![]() The 2016 film, a computer-animated sci-fi comedy produced by Rainmaker Entertainment and distributed by Gramercy Pictures, is based on Insomniac Games’ game series. Mainframe Studios previously created Ratchet & Clank: The Movie, a tie-in to the PS4 Ratchet & Clank game. “The show is not related to the upcoming Ratchet & Clank game for PlayStation 5 and is not official canon to the franchise’s video game narrative.” “Ratchet & Clank: Life of Pie is a standalone, licensed animated special created and distributed by Mainframe Studios,” a PlayStation spokesperson said. Featuring the original voice cast for the Ratchet & Clank video games, Life of Pie was developed by Mainframe Studios and was produced in 2019. The animated short, which received no marketing prior to its release, was discovered by Reddit users. According to PlayStation, Ratchet & Clank: Life of Pie is an original licensed animation that is unrelated to the forthcoming PS5 game Ratchet & Clank: Rift Apart. You Are Reading : A Ratchet & Clank Animated Short Appeared On Crave TV After Zero MarketingĪ new Ratchet & Clank animated short was unexpectedly released on Crave, a Canadian streaming service. Not exactly the zero G I was talking about.A Ratchet & Clank Animated Short Appeared On Crave TV After Zero MarketingĪccording to PlayStation, the film is an original licensed animation that is unrelated to the forthcoming PS5 game Ratchet & Clank: Rift Apart. New traversal mechanics are definitely a theme here: in addition to the jetpack, you’ll leap from platform to platform in zero G, you’ll create Grav Streams to cross chasms and you’ll manipulate gravity in Clank’s mini-missions. There’s a real sense of place in each location – the majority of which are a little darker and spookier than what's come before, as well as fresh twists on the core gameplay. As that story plays out you travel to a haunted cityscape, arid, rocky ruins, a sprawling swampland, and a futuristic metropolis. The story moves at a brisk pace – two new villains are introduced and their past explored, an otherworldly big bad and race of enemies known as the Nether come into play, and it’s all tied up with a bow a scant few hours later. As an epilogue to the Ratchet & Clank: Future series on PS3, it serves its purpose admirably: this is classic Ratchet & Clank action-platforming, but seen through the lens of a studio that hasn’t taken the duo out for a proper spin since 2009. Nexus is – by design – a much shorter experience than previous retail titles, with only a handful of destinations, but as a result it’s taut, and always moving forward. What’s that? My Fusion Bombs now release a cluster of sticky Pyrocidic Nitroballs? Works for me! Oh, and look at that – Mr Zurkon, my killer robot sidekick (who returns from previous titles) now has a son… and later a wife! And they all have the same droll, homicidal sense of humour! Yes! It’s largely utilitarian stuff – faster rates of fire, more ammo, more bolts gained for using the weapon – but peppered amongst these are moments of transformation. ![]() Importantly, weapons level up through use, and each new level unlocks a host of further upgrades that can be activated with Raritanium. Nexus metes out new weapons and gadgets in much the same way as previous titles, and they all contribute to the steadily evolving gameplay. Elsewhere, this progression is more measured. Thram really came into its own when I was exploring it from the sky and fighting up above its swampy water. It’s what the Ratchet & Clank series is founded on, and Nexus’ Planet Thram is a great example of how escalating firepower and evolving gameplay can reinvent a player’s relationship with a game world. I turn and scan the archipelago, hovering in place as I look for my next conquest.Įscalation. I get its attention with a volley of razor-sharp spinning, whirring projectiles, before strafing around it in mid-air, firing continuously. I see a Gargathon trundling through the air off in the distance, so at the apex of the next jump I activate my jetpack and soar into the sky, selecting my Prog Blades as I jet towards it. I kick my hover boots into action and rocket towards the nearest ramp, launching myself over a long stretch of water before making a small adjustment on the next island and hitting another ramp for a second soaring arc. I’m still hunting Gargathon horns, only now I’m doing so in style. I’d done all this before – running, jumping, shooting and fetching, so even though it was entertaining, a nagging sense of déjà vu tugged at the back of my mind. Jumping across the gaps between islands and taking on the local beasts at close quarters in my search for Gargathon horns. When I first arrived in this inhospitable world, I was schlepping around on foot.
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