. well,.. it's almost here and now i probably won't buy it day-1. my contractor just told me that he's finally ready to work on my upstairs project and so this weekend my kids are moving into my game room for 2-3 months. no ps5 for me until the project is done. :(
Note to self: have extra room for kids
Note to self: have extra room for kids
I have extra rooms. but the project is to renovate the entire upstairs so i'm loosing all three bedrooms for the duration of the project.
my wife and I will move into the "mother-in-law" suite. my gets get my adjoining game room.
console exclusive,.. ffs sony.
console exclusive,.. ffs sony.
Doesn't seem to mean anything.
They're saying console exclusive or exclusive interchangeably across different ads.
i'm stayin on media blackout for this
I'm still confident in my 89 for this, but I wouldn't be surprised if it goes lower or higher. It looks incredible so 90+ seems very possible, but also it could just be that they've gone all out on presentation and it lacks in other areas that have been hidden thus far.
89 meta from 49 reviews so far
IGN, Gamespot - 9/10
Also 89 on Opencritic (43 reviews).
Awesome.
89 meta from 49 reviews so far
*Refreshes*
MC: 0 reviews
OC: 42 reviews
Tell me more, future man.
5/5 from Jeff Grubb. Redeemed.
*Refreshes*
MC: 0 reviews
OC: 42 reviews
Tell me more, future man.
Metacritic is the buggiest site ever, you just gotta keep clicking.
Predicting 78-82 MC.
Game's super predictable and short, despite being beautiful and the combat feeling great. A real disappointment for someone who was expecting another A Crack in Time.
Aged well.
https://www.resetera.com/threads/ratchet-clank-rift-apart-review-thread.438541/page-3#post-66764491
Opencritic is 89 from 59 reviews, meta is 89 from 58 reviews as of now.
It will probably go down, but I thought I was being optimistic with 89, this is awesome.
Insomniac are wizards, this and Miles both out within 7 months of each other in the midst of a pandemic. Mad.
Metacritic is the buggiest site ever, you just gotta keep clicking.
Tell me less future man.
Opencritic still 89 after 71 reviews, but meta down to 88 after 75 reviews.
Wow, that's amazing for a ratchet game. I'm hyped!
Opencritic still 89 after 71 reviews, but meta down to 88 after 75 reviews.
89 meta with 86 reviews now (that's a lot of reviews already)
Wow, that's amazing for a ratchet game. I'm hyped!
89 meta with 86 reviews now (that's a lot of reviews already)
Really amazing reviews, 89 is top top tier (88+ gets you in the top 2% of games on Opencritic)
It's good!
Visually stunning.
Man, so impressive. And that comparison to the movie, wow, the movie looks bad.
Man, so impressive. And that comparison to the movie, wow, the movie looks bad.
Smh
Smh
Why'd you post the same video twice in one post? Kinda weird. smh
Still on 89 on both sites, both with 99 reviews. Looking forward to playing this, so close now!
Still on 89 on both sites, both with 99 reviews. Looking forward to playing this, so close now!
Really impressive. I was expecting it to drop a point or two by now.
Still on 89 on both sites, both with 99 reviews. Looking forward to playing this, so close now!
Right around the best Ratchet games. My favorite is probably 3 or Crank in Time (91 and 87 on meta iirc)
I am stooooked to play this tonight!!
I loved crack in time but I'll wait for a sale.
This game is fantastic so far. SkillUp review said its like Uncharted for kids and I totally agree, its so similar to an Uncharted game when you think about it (so far at least), I love it.
Fidelity mode is absolutely jaw dropping, it looks absolutely stunning. The moment it first transitioned to gameplay was the first real holy crud this is next gen moment for me. When I realised I could move the character, that this is gameplay, I was just in awe.
Unfortunately you can really feel how slow the 30fps is when you switch between the modes, and it tends to look bad in motion. In fact I'm normally okay with 30fps in isolation, its just when I switch to 60 I like the improvement. But the fidelity mode just didn't feel great here, it felt really choppy, not sure if it was something they were doing with motion blur or something like that, or maybe I'm just getting too used to 60fps now.
The 60fps modes aren't on the same level of jaw-dropping visuals with a still camera, but they look way better in motion and feel massively better to play as well. Even in the performance RT mode, its still probably the best looking game I've played, and it feels amazing at 60fps.
Just watched this, feels good that I settled on the same mode as DF, guess I've honed my senses on game performance modes pretty well.
Just watched this, feels good that I settled on the same mode as DF, guess I've honed my senses on game performance modes pretty well.
They said quality mode was pretty much locked 30fps tho
I would pick 60fps myself though
They said quality mode was pretty much locked 30fps tho
I would pick 60fps myself though
Yes? I don't understand why you said that?
They both said their favourite mode is the performance RT and they think everyone should play that. I felt the same through my own experimentation.
They said quality mode was pretty much locked 30fps tho
I would pick 60fps myself though
???
No one mentioned quality mode
This game is fantastic so far. SkillUp review said its like Uncharted for kids and I totally agree, its so similar to an Uncharted game when you think about it (so far at least), I love it.
Fidelity mode is absolutely jaw dropping, it looks absolutely stunning. The moment it first transitioned to gameplay was the first real holy crud this is next gen moment for me. When I realised I could move the character, that this is gameplay, I was just in awe.
Unfortunately you can really feel how slow the 30fps is when you switch between the modes, and it tends to look bad in motion. In fact I'm normally okay with 30fps in isolation, its just when I switch to 60 I like the improvement. But the fidelity mode just didn't feel great here, it felt really choppy, not sure if it was something they were doing with motion blur or something like that, or maybe I'm just getting too used to 60fps now.
The 60fps modes aren't on the same level of jaw-dropping visuals with a still camera, but they look way better in motion and feel massively better to play as well. Even in the performance RT mode, its still probably the best looking game I've played, and it feels amazing at 60fps.
It's a response to that. So it's not framerate drops causing the choppiness
???
No one mentioned quality mode
No one?? :o
It's a response to that. So it's not framerate drops causing the choppiness
No one?? :o
Technically he said fidelity mode. ;)
And he also didn't say anything about it dropping frames.
It's a response to that. So it's not framerate drops causing the choppiness
No one?? :o
Oh I see. Yeah I know its not frame drops, which is why I said I have no idea what causes it and suggested it might be something like motion blur.
The Ray tracing looks crazy impressive.
The Ray tracing looks crazy impressive.
And this is the start of the gen. It will be really interesting to see what we get later on. Specially if we get a PS5 pro
Finished! Excellent game overall.
Finished! Excellent game overall.
How many hours?
Did you play 2016, better or worse?
How many hours?
Did you play 2016, better or worse?
11 hours according to my PS5, seems about right.
I did play 2016, it's a much better game than that. It's not really a big leap in any direction, just pretty much a solid improvement in every department.
I think this game is just the pinnacle of being a very good game. It's a very very good game. It just doesn't do anything to be really special or be particularly surprising or groundbreaking. It just does what it does, it's a Ratchet and Clank game, but a very good one.
I got the plat since that last update. 15 hours play time total. Loved it.
Just come back to check the new patch and, wow, really wow! 40fps fidelity mode really is the sweet spot, it's fantastic. You get the jawdroppping visuals and in terms of smoothness and gameplay feel it's a lot closer to 60fps than 40fps. This is absolutely the best way to play this game now and I want it in every game.
40 fps sounds horrible without variable refresh rate.
Isn't VRR more to do with frame pacing?
40 fps sounds horrible without variable refresh rate.
He has a 120 hz screen.
He has a 120 hz screen.
Dang that's cool. With all the next gen talk about 120 fps, I completely missed the obvious ability for clean 40 fps. Been on near blackout with ratchet to avoid spoilers.
Isn't VRR more to do with frame pacing?
Yes. I was imagining 40 fps like God of War 3's 40 fps where it is essentially just 30 fps without the cap in place. Random fluctuations and bad pacing.
VRR would also help with a locked 40 fps but nothing a 120 hz mode couldn't do.
Dang that's cool. With all the next gen talk about 120 fps, I completely missed the obvious ability for clean 40 fps.
Haha same. ;D
I feel like VRR has gotten a lot of attention, and 120 hz has gotten a fair amount but it still feels like 60 Hz is the expectation for a screen.
Feels like that contributed to missing 40 fps on a 120 Hz screen being a great possibility.
Dang that's cool. With all the next gen talk about 120 fps, I completely missed the obvious ability for clean 40 fps. Been on near blackout with ratchet to avoid spoilers.
Yes. I was imagining 40 fps like God of War 3's 40 fps where it is essentially just 30 fps without the cap in place. Random fluctuations and bad pacing.
VRR would also help with a locked 40 fps but nothing a 120 hz mode couldn't do.
Oh I guess you hadn't seen it, they changed fidelity mode to be 40fps if you have a 120hz screen in the latest update.
This really should be a standard imo, it feels like the perfect sweet spot. Should always be an option.
It feels counterintuitive that higher refresh rates can improve lower framerates.
Also counterintuitive is that 40 fps is kind of a middle point between 30 and 60:
60 fps -> 16.6 ms
30 fps -> 33.3 ms
40 fps -> 25 ms
It feels counterintuitive that higher refresh rates can improve lower framerates.
Also counterintuitive is that 40 fps is kind of a middle point between 30 and 60:
60 fps -> 16.6 ms
30 fps -> 33.3 ms
40 fps -> 25 ms
I hope 40 fps becomes standard. I am a huge fan of 30 fps, but 40 fps seems like a nice compromise between people wanting higher framerates and gamedevs wanting to do cool things.
It feels counterintuitive that higher refresh rates can improve lower framerates.
Also counterintuitive is that 40 fps is kind of a middle point between 30 and 60:
60 fps -> 16.6 ms
30 fps -> 33.3 ms
40 fps -> 25 ms
Yeah, frame time is what we really feel and is the more accurate measure. Its the reason why the feeling really diminishes as you go up in fps.
And the higher refresh rates interaction is just that you need the fps to be locked at an integer factor of the screen refresh rate for the frame time/ frame pacing to remain constant, which again is what we actually feel.
I hope 40 fps becomes standard. I am a huge fan of 30 fps, but 40 fps seems like a nice compromise between people wanting higher framerates and gamedevs wanting to do cool things.
Yeah its hard to say if it will be the sweet spot for every game like it is for Ratchet but I think there should always be an option like this.
reads this conversation,.. lulz at the emerging 120fps fanboys.
reads this conversation,.. lulz at the emerging 120fps fanboys.
Who said anything about 120fps?
Who said anything about 120fps?
digital foundry and a few over at resetera. it's not many yet but there are already a few frothing at the mouth declaring 60 fps not good enough.
digital foundry and a few over at resetera. it's not many yet but there are already a few frothing at the mouth declaring 60 fps not good enough.
This thread is about 40 fps.
digital foundry and a few over at resetera. it's not many yet but there are already a few frothing at the mouth declaring 60 fps not good enough.
But nobody here. I've just been talking about how I think 40fps is better than 60fps, so I'm definitely not one of those people.
But nobody here. I've just been talking about how I think 40fps is better than 60fps, so I'm definitely not one of those people.
This thread is about 40 fps.
yes yes. I'm laughing (to myself I guess) about how this thread is saying 40 fps is as good as 60 fps and the "sweet spot" as a juxtaposition of some of the media i've read about how "nessissary" 120 fps is and how VVR makes playstation unplayable compared to Xbox.
I'm not laughing at you guys (I physically can't see a difference between 30 and 60 fps) I'm laughing at the other guys. mainly digital foundry. I've always been one to argue against the need for 60 fps.
yes yes. I'm laughing (to myself I guess) about how this thread is saying 40 fps is as good as 60 fps and the "sweet spot" as a juxtaposition of some of the media i've read about how "nessissary" 120 fps is and how VVR makes playstation unplayable compared to Xbox.
I'm not laughing at you guys (I physically can't see a difference between 30 and 60 fps) I'm laughing at the other guys. mainly digital foundry. I've always been one to argue against the need for 60 fps.
My issue with most 60fps and 120fps talk is that higher framerates are better but online it's just a smug litmus test. No room for discussion, just a simple "enlightened" group wanting to feel superior to the casuals.
You should be able to easily see the difference between 30 fps and 60 fps in a controlled environment. When actually playing a game though, you're far less likely to think about it.
You should be able to easily see the difference between 30 fps and 60 fps in a controlled environment.
I can't though.
I think it was 2001 that I was first introduced to the bouncing ball or rotating square gif that is supposed to clearly communicate the benefit of higher fps.
I can see the difference between 15 to 30. I can't see any difference between 30 to 60 even in a controlled environment.
I can't though.
I think it was 2001 that I was first introduced to the bouncing ball or rotating square gif that is supposed to clearly communicate the benefit of higher fps.
I can see the difference between 15 to 30. I can't see any difference between 30 to 60 even in a controlled environment.
Really?
Compare frames per second: which looks better? (https://frames-per-second.appspot.com/)
I can definitely tell with the above.
Not as easy in game, and not a big deal to me.
Really?
Compare frames per second: which looks better? (https://frames-per-second.appspot.com/)
I can definitely tell with the above.
Not as easy in game, and not a big deal to me.
at 1000 px/s I think I can maybe tell right at the change in direction. it seems to me the slower one doesn't quite make it all the way to the wall or something.
at 500 px/s I can't tell at all.
at 1000 px/s I think I can maybe tell right at the change in direction. it seems to me the slower one doesn't quite make it all the way to the wall or something.
at 500 px/s I can't tell at all.
I'm really not sure what you are looking at.
The 60 fps one is always clearer, at the same settings.