In recent years, Insomniac Games had
been experimenting with the Ratchet & Clank formula. These experiments gave
us Ratchet & Clank: All 4 One, which allowed up to 4 players in a campaign
simultaneously, and Ratchet & Clank: Full Frontal Assault, a (sort of)
tower defense game that allowed up to 2 players in co-op (which also had a heavily delayed Vita port despite being a Cross Buy title). While I found these to be
enjoyable in spite of them being different from typical Ratchet & Clank
games, I had been wondering if multiplayer was the new direction for the brand
or if the original formula would ever be revisited, which only sort of happened
with HD remasters of the first four games being released (the last of which
became bundled with Full Frontal Assault’s long-awaited Vita port when Cross Buy
was taken advantage of). Earlier this year, Insomniac and Sony teased an image
of a gateway, which after some speculation was revealed to be for the subject
of this review, Ratchet & Clank: Into the Nexus, announced as not only a return
to form for the Ratchet & Clank series, but also as the final game in the
franchise to be released for PS3, at a budget price of $30. This piqued my
interest, since while it was also stated to be a shorter game than most
previous entries and advertised as being an epilogue to the Future trilogy, I
liked the idea of returning to the series’ roots for this entry and seeing what
Insomniac had in store for fans of the series. Though this may be a little late
since I got the game as a Christmas gift, I thought the game was very well
handled and served as a proper send-off for the Future trilogy and for the
franchise on PS3.
While making repairs to a ship they were
piloting, Ratchet and Clank receive a call from Talwyn Apogee, who informs them
that they are in danger: the ship is going to be under attack by a criminal
named Neftin Prog, whose aim is to get his twin sister and fellow criminal,
Vendra Prog, the main cargo of Ratchet and Clank’s ship. Wanting Ratchet and
Clank to be safe when facing Neftin, Talwyn wants the two of them to be
assisted by Cronk and Zephyr, who turn out to be sleeping when the duo finds
them. After Ratchet and Clank wake Cronk and Zephyr up, the four of them face
problems caused by Vendra before making sure her holding is secure. However,
Neftin shows up and, with help from hired Thugs-4-Less thugs, successfully
retrieves his sister before taking off, forcing Ratchet and Clank to go after
them. As the two try to track down and stop Vendra and Neftin, a much larger
plot begins to reveal itself.
Vendra Prog, one of the new antagonists. |
While the game may be short (around 5
hours or so), it does manage to tell a coherent story with a beginning, middle,
and end, as well as a good deal of character development, not only for Ratchet
and Clank, but also for the villains, Vendra and Neftin Prog. However, you won’t
be able to get the most out of the plot without having played the Future games,
let alone the games that came before them (a specific section of the game
reveals the fates of certain characters, including previous villains, though
based on what was acknowledged, you can safely skip the handheld entries if you
haven’t played any of the games already). Of course, the franchise’s sense of
humor has also been preserved, as some cutscenes and bits of dialogue know how
to provide a good laugh every now and then.
As with the recent iterations of Ratchet
& Clank, the graphics are really amazing. The game’s cartoonish art style
blends well with the more realistically rendered fur/hair on the characters
among other things, not to mention the lighting in certain areas of the game
that gives the worlds Ratchet visits more life to them. I also find it interesting
when I see certain small details on a character, be it what makes up a
character’s clothing or the physics applied to things such as hair, Ratchet’s
ears, or other visible parts of a character’s body such as antennae or
particular facial features. Not only does the game impress in the visual
department, it also continues to impress with the music, which is good about
not only setting up a mood, but also being mildly catchy and not distracting
during gameplay.
Speaking of which, as I have said
before, the gameplay is more akin to earlier Ratchet & Clank games, but
with a few tweaks to change things up a bit. In addition to having a small, but
manageable, arsenal of weapons to accommodate the shorter length, some gadgets
are tied to certain button combinations, which made sense to me as they were
separate from the regular arsenal and helped to streamline the weapon and item
selection. One of the new gadgets, the Grav-Tether, provides an interesting
twist on the gameplay, in that it can be used to create beams between two appropriate
points, which you can then ride to get to another point in the level further away
(though which direction you go in depends on the order in which you connected
the two points); you can even have multiple beams going on at the same time,
which encourages strategic usage of these beams. There’s also a new gameplay
mechanic involving a gadget called the Rift Cracker, which alerts you to a
dimensional rift at certain points of the game, which are usually found in
certain barriers. Once you find one of these rifts, you can send Clank into the
Netherverse, where he must make a Nether follow him back to the rift and break
down the barrier to allow you to advance in the level. These levels are interesting,
in that they are side-scrollers, the main twist being you can shift the gravity
of the stage to solve puzzles and guide Clank to reaching or escaping from a
Nether.
Neftin Prog, another of the new antagonists and Vendra's twin brother. |
Other gadgets within the game include a
Jetpack, which allows you unlimited flight (unless you have no fuel or are in a
no-fly zone), and the Hoverboots from previous games, which, when acquired,
provide the opportunity to move even faster within a stage. Of course, the game
still has the usual insane weaponry to be found in a Ratchet & Clank game,
which can range from the Omniblaster to the Nightmare Box, which can scare
enemies, to even the Winterizer, which can turn enemies into snowmen. These can
be upgraded with repeated usage, at which point they become more powerful; weapons
can be further enhanced at GrummelNet vendors by using Raritanium dropped from
enemies or found within the area, including such benefits as additional ammo
and increased rate of Raritanium drops, though some are unique to specific
weapons (ex. how long the Nightmare Box can stay active and the range at which
it can scare enemies). When upgrades are applied, they can even make the
returning Mr. Zurkon weapon, which was already funny, even funnier, since he is
eventually joined by his family, providing even more laughs on the battlefield.
There are also hidden collectibles
within each level, in the form of Gold Bolts and pieces of a Holoplan for the
RYNO VII. Once you complete the Gold Cup in the Thugs-4-Less Destructapalooza,
you gain an item that will allow you to better locate most of them on your map,
and it is well worth doing so. Though the Gold Bolts don’t seem to have much of
a purpose aside from a Trophy, the RYNO VII is a weapon worth scavenging for
the complete Holoplan, since it can take down some enemies rather quickly
(while playing Mussorgsky’s “Night on Bald Mountain” no less).
The RYNO VII: Now with more Mussorgksy. |
Another positive aspect of the game is
the voice acting, which has only gotten better with each main game. Characters
such as Ratchet (James Arnold Taylor), Clank (David Kaye), and Qwark (Jim Ward)
each retain their respective voice actors and display a lot of experience in
their voices (though Jim Ward doesn’t seem to get to do much). However, while
Talwyn Apogee is a returning character from the Future series, she is no longer
voiced by Tara Strong, rather being voiced by Ali Hillis, although I honestly
didn’t really notice much difference in the performance, which means she did a
really good job emulating the character. Though some other minor and returning
characters put on good performances, I also liked the ones from Nika Futterman
and Fred Tatasciore, who voice Vendra and Neftin Prog respectively; the two of
them seem to put on a rather convincing brother/sister dynamic for their
respective characters, which really helped to sell their character development.
There is, however, one thing I didn’t
like about the game, namely an experience I had regarding expository dialogue.
When I landed on the first planet after the introductory level, as I was
exploring the level, Talwyn was explaining something important about where I
was, only for me to die before I could hear it. I thought I wouldn’t have to
worry and that the dialogue would start over again, as I have seen in plenty of
other games, however I never got to find out whatever it was I needed to learn,
forcing me to have it looked up online so I could better understand the plot. I’m
not sure how much of that was player error, since I was not familiar with the
level’s layout at the time, but in any case this really bugged me for a bit
after it had happened.
Ratchet & Clank: Into the Nexus is
another welcome addition to the Ratchet & Clank franchise. It may be short,
but it manages to do a lot within that short time frame. The level design is
good, as is most everything else. Despite its length, the game also manages to
provide something of a challenge (though I admittedly played on the
Cadet/lowest difficulty since it had been a while since playing the last game).
If you are a Ratchet & Clank fan, this is definitely a game to pick up,
provided you have played the Future games (+ All 4 One and Full Frontal
Assault) and read the comic. If you have not yet played a Ratchet & Clank
game and are considering doing so, I would tell you to play the first game and go
from there, since the Future series is when it becomes a bit more continuity
heavy, although, as I previously stated, you can safely skip the handheld
entries.
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