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Mar 09, 07 at 8:03pm
Space Fights

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nsomniac's Ratchet & Clank Future: Tools of Destruction for the PlayStation 3 is one that fans of the series have been demanding since its tech demo during the Game Developers Conference (GDC) 2006. Now, it appears that the details are out, and the factoids they released have certainly piqued our interest.

Apparently, the game engine will be the same as Resistance: Fall of Man, albeit a modified version of it. They will not be outsourcing the engine from Naughty Dog. In addition, the game is already running at 45 frames per second (fps). Many next-gen games are pushing at 30 fps right now, so that is an impressive feat in itself. Insomnia is pushing for the full 60 fps for the final release though.

Space combat will be scripted, with your space fighter moving through a predefined path. You can dodge within your screen though. How this "linearization" will be accepted by the community is still unknown.

With regards to the rumors of a love interest for Ratchet, it seems he will be teaming up with Talwyn, a female Lombax (Ratchet's race), who's searching for her father. No word if this is the "love interest" we (and Ratchet) have been waiting for.

Finally, we get to the awesome part. It is looking even prettier than its showing at the GDC 2006. Check out the screenshot and backgrounds.
They sound like a lot of fun.


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Mar 09, 07 at 10:10pm
re: Space Fights

The sounds a lot like Starfox.
It sounds okay but will be able to do space combat anytime we want like Rachet and Clank 2 Locked and Loaded? Or will it only be in certain parts of the storyline like Rachet and Clank 1?


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ChiroVette
Mar 10, 07 at 11:39pm
re: Space Fights

I actually LOVED all the different space flight/fight missions in the past R&C games so I am sure that the new ones in this coming title will not disappoint. I know they were not popular, but to be honest, I even loved the spaceflight missions where you had to fly through the various rings in Up Your Arsenal (I think it was UYA). They were tough until you learned the path, but I loved how they hid Platinum Bolts in a few of them that you could only collect when you finished the race in a certain low time. lol!


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Mar 11, 07 at 5:44am
re: Space Fights

It was in GC, not UYA. But I agree, they where really fun, I don't see they got rid of them in UYA. Glad there back.



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Mar 18, 07 at 9:18pm
re: Space Fights

In Size Matters, they have you use Giant Clank for the space battles. You go up and shoot enemy fighters, and clank moves in a straight line. You can move clank around, but he doesn't go off your screen. Once you've moved a bit farther, the camera angle changes and clank's direction does too. I believe this is what the linearization will be like.
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Mar 18, 07 at 9:45pm
re: Space Fights

i hope not cuz u cant realt steer clank to wut direction u want him to go and i got bored of that part in the game


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Mar 18, 07 at 10:10pm
re: Space Fights

Well I am not too happy about linear space battles. They were perfectly fine in GC, so why not go back to that? I am sure that Insomniac will find a way to make them fun, even if we have no freeroam abilities.


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Mar 19, 07 at 12:09am
re: Space Fights

heh, can't say I am either. Then again, we might have a lot of fun with Sixaxis support for it. Also, I'm hoping they have the same kind of Going Commando space battles with all the weapons.

Anyway, by the wording 'scripted' it kind of implies that there could be HUGE star wars-like battles (maybe one mission will be to infiltrate an enemy ship?) and these scripts might dictate when other reinforcements join the battle, et cetera.
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