Ratchet and Clank: Rift Apart Is Still the Best Reason to Own a PS5

Ratchet and Clank: Rift Apart Is Still the Best Reason to Own a PS5

You remember that first reveal trailer? The one where Ratchet and Clank were falling through purple portals, swapping entire biomes in less than a second? Most of us thought it was a "vertical slice" trick. We figured there had to be a hidden loading screen or some smoke and mirrors. But honestly, having played through it multiple times now, Ratchet and Clank: Rift Apart is one of the few games from this generation that actually delivered on its technical promises. It wasn't just marketing hype.

It’s been a few years since launch, but the game still feels like a benchmark. It’s weird. We’re deep into the console cycle, yet many "next-gen" titles still feel held back by the ghost of the PlayStation 4. Rift Apart doesn't have that problem because it was built from the ground up to punish that custom NVMe SSD. It’s fast. It’s loud. It’s chaotic.

If you haven't touched it yet, you're missing out on the most refined version of Insomniac’s "weaponized humor" formula.

The Secret Sauce of the SSD

The marketing for Ratchet and Clank: Rift Apart hammered home the "no loading screens" thing. You’ve heard it a thousand times. But the nuance is in how that affects the gameplay rhythm. In older titles, a planet swap meant a thirty-second cinematic of your ship flying through hyperspace. Now? You hit a crystal on Blizar Prime and the entire level shifts from a mining colony to a post-apocalyptic wasteland instantly.

It’s jarring in the best way possible.

This isn't just a visual flex. It changes how you move. During the boss fight against the Doctor Nefarious power suit, you’re tethering through portals to teleport across the arena. If there was even a half-second of lag, the flow would break. Insomniac Games utilized a technique called "streaming budget" optimization. By offloading assets the second they aren't in the player's frustum (the field of view), they can cram an absurd amount of detail into every frame.

The technical director at Insomniac, Mike Fitzgerald, has spoken openly about how this wouldn't have worked on a mechanical hard drive. You’d be looking at a spinning icon every time you jumped through a rift. Instead, the game uses the Kraken compression tech to pull 4K textures into memory before your brain even registers the transition.

Why Rivet Isn't Just a "Blue Ratchet"

Introducing a second protagonist is usually a gamble. Usually, it feels like a forced gimmick or a way to pad out the runtime. But Rivet works because she’s a mirror to Ratchet’s optimism. She’s been fighting a losing war against Emperor Nefarious for years. She’s cynical. She’s lonely. Her robotic arm isn't just a cool design choice; it’s a physical reminder of the stakes in her dimension.

The voice acting here is top-tier. Jennifer Hale (the voice of Female Shepard from Mass Effect) brings a ruggedness to Rivet that balances out the duo.

  • Ratchet represents the legacy of the series.
  • Rivet represents the growth and the darker "what if" scenarios.
  • Kit (the alternate Clank) provides the emotional core of the story.

The chemistry between Rivet and Clank is actually better than the original duo in some scenes. It’s fresh. It’s basically a buddy-cop movie where one of the cops is a sentient toaster with an existential crisis.

Weapons That Make Your Hands Shake

If you’re playing Ratchet and Clank: Rift Apart on a PC with a standard controller, you’re doing it wrong. This game was designed for the DualSense. Honestly, the haptic feedback is the real star here.

Take the Enforcer, for example. It’s a double-barreled shotgun. If you pull the R2 trigger halfway, you feel a distinct "click" resistance. Pressing past that click fires one barrel. Pulling it all the way down fires both. That level of tactile feedback makes the combat feel more like an extension of your hands rather than just pressing buttons.

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Then there’s the Topiary Sprinkler. It’s ridiculous. You throw a little turret that turns enemies into decorative hedges. Seeing a massive, terrifying grunt get turned into a leafy sculpture while you blast it with the Negatron Collider is peak Insomniac. It’s that signature blend of high-stakes action and Saturday morning cartoon absurdity.

The weapon variety keeps the "gameplay loop" from getting stale. You aren't just holding down fire. You’re cycling through a "Topiary" to freeze, a "Mr. Fungi" for distraction, and a "Blackhole Storm" for raw DPS. It’s a dance.

The PC Port Reality Check

When the game finally jumped to PC, there was a lot of talk about whether it actually required an SSD. Digital Foundry did a deep dive into this, and the results were... interesting. While you can run the game on an HDD, the stuttering during rift transitions is brutal.

Ray tracing is another story. On a high-end rig with an RTX 40-series card, the game looks better than most Pixar movies. The reflections on Clank’s chrome body are distracting. You’ll find yourself standing still in the rain on Corson V just to look at the neon lights bouncing off the puddles.

However, the game is demanding.

  1. DirectStorage 1.2 helps with the asset streaming on PC.
  2. NVIDIA DLSS 3 Frame Generation makes the chaotic battles buttery smooth.
  3. Even with a mid-range build, you’ll need to tweak settings to avoid VRAM bottlenecks.

Is It Too Short?

This is the main complaint people have. You can roll credits in about 10 to 12 hours. If you’re a completionist going for the Platinum trophy (or the Steam equivalent), you’re looking at maybe 18 hours.

In an era of 100-hour open-world slogs, I’d argue the length is a blessing. There’s no filler. No "go fetch 20 space-herbs" quests that serve no purpose. Every planet feels distinct. From the grind-rail segments on Torren IV to the stealthy vibes of the underwater lab on Cordelion, the pacing is breathless.

It’s a "weekend game." You start it Friday night, you’re a hero by Sunday afternoon. That’s a value proposition that a lot of adult gamers actually appreciate.

Actionable Steps for the Best Experience

If you’re planning to dive into Ratchet and Clank: Rift Apart now, don't just rush the main story. You’ll miss the heart of the game.

Prioritize the side-paths. The "Pocket Dimensions" scattered around levels contain armor pieces that give you permanent passive buffs. You don’t even have to wear the armor to get the bonus. It’s a smart system that rewards exploration without forcing you to look like a mismatched mess.

Turn on the "Game Speed" toggles if you're struggling. Insomniac added incredible accessibility features. You can map a button to slow down time to 70% or 50% if the platforming gets too twitchy. It’s great for younger players or anyone who just wants to enjoy the scenery.

Don't ignore the Arena. The Zurkie’s Battleplex challenges are the fastest way to level up your weapons. Since weapons evolve and gain new perks at Level 5, you want to grind those out early. A Level 5 weapon in this game is a completely different beast than a Level 1 version.

Photo Mode is mandatory. Even if you aren't a "virtual photographer," the lighting engine in this game is ridiculous. You can add custom light sources in the pause menu to make your screenshots pop.

Ultimately, this game stands as a testament to what happens when a studio focuses on "feel" and "fidelity" simultaneously. It’s a technical marvel that doesn't forget to be a fun, silly video game about a cat-thing and his backpack robot.

Check your storage space. Ensure your controller is charged. Go save the multiverse. If you're on PC, make sure your drivers are updated specifically for the Nixxes-optimized patches, as they fixed several memory leak issues that plagued the launch version. On PS5, stick to "Performance RT" mode; it’s the sweet spot between 60fps fluidity and those gorgeous ray-traced reflections.