Ratchet and Clank: Rift Apart PC | Rivet Ratchet and Clank: Rift Apart PC | Rivet

Gaming

We played Ratchet & Clank: Rift Apart PC on 3 devices

Because we can

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Ratchet & Clank: Rift Apart PC has been out for over a month as of writing. Performance Reviews are out and we encourage you to check those out for a more by-the-numbers detailed look. 

For our part, we played the game on three (3) different devices to find out how it runs, what the experience is like, and to make a recommendation on whether you should pick it up or not. 

Before we share what those devices are, here are the system requirements and some reminders to run Ratchet & Clank: Rift Apart for PC. 

System requirements

Minimum Recommended High Amazing Ray Tracing Ultimate Ray Tracing
Avg Performance 720p @ 30 FPS 1080p @ 60 FPS 1440p @ 60 FPS (4K @ 30 FPS) 1440p @ 60 FPS (4K @ 30 FPS) 4K @ 60 FPS
Graphics Preset Very Low Medium High High

Ray Tracing High*

High

Ray Tracing Very High*

GPU NVIDIA GeForce GTX 960

or AMD Radeon RX 470

NVIDIA GeForce RTX 2060

or AMD Radeon RX 5700

NVIDIA GeForce RTX 3060 Ti

or AMD Radeon RX 6800

NVIDIA GeForce RTX 3070 NVIDIA GeForce RTX 4080
CPU Intel Core i3-8100

or AMD Ryzen 3 3100

Intel Core i5-8400

or AMD Ryzen 5 3600

Intel Core i5-11400

or AMD Ryzen 5 5600

Intel Core i5-11600K

or AMD Ryzen 5 5600X

Intel Core i7-12700K

or AMD Ryzen 9 5900X

RAM 8 GB 16GB 16 GB 16 GB 32 GB
OS Windows 10 64-bit (version 1909 or higher) Windows10 64-bit (version 1909 or higher) Windows 10 64-bit (version 1909 or higher) Windows10 64-bit (version 1909 or higher) Windows 10 64-bit (version 1909 or higher)
Storage 75 GB HDD space (SSD Recommended) 75GB SSD space 75 GB SSD space 75GB SSD space 75 GB SSD space

Sony PlayStation also made sure to note that while it will indeed run in the minimum requirements, they still encourage players to play, at least, on an SSD to best experience the fluid dimension-hopping feature. 

We were also reminded to update our GPU’s drivers. Outdated ones could cause issues. 

The 3 devices

Naturally, we played on devices that meet the requirements as indicated above. The three devices are as follows, listed with the relevant specs: 

Steam Deck 

  • AMD APU
  • CPU: Zen 2 4c/8t, 2.4-3.5GHz (up to 448 GFlops FP32)
  • GPU: 8 RDNA 2 CUs, 1.0-1.6GHz (up to 1.6 TFlops FP32)
  • APU power: 4-15W
  • 16 GB LPDDR5 on-board RAM (5500 MT/s quad 32-bit channels)
  • 256 GB NVMe SSD (PCIe Gen 3 x4 or PCIe Gen 3 x2*)

ROG Flow X13 (2021)

  • AMD Ryzen 9 5900Hs with Radeon Graphics 3.30Hz
  • NVIDIA GeForce GTX 1650 Laptop GPU, 4GB GDDR6 VRAM
  • On board LPDDR4X RAM 4266MHz 16GB x 2 Dual channel
  • 1TB M.2 2230 PCIe 3.0 x4 SSD 
  • With ROG XG Mobile (eGPU+) 
  • NVIDIA GeForce RTX 3080 16GB GDDR6 (150w)

ROG Zephyrus G14 (2023)

File Photo: Zepyhrus G14 (2020)

  • AMD Ryzen 9 7940HS Mobile Processor (8-core/16-thread, 16MB L3 cache, up to 5.2 GHz max boost)
  • NVIDIA GeForce RTX 4070 Laptop GPU
  • ROG Boost: 2030MHz* at 125W (1980MHz Boost Clock+50MHz OC, 100W+25W Dynamic Boost)
  • 16GB DDR5 on board
  • 1TB PCIe 4.0 NVMe M.2 SSD

Experience per device

Just by looking at the specs, you can kind of picture already, at the very least, the graphical fidelity and general performance that each of the devices offered. Yes, to keep things simple, Steam Deck is on Medium, ROG Flow X13 is on High (with some caveats), and ROG Zephyrus G14 on Ultimate Ray Tracing. 

For the most part, each device was automatically on the most ideal graphical settings as you fire up the game. We didn’t have to bother too much with tweaking things here and there. But that’s just us. The beauty of playing on PC is that you can make adjustments to your heart’s content. But we just wanted to play right away and stuck with the mostly vanilla settings. 

Steam Deck 

As a Steam Deck verified title, Ratchet & Clank: Rift Apart PC ran pretty well. Only a few things really stood out. This being a AAA title, you can expect to play for about two hours max if you’re unplugged. 

You won’t enjoy the mind-bending visuals present when you play on the PS5. The graphics look closer to a late cycle PS3 game. It still looks fantastic which is a testament to the game’s overall art style. In the simplest terms, it’s like watching a video in 540p as opposed to the 4K, ultra-fine detail on its mother console. 

The dimension-hopping didn’t feel as seamless as it did on the PS5 and that was to be expected. Still, the game ran mostly with just minor hiccups, never crashed, but we did have to force close it once when we missed a platform and it seemed like Ratchet was just falling endlessly into the void. 

ROG Flow X13 (2021)

On the ROG Flow X13, the game was automatically on High settings even without the ROG XG Mobile plugged in. But the experience was rather dicey. There were plenty of graphical glitches when we played. Do note that we also did this unplugged. During that session, the laptop struggled to play on High. The game ran better when we switched to Medium later on.

Later on, in much more optimal conditions and with the ROG XG Mobile plugged in, Ratchet & Clank: Rift Apart PC ran exactly like how we expected it to. We even dated to bump it up to High Ray Tracing and enjoyed an experience that’s incredibly close to the one on the PS5. 

In case you’re curious, we played using a GameSir G7 Wired Controller. It felt just like a regular Xbox controller but wired. If you’re used to the PS5 Dual Sense controller, it might take a few hours to get used to the feel. But the longer adjustment will be the face buttons, especially since both feature an “X” but on a different button placement. 

ROG Zephyrus G14 (2023) 

This is a review device that came in later and is the reason why we waited a little bit longer before publishing. And well, it was worth the wait. Playing on the latest Zephyrus G14 felt like a one-to-one recreation of the PS5 experience. 

To truly match the console-like feel, we hooked up the laptop to a 55-inch 4K TV for good measure. Save for the controller, this was the closest we got to how we experienced the game back when it first came out. Graphically and performance-wise, there was hardly any difference. 

It’s a shame we didn’t have an ultra-wide gaming monitor during the review period to see how well the game translates visually on that kind of display.

Should you play Ratchet & Clank: Rift Apart PC?

This seems like an easy enough question to answer, but there are plenty of things to consider. First of all, do you already own a machine that can run the game and where in the graphical and performance settings does your machine fall? 

At Medium, it feels like you’re getting only about 50-60% of what the game has to offer. It’s a visual marvel as much as it is a virtual adventure worthy of pouring over 20 hours on. When it first came out, many reviewers called it a “Pixar movie that you can play.” You won’t get that experience if you’re only playing on the Medium to High range. 

But if you’re only in it for the story and gameplay – both of which are very much worth your time, then by all means jump right in. We do, however, recommend that you hold out for a sale to get the most bang for your buck. 

SEE ALSO: Ratchet & Clank: Rift Apart Review: A damn good time

Gaming

Nintendo’s latest toy is Super Mario Wonder’s Talking Flower

It tells the time and jokes around randomly throughout the day.

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Late in 2024, Nintendo announced the Alarmo, the quirkiest alarm clock we would’ve grabbed immediately if alarm clocks were still a big thing. Today, the company has announced its next clock-like toy: the Talking Flower from Super Mario Wonder.

To me, the Talking Flower was a welcome addition to the franchise’s burgeoning cast of characters. The occasionally appearing character delivered timely quips that broke the monotony of the level’s music or provided meaningful tips.

However, there is a good number of players who find the flower irritating and mute the character altogether. If you’re part of this group, then Nintendo’s latest clock isn’t for you.

The new Talking Flower doesn’t have its own clock display. It only has a speaker, but it can announce the hour “mostly accurately,” according to Nintendo.

It’s an odd product. The brand wants the flower to be glitchy. Besides being “mostly accurate” with the time, it can also randomly blurt out alerts in one of its handful of available languages, outside of what the user set.

Further, it can comment on the weather and play music. It can also say “words of encouragement and silly quips” randomly throughout the day. The Talking Flower certainly has the spirit of the character it’s modeled after.

As for input buttons, it only has a single button. One press makes it say something outside of its scheduled prompts. Holding the button for two seconds silences the thing.

The Talking Flower will ship out on March 12. It will sell for US$ 34.99.

SEE ALSO: This Nintendo Alarmo clock looks absolutely adorable

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Gaming

You can now race as teams in Mario Kart World’s Knockout Tour

The free update is rolling out now.

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Switch 2

Mario Kart World needs little to no improvements. The latest entry in the legendary racing franchise introduced players to the open-world format. Taking advantage of that new format, the game also has a unique new mode called the Knockout Tour. Today, Mario Kart World is getting a surprising-but-welcome update which adds a team option to the survival mode.

In stark contrast to Mario Kart’s usual gameplay, Knockout Tour introduces a battle royale element to the game. The mode strings together a series of races seamlessly leading from on to the next via the open-world format. Players are eliminated for placing at or near the bottom after every leg, eventually leading to a three-way race to finish first.

Prior to today’s announcement, players race for themselves. But now, via a free update, players can now compete in two teams of twelve, three teams of eight, or four teams of six. They must still survive individually, but points are now collated based on teams.

The number of points derives from finishing position. Finishing in P1, for example, will bag the player a total of 50 points for that leg. Meanwhile, eliminated players get only a single point. At the end of the entire tour, everyone’s points are tallied up, and the win is awarded to the team with the most points.

The new mode can be raced locally or online. If the pool lacks players to round out the teams, the game will provide AI opponents.

The update is rolling out now and is for free.

SEE ALSO: I played Mario Kart World and it was a full-throttle race to the finish

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Gaming

Now playing: Final Fantasy VII Remake INTERGRADE on Switch 2

Final Fantasy VII Remake, handheld again

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Final Fantasy VII Remake Intergrade | Nintendo Switch 2

There are two ways I ended up playing Final Fantasy VII Remake Intergrade on the Switch 2: handheld, and docked. And in many ways, that split mirrors what this release is really about—flexibility, familiarity, and a little bit of re-learning.

Relearning muscle memory

Let’s get the small friction point out of the way first. Button prompts. Even after all this time, my brain still defaults to PlayStation glyphs. Triangle means something very specific to me in Final Fantasy VII Remake, and retraining that muscle memory on a Nintendo layout took a bit longer than expected. That’s not the game’s fault—it’s just the reality of revisiting something you’ve deeply internalized on another platform. And honestly, it’s something I’ll just have to get used to as more of these previously PlayStation-first titles land elsewhere.

Once that adjustment period passed, the bigger surprise came quickly—especially in handheld.

Midgar in the palm of your hand

Without even stacking it up against the PS4 or PS5 versions, the Switch 2 version already looks impressive on its own. In fact, it looks really good. There’s a moment of quiet disbelief when you realize you’re holding Midgar in your hands, running locally, and still retaining that sense of scale and atmosphere the remake is known for.

I’ve played Final Fantasy VII Rebirth on devices like the ROG Ally and Legion Go, and the feeling here is similar. Not in raw power comparisons, but in that same sense of admiration—Square Enix managing to package something this dense, cinematic, and emotionally loaded into a handheld experience without it feeling compromised at first glance. That same awe of seeing this classic reimagined is still intact, even on a smaller screen.

Living with 30fps

Performance-wise, the most noticeable limitation is the 30fps cap. It’s there, and anyone coming from a 60fps playthrough will notice it immediately. That said, it never felt like a dealbreaker to me.

Command inputs still land cleanly, combat remains responsive, and nothing about the experience felt sluggish. If you’re sensitive to frame rate shifts, this might take some adjustment. But in motion, and especially in handheld, it rarely pulls focus away from the game itself.

Streamlined progression, real relief

One feature that quietly made a big difference for me is the new Streamlined Progression option. Being able to start with maxed-out stats, unlimited resources, and reduced friction is a genuine quality-of-life win—especially for players who’ve already finished the game once and don’t necessarily want to grind their way through Midgar again.

It turns Intergrade into a smoother re-experience, letting you focus on the story beats and combat flow rather than progression systems you already know by heart.

The storage reality check

The less glamorous reality check comes with storage. At roughly 90GB, this is a heavy install, particularly if—like me—you lean heavily toward digital purchases. I had to delete three games just to make room.

If you have the option to go physical on Switch 2, that might be the more practical route, especially as more large-scale ports make their way onto the platform.

A familiar journey, made portable

Contextually, this release matters beyond just another port. Final Fantasy VII Remake Intergrade arriving on Switch 2 is part of Square Enix’s broader push to bring the entire remake trilogy to more platforms, with the final entry already in development.

It also reinforces Intergrade as the most accessible entry point into the series—bundling the main campaign with the Yuffie-led EPISODE INTERmission, and now offering features that lower the barrier for newcomers while respecting returning players’ time.

At US$39.99, it lands at a price that feels fair. Whether you’re completely new to Final Fantasy VII Remake or just want a portable version of a game you already love, this is an easy recommendation—storage caveats aside.

Overall, this is an impressive Switch 2 port. Not perfect, not trying to outmuscle the PS5 version, but confident in what it is. Seeing Final Fantasy VII Remake Intergrade run this well, this comfortably, on a handheld still feels a little surreal—and that alone makes it worth playing again.

If you’re looking for deeper technical breakdowns and direct comparisons with the PS4 and PS5 versions, Digital Foundry continues to do excellent work on that front. But as a lived-in experience, this one already earns its place on the Switch 2.

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