Standard Edition
- Ratchet & Clank: Rift Apart
Ratchet & Clank games have always been visually stunning, but the fidelity and density of the worlds being rendered by the PS5 console approach a film-quality cinematic experience – and all running in real-time.
Teeming with detail and overflowing with densely-packed, imaginative worlds, the fast-loading SSD allows for complexity and scale that would never have been possible in previous Ratchet & Clank games.
The jump to dynamic 4K resolution and HDR* means tons of fine detail, but a keen attention to replicating the properties of real-world materials also means metal can gleam, puddles of water can accurately reflect the world around them and surfaces like wood and stone have a texture that’s almost tangible.
The latest in ray-tracing technology lets light reflect off surfaces like it would in the real world. In a universe of shiny reflective metal and glass, these ray-traced reflections add depth and dimensionality to every planet you visit.
Mike Fitzgerald, Director, Core Technology at Insomniac Games
Thanks to PS5’s blisteringly fast built-in SSD, entire worlds can be swapped in and out in mere seconds – allowing for Ratchet and newcomer Rivet to jump through dimensions and teleport across time and space without the need for loading screens.
This is most apparent in the use of the titular rifts - dimensional tears in the fabric of reality that can be used to cross massive distances to reach advantageous positions during combat or traverse distances that would be impossible on foot.
Ratchet & Clank: Rift Apart isn’t just about moving through physical space, though. The SSD allows for blink-and-you’ll-miss jumps through dimensional space, literally flinging our heroes forward and back to see the effects of their (and the villainous Dr. Nefarious’) actions on the world.
Because the SSD is constantly able to fetch massive amounts of data, these leaps create thrilling, breakneck chases and allow for exploration of pocket dimensions that hide valuable resources and tense enemy encounters.
Mike Fitzgerald, Director, Core Technology at Insomniac Games
A world-hopping adventure deserves an equally epic soundscape. PS5’s Tempest 3D AudioTech lets you throw on a pair of compatible headphones and immerse yourself in the game’s lush environments or gain additional situational awareness in combat.
With the ability to pinpoint enemies just by their grunts, growls and weapons fire, a threat that’s off-screen needn’t be a surprise. By knowing that an enemy is approaching from the rear, combat suddenly becomes a truly 360 degree tussle, letting Ratchet and Rivet choose targets by proximity.
Cities filled with bustling streets, vendors hawking their wares and vehicles zipping through the air - ambient detail is more important than ever before. Though you never know when fights are going to break out, these rich alien worlds can be just as much a feast for your ears during downtime as they are in the heat of battle.
Daniel Birczynski, Audio Lead at Insomniac Games
The DualSense wireless controller's adaptive triggers help convey a level of sensory feedback that’s never been possible before on a PlayStation console. The Ratchet & Clank series has always had incredibly unique weapons, but now each of them actually feels different from one another.
The advanced haptic feedback allow every buzz, shudder, click and explosion to rumble through your hands not just with big, punchy effect, but with subtler hums and fuzzy vibrations.
This can allow you to feel when a weapon has fully charged up, or a timed explosion is about to detonate nearby, allowing for a chance to get to safety without the need for an on-screen indicator.
The DualSense wireless controller’s adaptive triggers also make the simple act of firing a weapon unique, adjusting the resistance of a trigger pull to indicate increased weight or allowing for multiple kinds of attacks with a single button. A half-click of the trigger can fire a single-barreled blast, while fully depressing it can unload both - and with perfect resistance, you’ll always know which attack you’re about to pull off.
Mike Daly, Game Director at Insomniac Games
Violence
Violence
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