by John Constantine
The “Ratchet & Clank” series is the Volkswagon Golf of video games, an unassuming, funny, reliable little machine that gets a new model every twelve months, quietly improving with each passing year. When project lead Brian Alger fired up a demo of this fall’s “Ratchet & Clank Future: A Crack in Time”, I was expecting the usual: more weapons, new jokes, etc. “A Crack in Time” turned out to be a lot more than this year’s model.

