Sonic rail grinding had countless pit deaths, terrible controls that killed you at random and typically boring layouts. Ratchet and Clank's grinding has none of those things, shows off the games' levels pretty nicely, and actually has some fun (if basic) puzzles thrown in if my experiences with Quest for Booty are any indication. Maybe the rest of the series' grinding is completely sub-par, but QfB has some really fun segments where the only reason you'll die is if you're not paying attention. They only thing they really lack is a sense of speed, and I don't really expect that from a R&C game. It wouldn't be hard to stretch R&C rail segments out, kick up the mph and have a genuinely enjoyable Sonic grinding experience with basically the same assets.Senbei wrote:Really? I've found Ratchet and Clank's rail gameplay to be very, very dull. Grinding feels like a scripted event, where in SA2 you can control speed and balance, if somewhat clumsily, to create a truly fun experience. I'm pretty much in favor of Sonic-style grinding with the limitations that CP specified.
Grinding actually has a place in games, and R&C gets it right: you can show off really impressive vistas and other cool looking stuff while still granting the player a decent level of control over the character onscreen. Conceptually they're much less obtrusive than thge "run toward the camera and hit a bunch of speed pads/have the falling whatever adjust to your speed" segments prevalent in the Adventure games. I don't really give a damn if I don't have to stick a landing exactly when switching rails, because I had more fun not falling to my death in QfB than I ever did swearing at the screen in SA2 during rail segments.