Ye search engine says there is no thread, so there is now. This will be a non-spoiler post, as I'm a couple of hours and three levels in, so pretty much all the stuff used in the promotional videos and reviews. Just about everyone will be tempted to go: "Sure, it looks pretty, but I've played this game before", to which my response is: "It is jaw-droppingly pretty, but no, you have not played this before." Going by graphics gives you very little by which to assess this game because so much of it is about the feel. The way haptic feedback is cleverly integrated into the game, the effect of 60FPS for how responsive your character is, the ease with which the game switches its camera for melee combat to ranged and back better, the most intelligent auto-aim I've ever experienced, so much of this is built into the player experience and cannot be easily conveyed by any post or review. Accessibility options are superb. There's things here that I don't need, like you can set the face buttons are directional controls - someone is going to love that. They have five difficulty settings, with the easiest being that you are immortal - which I'm using and loving. But it doesn't stop there, camera, aiming, grinding, traversal, someone spent a lot of time working out to enable as many people as possible to enjoy this game. The Git Gud crowd will be howling about some of this but screw that lot, this is superb work that deserves recognition and commendation. The usual suspects will likely be aghast at the addition of Rivet, a female? Again, screw that lot. Which is another thing, the sheer extent of personality in this game is astonishing. Not just the main characters but NPCs, enemies, the worlds, it all feels incredibly vibrant and alive in a way no other game I've played has. This game, so far, is as close to perfection as anything I've played. The depiction, the pacing, the feel - it's all stunning. Small imperfections - they haven't cracked the way to display a large enemy without sometimes interfering with your own sense of positioning relative to it. And it's accurate to say Rivet and Ratchet could be rendered more distinct and different from the other, but I can also see why Insomniac went the route they did. Back to the good stuff and we come to the SSD effect. This is very much in evidence, in both micro and macro ways, from the rifts you use to the entire world changes, which again, have to be experienced to really see what is so great about it. One boss fight had so much in it that previously it would have probably been a quarter of the overall sequence done here. Which gets me to end of this post: This game delivered numerous moments of gaming that I have not experienced previously. It's smartly paced, cleverly designed, ludicruously good looking and perhaps the fastest loading going. In time this will be surpassed, it is the way of games, but Insomniac have laid down one hell of a marker to everyone else that says: Beat this! This will sell PS5s, there's no question of that. Gaming technology, combined with creativity and skilll, has delivered an interactive animated experience that matches - or even surpasses - Disney and Pixar. There is some very smartly done narrative sequences in this game that will instantly win over most people to it.