O grande trunfo de A Crack in Time é acertar no equilíbrio entre o run ‘n’ gun característico da série com atividades secundárias. É um jogo de tom mais explorativo que a média da série, o que para mim é bem-vindo, já que a franquia estava se repetindo demais.
As belas cutscenes e a construção de uma história que serve mais além de um mero pano de fundo para a ação dão um tom cinematográfico que também acho legal.
A Crack in Time passa longe de ser perfeito, no entanto. Falta polimento em algumas mecânicas, há bugs e furos óbvios no enredo e o level design não é tão inspirado quanto já foi um dia. Outro ponto fraco é o gameplay no espaço, lotado de atividades inócuas. Parece mesmo que o ápice da série ficou no Playstation 2.
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Perhaps the true end-point of the series, at least design-wise. The weapon selection may seem more restrictive, but it requires you to play more tactically and sees perhaps the best integration with the dipping and diving of the platforming, which itself is greater emphasis in the puzzles. The flying segments are too simplistic, but the open world set-up is otherwise remarkably solid, with well-regulated power gates and the just right amount of side content. This is also where the storytelling would hit its peak, with the "ambiguous villain" narrative finally done justice alongside the mysterious backstory of our protagonist mixed with the Ratchet and Clank humour we know and love. Not quite a home run, and certainly quite buggy, but most of the ambition of A Crack In Time pays off.
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I think there's an argument for this being the best in the series, the level design might not be quite as good as the best in the series (still very good though), but the game play is the best of the bunch.