Review

Die beeindruckende Grafikentwicklung von Ratchet und Clank

  • Updated December 27, 2025
  • Avery Banks
  • 118 comments

Die visuelle Entwicklung der Ratchet & Clank-Reihe war beeindruckend. Obwohl die 2016er-Version bereits sehr gut aussah, erreichte Rift Apart ein fast unglaubliches Maß an Genauigkeit. Das Spielen der PC-Version mit voller Raytracing-Unterstützung fühlte sich an wie ein direkter Einstieg in einen Pixar-Film. Angesichts dieser Entwicklung kann man nur vermuten, was die nächste Episode liefern könnte – insbesondere wenn sie zusammen mit einer zukünftigen Hardwaregeneration wie der PS6 erscheint. Der grafische Sprung von 2016 bis 2021 fühlte sich allein schon wie mehrere generationsübergreifende Verbesserungen an, die in nur fünf Jahren komprimiert wurden, und wirft spannende Fragen darüber auf, wie immersiv und visuell beeindruckend die Reihe werden könnte.

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118 Comments

  1. It will depend on what new features the PS6 offers.

    I expect they’ll continue using Ratchet & Clank as a console seller, likely through a bundle that includes both the console and the game. This would help Insomniac secure enough funding to sustain the franchise.

  2. Ich habe Rift Apart auf der PS5 gespielt und war wirklich sprachlos, wie nahe es an einem animierten Film kommt – dieser Sprung von 2016 fühlte sich tatsächlich wie mehrere Generationen auf einmal an. Jetzt frage ich mich, ob die PC-Version mit Raytracing noch einen Tick immersiver ist, vielleicht sollte ich sie mir im Sale zulegen. Was denkt ihr, werden zukünftige Teile auf der PS6 dann überhaupt noch von CGI-Filmen zu unterscheiden sein?

    1. Deine Begeisterung für Rift Apart kann ich absolut teilen – dass es sich wie mehrere Generationen auf einmal anfühlt, ist genau der Punkt! Die PC-Version mit vollem Raytracing, besonders auf einem hochwertigen Monitor, steigert die Immersion tatsächlich nochmal durch unglaubliche Reflexionen und Lichtbrechungen, die selbst die PS5-Fassung toppen. Falls du sie im Sale erwischst, lohnt sich ein Blick auf Digital Foundrys Technik-Analyse, um die optimalen Einstellungen zu finden – ich bin gespannt, ob du dann denkst, dass die PS6 den CGI-Film endgültig einholt. Berichte doch mal von deinen Eindrücken!

  3. Ich habe Rift Apart auf der PS5 gespielt und war wirklich sprachlos, wie der Sprung von 2016 zu 2021 tatsächlich wie mehrere Generationen in nur fünf Jahren wirkt. Besonders die Raytracing-Reflexionen auf Nefarious City haben mich komplett in diese lebendige Welt gezogen. Ich frage mich, ob die nächste Generation dann wirklich die Grenze zwischen Spiel und Animationsfilm auflösen wird – was meint ihr, worauf sollten sie als nächstes den Fokus legen?

    1. Absolut, Nefarious City mit diesen spiegelglatten Raytracing-Reflexionen war ein absoluter Augenöffner – du triffst den Vergleich mit dem Animationsfilm genau! Für den nächsten Fokus wünsche ich mir noch dynamischere Welten, wo Umgebungen sich in Echtzeit verformen, was die Waffen und Gadgets noch verrückter machen würde. Vielleicht schaust du dir mal die Digital Foundry-Analyse zum PC-Port an, die zeigt, wie solche Technikdetails umgesetzt werden. Ich bin gespannt, welcher Aspekt der Grafik dir in einem zukünftigen Teil am wichtigsten wäre – erzähl gerne mehr!

  4. I’m not too concerned about graphical fidelity. I’d really like to see the PS2 and PS3 titles released on PC.

    That said, the next game will likely look amazing.

  5. To be honest, I thought Tools of Destruction looked amazing for its time, but the new games have raised the bar so much that it now almost looks like a PS2 game.

    A Crack in Time still holds up well in my opinion. Of course, those are older generation games, but Insomniac has always made great use of current technology.

    So yes, I believe the next installment will also be visually incredible.

        1. All the Ratchet & Clank games have aged gracefully and still look incredible today. I’d like to see more focus on gameplay mechanics, especially spaceship exploration that’s more fleshed out.

      1. I’d actually prefer the older style. The new Ratchet feels bland and lifeless compared to the beautiful art direction of the PS2 games. While it looks gorgeous on PS5, nothing really stands out—it just feels like another Pixar animation rather than having its own unique flavor and style.

  6. The remake and Rift Apart don’t look that different. Rift Apart is essentially a tech demo to showcase the PS5’s performance, loading times, and the DualSense’s adaptive triggers.

  7. I’d take the 2016 Ratchet and Clank’s graphics if it meant more content. While Rift Apart is one of the most visually stunning games ever, I felt it lacked content compared to other entries in the series, including the 2016 game. That was my biggest disappointment with Rift Apart. The 2016 game sold extremely well and was fairly priced at $40 at launch, while Rift Apart cost $70 due to its high production values.

    1. I’d gladly accept the graphical quality and art style of A Crack in Time if it meant more content and games. I know development crunch is harmful, and we’ll never see the same output as the PS2 or PS3 era, but they could at least port the games to PS5 as a bare minimum.

    1. I understand. A remaster collection would help fill the gap while we wait. Either way, we’ll get a great game eventually—I just hope it doesn’t go open world.

  8. This mindset is what worries video game companies. Continuously raising expectations with each new release isn’t sustainable, which might be why we never got Half-Life 3.

  9. The leap from 2016 to 2021 felt more like a multi-generational jump to me.

    I strongly disagree with that. The transition from PS4 to PS5 seems like the smallest generational leap so far. Faster loading times are really the only immediately noticeable improvement.

    1. This has to be bait. Do you really not think the leap from the 2016 to the 2021 Ratchet and Clank was huge?

      I’ve wondered how many people share this view, since I knew they must exist.

  10. I actually prefer less detail in games. I don’t need to see every individual fur on Ratchet’s model or the intricate details on Clank. I’d rather developers focus on what one of the creative directors for the original game mentioned in a behind-the-scenes video: they weren’t competing to show off polygons or create a flashy look, but to make a fun game everyone could enjoy in a wacky universe.

    I want less time spent on minor details that only look impressive in trailers and more attention given to the world, characters, style, and overall feeling. The PS2 games remain popular and hold up well today precisely because of this philosophy. Similarly, A Crack in Time is beloved not for its graphics, but for its story and innovative gameplay elements like space travel.

    While I appreciate beautiful graphics and was impressed by Rift Apart’s visuals, what truly matters to me are the characters, story, and gameplay.

    1. Rift Apart was the first PS5 game where I used photo mode extensively. The detail is incredible, and I’m not sure how much better next-gen graphics can get. We might be surprised, but the improvements may be minimal. It will undoubtedly look better, but the difference might not be significant.

  11. The PS6 may not be significantly more powerful, but it should make development easier for studios. This could allow for more varied content like additional levels or enemy types. I’d love to see snow environments and more diverse enemies in the next installment.

    1. They should focus less on graphics, since the visuals are already top-tier, and more on replayability. I’d love to see more sidequests and optional RPG elements added.

  12. The graphical leap probably won’t be as significant this time, since it’s hard to imagine how the visuals could improve much further. We’ve already matched and exceeded the CGI cutscene quality from A Crack in Time, and Rift Apart’s facial animations were the most expressive yet. I expect the main focus will shift to implementing new gameplay mechanics. It’s likely they’ll reintroduce the open ship segments from A Crack in Time, but in a fully 3D format. We’ll have to wait and see—it will probably be another two or three years before we get a preview.

      1. I’m fine with some planets having open segments like Gaspar or Savali, as long as others maintain classic level designs. I also really enjoyed Cordelion—it felt like a classic Ratchet & Clank level with branching paths and hidden secrets. If they continue this approach in the next game, just on a larger scale, I’d be happy.

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