Among the games announced at Sony’s PlayStation 5 reveal, the one that I was most excited for was Ratchet & Clank: Rift Apart, since it was the first new game in the series since the 2016 reimagining and would return to the original timeline as a sequel to Into the Nexus. On top of this, the reveal immediately showed off the PS5’s potential with the dimensional travel gimmick and the new character Rivet (who was unnamed at the time) was the first female Lombax to be introduced since Angela Cross all the way back in Going Commando. Rivet’s reveal also made a splash on the internet for this reason, however I opted to wait to play the game for myself to see how she was handled rather than indulge in any of the hype. I will admit the game’s $70 price tag was almost a turn-off for me, though I pre-ordered it regardless, finding it to be a much-welcomed return for Ratchet & Clank and a true showcase of what the PS5 can do for the series.
Showing posts with label Ratchet. Show all posts
Showing posts with label Ratchet. Show all posts
Wednesday, June 23, 2021
Ratchet & Clank: Rift Apart
Labels:
2021,
Clank,
Insomniac Games,
Platformer,
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Rift Apart,
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Saturday, April 30, 2016
Review Hub - Ratchet & Clank
Update (6/24/2021): Added Ratchet & Clank: Rift Apart
Re-imagining
Original Logo
Ratchet & Clank (2002) [Review 100!] (Second Look)
Second Logo
Third Logo
Apocrypha
Re-imagining
Ratchet & Clank (Film) - The Movie, Based On The Game
Having played practically the entirety
of the Ratchet & Clank series and become a fan of it, I was immediately on
board with the idea of a theatrical feature when it was announced a few years
back. I became more interested in the movie after learning that not only was
Insomniac Games, the creator and developer of the Ratchet & Clank series
heavily involved in the movie’s production, but also that Rainmaker
Entertainment was doing the animation (under their previous moniker, Mainframe,
they did the animation for the Beast Wars and Beast Machines portions of the
Transformers franchise, which were considered groundbreaking for their time and
the former of which won a Daytime Emmy). As the release date got closer, I even
replayed the original Ratchet & Clank game and spent a lot of time playing
the re-imagining of said game just to keep myself hyped for the movie. Having
seen the movie in 3D, though somewhat disappointingly in a largely empty
theater, I would say that the experience and hype were definitely worth it.
The plot of the movie is, of course,
similar to that of the recent game based on this movie (including the plot
twists aimed at Ratchet & Clank veterans), which is also based on the
original 2002 game, but it flows more like a movie rather than the movie’s plot
incorporated into gameplay. Plot elements from the original game are taken in
an interesting direction in the movie, with some plot points cut where necessary
to help the flow of the story. At the same time, it’s interesting how some gameplay
elements from the games are used in the movie, such as the ability to switch
between weapons on the fly (or Quick Select, as it’s called in the games) being
explained by a device that allows the user to teleport weapons to their hand
from an off-site storage locker. Like the re-imagined game, some retcons are
made that I think make for a better story, such as the integration of Dr.
Nefarious (Armin Shimerman) into the plot and Ratchet (James Arnold Taylor)
being a selfless nice guy from the get-go rather than starting off as being a
huge, selfish jerk to everyone around him. There are also some cleverly-inserted
in-jokes from within the series and to other PlayStation titles, including a
tease for the upcoming Sly Cooper movie.
![]() |
| In this continuity, Ratchet wants to join the Galactic Rangers. |
The movie is well-casted in the voice department,
with James Arnold Taylor (Ratchet), David Kaye (Clank), Jim Ward (Captain
Qwark), and Armin Shimerman (Dr. Nefarious) returning to voice their characters
from the games, as well as some actors you wouldn’t have expected to hear in
Ratchet & Clank, such as Paul Giamatti (Chairman Drek), John Goodman
(Grimroth), and Sylvester Stallone (Victor Von Ion); notably, Stallone’s
widely-mocked slurred Rambo voice is not present, rather sounding more like his
normal speaking voice. As I’ve said about the recent game, the voice actors are
definitely bringing their experience with their characters to the table, and
Giamatti and Stallone (for reals this time) provide interesting interpretations
of the returning characters that they voice. Though new character Grimroth
doesn’t get very much screentime, I still thought John Goodman did a good job
in voicing the character, particularly in portraying the character’s master/student
relationship with Ratchet.
![]() |
| Ratchet & Clank during their first meeting. |
The animation is, put simply, amazing,
as there was clearly a lot of care put into animating the characters and their
body language, as well as Ratchet’s Lombax tail. The animation of the weapons
and their abilities is also great at recreating how they function and making
them work within the context of the movie. Though the Groovitron, one of my
favorite weapons from the games, does not make an appearance, I think the movie
worked well enough without it. Also, the music, while not remixing anything
from the base game, is still great at capturing the essence of a given scene
and character’s emotions (though I can’t recall if any of it is from the
re-imagined game).
The Ratchet & Clank movie can be
considered a good way to get someone into the Ratchet & Clank franchise,
though it is clearly more aimed at Ratchet & Clank fans. There is some
fantastic humor in the movie, both meta and not meta, as well as some bits of older-skewing
humor that some audiences that fit within the PG rating would probably not get.
While it’s funny how text-messaging jokes are incorporated, there is mention of
“hashtags” at one point, though the reference is still funny within context
since it’s very brief and is more non-specific. Overall, the movie is a
well-made love letter to the 15 years of the Ratchet & Clank series and its
fans, for whom this is definitely a must-see, and I advise staying through the
credits. Since this joint-development between Insomniac and Rainmaker turned
out spectacularly, this makes me more excited to see if the same result can be
achieved with Sly Cooper when it makes its way to theaters.
Labels:
Blockade Entertainment,
Clank,
Focus Features,
Gramercy Pictures,
Insomniac Games,
PlayStation Originals,
Rainmaker Entertainment,
Ratchet,
Ratchet & Clank,
Sony Interactive Entertainment
Wednesday, April 20, 2016
Ratchet & Clank (2016) - The Game, Based On The Movie, Based On The Game
Tying in to the upcoming movie later
this month, Insomniac has released a re-imagining of the original Ratchet &
Clank game for PS2 for PS4 (or, as they dub it, “the game, based on the movie, based on the game”). This is not an HD remake of the original game or a
complete reboot of the franchise, but rather it’s a game similar to the original,
but done a little differently. On multiple levels, I was excited for this game,
and, though there was a pre-order mishap, the game did not disappoint in any
way.
The basic premise of the game is similar
to that of the PS2 original, however there are some key differences. For one
thing, as seen in movie trailers, Dr. Nefarious (Armin Shimerman) is also
involved in the plot, and Ratchet’s (James Arnold Taylor) personality matches
that of how it is starting from Going Commando (not a total jerk), and the plot
seems to be influenced by this change in personality (not that I mind).
However, as it is based on a movie that is also based on a game, it may spoil
you on some events of the movie since some cutscenes are scenes from the movie;
thankfully, it’s not the entire movie, but it does display key plot points. The
game is also narrated by Captain Qwark (Jim Ward), since the framing device is
him telling the story to an inmate while in prison (said inmate was also
looking to play a Ratchet & Clank hologame based on a holofilm based on the
events of the original Ratchet & Clank, leading Qwark to explain what
really happened).
The gameplay is more in line with that
of later Ratchet & Clank games, with the weapon options being a mix of the
original game’s and those of later games, as well as some new ones, such as the
Proton Drum. While you can use the Glove of Doom from the original game and the
Warmonger from a later game, Mr. Zurkon and the Groovitron (my personal
favorites) are also in this game, which can make things a lot easier. Some
items from the original game, (including the Trespasser, Hydrodisplacer, and
the Swingshot) are also tied to button prompts this time, which removes the
hassle of juggling the items with the Quick Select. Raritanium is also (perhaps
ironically) easier to come by compared to other games, as are Gold Bolts, which,
when collected, unlock items in the Extras menu.
A new addition to the game is cards,
which can be found either in packs or in singles by defeating enemies;
completing sets of 3 can net you a bonus, and you can trade in duplicate cards
for a new card. In addition, there is a special set of 9 R.Y.N.O. cards, which
you will need to obtain the R.Y.N.O. rather than having to have an unreasonable
amount of Bolts (which are also much easier to come by). The cards themselves
feature characters and locations spanning across the entire (canon) history of
Ratchet & Clank, and flipping over the card tells you more information
about what is depicted, including its game of origin. This alone adds a good
amount of replay value, as I am currently (as of this writing) in the process
of collecting all the cards.
The graphics of the game are simply
amazing, coming close to the actual movie coming out and displaying the
potential of the PS4; though the original game is from two console generations prior,
the difference between it and this new game is like night and day. The music of
the game is also good, with at least some tracks being new versions of tracks
from the original game’s soundtrack along with some new flavor to match the game’s
different tone. The experience from returning voice actors (James Arnold
Taylor, David Kaye, Jim Ward, Armin Shimerman) really shines through in their
respective characters, and is quite possibly some of their best work in the
series yet. Returning villains Chairman Drek and Victor Von Ion are voiced by
new actors, turning in good performances that work better for this new
interpretation as well as doing amazing impressions of their voice actors from
the movie; Drek is voiced in the movie by Paul Giamatti, which can be heard in
some of the movie clips, though Eric Bauza performs well as Drek to the point
that I thought it was Giamatti;
similarly, Mark Silverman as Victor Von Ion does a spot-on impression of the
character’s VA in the movie, Sylvester Stallone, to where I could not tell the
difference.
This re-imagined Ratchet & Clank is
a perfect jumping-on point to the Ratchet & Clank franchise. It feels just
like a Ratchet & Clank game should, plus it manages to feel fresh in the process
of going back to the series’ roots. It seems to slightly date itself though
with an offhand mention of social media and hashtags in one moment (in the
context of Gadgetron Headquarters trying to get good word on their products),
but the game itself is overall fun in spite of that, especially with the
addition of the card-collecting mechanic. As mentioned above, I give fair
warning in that it might spoil the major events of the upcoming movie the game
is based on, though I still look forward to seeing the movie regardless. Made for the 15th Anniversary, this game clearly shows how much Insomniac cares
for its IP, and I hope they continue to treat Ratchet & Clank right going
forward.
Labels:
2016,
Clank,
Insomniac Games,
PS4,
Ratchet,
Ratchet & Clank,
Re-imagining,
Sony Computer Entertainment
Friday, April 8, 2016
[OLD] Second Look - Ratchet & Clank (2002)
In anticipation of the upcoming Ratchet & Clank game and movie, I
decided to replay the original PS2 game from 2002 to compare it to the new game
on PS4, which acts as a re-imagining of the original game. This was also an
opportunity for me to not only reevaluate my opinion on the game, if necessary,
but also to see if I could write a better review of it (since I don’t think my
writing skills were all that great, though I am still learning even now). So to
celebrate this new chapter in the Ratchet & Clank series, I present a look
back at Ratchet & Clank on the PS2.
Chairman Drek (Kevin Michael Richardson) has been attacking other
worlds around the galaxy so as to build a new homeworld for the Blarg, using
pieces from those other worlds. Meanwhile, a small robot named XJ-0461, later
known as Clank (David Kaye), was created on planet Quartu, where he made off
with an Infobot and crash-landed on planet Veldin. It is there that he meets a
Lombax named Ratchet (Michael Kelley) (Note: the term “Lombax” does not appear
until Ratchet & Clank: Going Commando), who begrudgingly joins Clank to
search for Captain Qwark (Jim Ward), whom he believes can stop Drek.
While the plot moves along well, with the idea that Ratchet and Clank
are meant to be opposites that eventually attract, I found Ratchet to be kind
of a jerk, but not the fun kind. Especially in comparison to later
installments, he has a personality that can be kind of a turn-off, with him
being self-centered and casually insulting people that know more about
engineering than he does. With the help of Clank, who is meant to act as a
foil, he does straighten out by the end, coming more in line with how he is
later on in the series. With the new re-imagining on the way, his personality
would actually be a rather welcome retcon.
As for the gameplay, it still holds up well, providing the foundation
for later games in the series to improve upon. Coming back from later games, I
had to remember that the Quick-Select, in which you can quickly switch between
weapons and gadgets, works in real time rather than stopping time long enough
for you to make your choice. Still, as it is, the game has a lot of variety in
its level design, which encourages exploration to obtain hidden extras, and
there is a large amount of variety in the weaponry you can pick from. Aside
from the standard OmniWrench 8000, weapons range from the normal blasters and
bombs to outlandish abilities like turning your enemies into chickens. Then
there’s the elusive R.Y.N.O. (Rip You a New One), which is the most expensive
weapon at 150,000 Bolts (the series currency), but once you do get it, it is
very much worth it.
The graphics, while obviously not as good as later games (being a PS2
game and all), are still good for what they are, helped by the fact that the
game uses a more cartoonish art style. The voice acting is still good, although
I would agree that Michael Kelley’s Ratchet, as good as it is, is no James
Arnold Taylor. Even after all this time, I still found myself moving to the
music, which fits in perfectly with the tone of the game as well as that of
each planet.
After 14 years, I would say that the original Ratchet & Clank game,
while feeling different from what would come later, still holds up after all
this time. If you haven’t played Ratchet & Clank before, this is overall a
good starting point despite its imperfections. With the PS4 re-imagining on the
way, as well as the movie, it remains to be seen if those are good points in
which to jump into the franchise. For what it is though, this game can also be
played by those waiting for said re-imagining as a way to compare and contrast
the two different versions of the story. Looking to these future installments,
I wish success not only for this alternate take, but also further success for
the foreseeable future of the Ratchet & Clank franchise.
Labels:
Clank,
Insomniac Games,
PS2,
Ratchet,
Ratchet & Clank,
Second Look,
Sony Computer Entertainment
Monday, December 30, 2013
[OLD] Ratchet & Clank: Into the Nexus

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.
Labels:
Clank,
Insomniac Games,
Into the Nexus,
PS3,
Ratchet,
Sony Computer Entertainment
Sunday, June 2, 2013
[OLD] Ratchet & Clank: Full Frontal Assault (Vita)

I'll admit I haven't checked out the multiplayer at all, partly because I don't know another person with a copy of the game to help me test it out, but from my experience with the single player, I would say that it's a decent port. All comments that are not about controls and graphics can be found in my original review of the PS3 version of the game, so let's take a look at what's different. The graphics, while not as impressive due to system limitations, look pretty decent for the platform; nothing stands out as being ugly-looking or anything, but you can tell there's some attempt at helping the game look close to its console counterpart. At times there isn't as much detail and some textures look a little pixelated, but you can tell the dev team was at least trying. There's some slight lag when too many things are on the screen at once, but it's not unbearable and it goes away rather quickly.
The controls are pretty much the same as the PS3 version, though slightly different. It doesn't make any attempt to take advantage of the Vita's touch features, which isn't necessarily a bad thing, since those features are not required for a game to work. One of the main differences is that, to make up for there being no L2 or R2, the way you use the Hoverboots is moving forward and pressing O at the same time. This change isn't awkward and actually works for the limitations the system has in terms of button layout.
Overall, the release of the Vita version of Ratchet & Clank: Full Frontal Assault is well worth the wait. It's not as visually impressive as the PS3 version due to hardware limitations, but it still looks pretty close to it. The Vita version's controls are easy to handle and aren't very awkward, making it easier to handle. If you have any interest in picking up Full Frontal Assault, make sure to pick up the PS3 version, since you get two more games (including the Vita port) for free. Having this version of the game is also a better investment than Size Matters or Secret Agent Clank.
Labels:
Clank,
Full Frontal Assault,
Insomniac Games,
Platformer,
PS Vita,
Ratchet,
Sony Computer Entertainment,
Tower Defense,
TPS
Saturday, June 1, 2013
[OLD] Ratchet: Deadlocked (HD)

Something I should mention right away that I didn't in my original review is that this game has a difficulty setting, which would be abandoned and then brought back for Quest for Booty forward. To this end, I played on the Easy difficulty then and now in order to get through the game quicker. Plus, it seems you can change the difficulty at any time, which provides a bonus for some people who may want to lower it to get past a difficult challenge. However, this is still probably one of the shortest Ratchet & Clank games by far, surpassed only by the aforementioned Quest for Booty. Consider this paragraph a much-needed addendum to my original review.
This paragraph, however, is not an addendum. While everything about the original experience remains intact, there's only one problem I have with it: the graphics. Now that's not to say the graphics are garbage; they actually look better with the HD treatment applied to them. The problem herein lies within the real-time cut scenes, which end up acting a bit choppy as they constantly try to readjust the shapes they are rendering. There's also some rather...intriguing mis-rendering, such as, among others, being able to see Gleeman Vox's gumline rendered through his upper lip and being able to see right through the models' eyes whenever they wear glasses or shades; there's even a slightly nightmarish close-up at one point of Ratchet, in which you get to see right through his face and see the inside of his head polygons. I don't think I remember seeing this problem in the original game, and I hope someone notices and fixes this.
Ratchet: Deadlocked has a rather good HD port, even with some buggy cut scenes. This game has a multiplayer function, but while I didn't take a look at it, I think fans of the original release's multiplayer will be glad to know it's back online. I would encourage you, if you are new to the series and have access to it through buying Full Frontal Assault, to play Ratchet & Clank Collection first before taking a shot at this game. It may be an imperfect port, but at least it was free.
Labels:
Clank,
Deadlocked,
HD,
Insomniac Games,
PS3,
Ratchet,
Sony Computer Entertainment
Sunday, May 12, 2013
[OLD] Ratchet & Clank Collection

At the same time God of War Saga was released, two other HD Collections were released as part of Sony's new Collection series, one of which is today's subject, Ratchet & Clank Collection. This collection gathers the first three games in the series, Ratchet & Clank, Ratchet & Clank: Going Commando, and Ratchet & Clank: Up Your Arsenal, and slaps on an HD coat of paint with some minor tweaks. While this game came out before Full Frontal Assault did, I played that one first because at the time I had gotten both this and that game, Full Frontal Assault was shorter and more recent. That said, this one took a bit longer than I thought it would because of school (and with Finals coming up, I'm glad I finally finally finished it), but despite that taking priority I actually had a good time with this Collection in my off time, though it has some minor issues.
In terms of visual quality, the graphics of the games look better than they did in the original versions, which is complimented nicely with a much better draw distance (especially in the original Ratchet & Clank) than there was before. However, there at least one or two things that don't quite make it through the HD upgrade, such as a section in Going Commando involving a small pool of water where your perspective with the camera changes whether or not the submerged rocks even exist. A couple of minor, albeit somewhat noticeable changes are also made in both the audio and visual departments, such as changing Save and Load icons to a brain in a jar (instead of a Memory Card) and another section in Going Commando where a particular bit of audio was actually muted (I'm not sure why they did this). However, as the ability to gain a bonus from your Saves is kept throughout each game, making this collection especially worth it, the icon for reading the old Save is still that of a Memory Card.
Now while the transition from Standard to High Def is great, there is one particular tidbit that deserves mentioning, namely the HD version of Going Commando (yes, this game again). While Ratchet & Clank and Up Your Arsenal are still SD-friendly, I noticed, having played on an SD TV, that the HD version of Going Commando is actually slightly bigger than the other two games, which means the very top of the HUD is cut off a little bit. While I did get used to this as I played, this can be a little annoying since there's no way to readjust the screen. Just a little heads up for those who don't have an HD TV but wish to play these classics for the first time. There's also sort of a minor problem with the audio in Up Your Arsenal, where close to the end of a cutscene the visual will stutter a little, causing the audio to become slightly out of synch (this is put on full display during one specific scene, which you will know when you see it). The checkpoint system of the games can become annoying due to today's standards, though on the bright side it can help you prepare your moves better in advance.
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| One of the many obstacles Ratchet must overcome in the first game. |
Although I can't exactly make a comment on it, there's something I find rather interesting about this collection. According to the fan-edited Ratchet & Clank Wiki, one release of this set (presumably not the US release that I have) includes an extra bit of plot that manages to make Ratchet & Clank Collection canon to the Ratchet & Clank timeline. If this is true, that is actually kind of awesome since no one (as far as I know) seems to have done that before and I give Insomniac props for creating an extra bit of incentive to own the collection (though for me it was the chance to play a Sly Cooper: Thieves in Time demo, which is no longer an option for someone picking this release up for the first time due to it being a download voucher).
Despite a few quibbles here and there, Ratchet & Clank Collection is a collection worth having in your library. This is especially a must-have for people who have never played Ratchet & Clank before or if you want to relive these classics and no longer have the original game. However, I would keep the screen size problem with Going Commando in mind if you don't own an HD set, but it doesn't particularly get in the way of the experience too much.
So if you're new to Ratchet & Clank, start your journey with this collection.
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| It'll have you screaming for more. |
Labels:
Clank,
Collection,
Insomniac Games,
PS3,
Ratchet,
Sony Computer Entertainment
Tuesday, January 22, 2013
[OLD] Ratchet & Clank: Full Frontal Assault
Last year, as a follow-up to Ratchet & Clank: All 4 One, as well as to celebrate 10 years of Ratchet & Clank, developer Insomniac Games released a pair of Ratchet & Clank titles, one being an HD Collection of the first three titles (which I received for Christmas and will get to eventually), the other being a brand new game called Ratchet & Clank: Full Frontal Assault (also a gift). This game was originally to share the same fate as Quest for Booty, wherein it would get a retail release in Europe and only as a PSN download in North America. However, in a strange twist of fate, the game has also received a physical release in North America, something that pleased me greatly, under the same $20 price range as the download version. It should also be noted that this game supports Sony's new Cross Buy initiative, where if you buy the PS3 version of the game, you will also get its PlayStation Vita counterpart for free (however, as of this writing, the Vita version of this game does not come out for another week, but at least I have the physical PS3 disk). Released to little fanfare and a seemingly limited physical run (when I asked my nearest GameStop about the game when it came out, they had only gotten 20 copies), is this game a worthy installment in the Ratchet & Clank series?
The story (or what little there is of it) follows the events of All 4 One, with Ratchet, Clank, and former Galactic President Qwark aboard the Starship Phoenix II. As Qwark expresses boredom over not being able to fight anything, he gets excited when Ratchet mentions a group of rouge cleaner bots. Once they are dealt with, they receive a message from a new, unknown menace that has a personal agenda against Captain Qwark. With this, the three of them spring into action. While the campaign only lasts but a few hours (what else can you expect from a $20 game?), this plot manages to string the events together as best as it can and features some great moments of hilarity and actually manages to have one or two unexpected twists thrown in. One of these twists, revealed after completing the first (of five) levels, is the identity of the villain: Stuart Zergo (voiced by the ever-entertaining Richard Steven Horvitz). (Remember him? Neither did I. He is an easily-forgotten/unfound Captain Qwark fanboy from Going Commando, the second game in the entire Ratchet & Clank franchise!) Overall, the story of this installment is thin, but enjoyable for what it's worth.
The gameplay of Full Frontal Assault is, as advertised, a return to the classic Ratchet & Clank gameplay, but with a new twist: there is now a Tower Defense type of gameplay where you must also defend a base from enemy attack, using defenses such as mines, walls, and turrets. As more advanced defenses are at your disposal, equally more powerful enemies are also sent to attack. The newer items require more Bolts to be spent, but once you get a good groove going, it becomes a lot easier to figure out how best to defend your base. At the same time, you must also infiltrate another base on the other side of the map by destroying power nodes and then rebooting your base for completion. You must also defend a set of generators within your base, using Bolts to repair damaged (but not destroyed) generators, and turrets and bombs can be set up around them. Weapons, among them the amazing Groovitron and Mr. Zurkon in later levels, are found inside special pods, which require a special minigame to open, with breakable Bolt and ammo crates scattered around the environment; ammo and Nanotech crates can be found with the weapon pods once they are opened and regenerate over time. I was a little worried about the Tower Defense mechanic at first, given what I saw of it in Assassin's Creed: Revelations, but when I actually played the campaign I thought Insomniac did a very good job with this style of gameplay, incorporating it well with the rest of the core gameplay. I also enjoyed the level design, though their layout caused me to take more time in some cases to explore everything in order to increase my arsenal and finish certain objectives.
The game also features Local Co-Op, much like in All 4 One, but unlike All 4 One, it is limited to two players instead of four. After testing this feature out with my brother, I found that it works really well (aside from it taking less time to beat a level). Weapons unlocked are shared among players and any Bolts earned are added to both players' Bolt counts, eliminating any sort of competition that was found in the previous title (this is not a bad thing to me, given the style of gameplay present here). However, this feature sadly does not work on Standard Definition TV's, due to it not supporting that resolution. I fortunately own a High Definition TV to allow this to work properly, but this really bothered me, since it singles out players who do not own an HD set. So remember: if you want to play with your friends, make sure you've been keeping up with the latest entertainment technologies.
The graphics are similar to that of All 4 One, in that they are very good. As with the new Dante in the Devil May Cry reboot, I have grown accustomed to this new art style; it keeps the cartoonish look set up by the previous games of the franchise, while retaining the light-hearted atmosphere displayed in the earlier games. Everything is bright and colorful, as is to be expected from a Ratchet & Clank game. This is accompanied by some top notch voice acting, though this is also to be expected, given that whatever few voices there are mostly comprise that of returning characters (including the Plumber's obligatory appearance) and the aforementioned Richard Horvitz. This is backed up by music that suits the atmosphere, although you would be more invested in the gameplay to pay attention to most of it; still, I liked whatever I could get out of the music.
If I have one major complaint about Full Frontal Assault, it's that the game sort of dates itself. The villain's personality seems more tailored to a more modern audience and they spout a handful of internet slang and memes at certain opportunities (though I will give Insomniac credit for doing their research on this). The phrases the bad guy spouts out are thankfully some of the more well-known ones, including "like a boss" and the common "n00b"; there's even a visual joke where using the Groovitron in the final battle allows the antagonist to dance as in the popular music video for "Gangnam Style" by K-Pop musician PSY (the ship's computer is also guilty of this, spouting the internet phrase "U mad, bro?" at one point). On top of this, there is a point where the villain hacks the Starship Phoenix II and the song "I Am Glad, 'Cause I'm Finally Returning Back Home", aka the "Trololo" song, plays over the speakers (R.I.P. Eduard Khil). While this does make the game more relevant to an audience from the modern age of the internet, I have the feeling that these references will become less relevant as time goes on if this sort of thing eventually dies down (then again, this is the internet, so I might be underestimating it here). On the other hand, while these references are more relevant to the time I am typing this, I will admit they're actually pretty funny.
For what the end product is, I would actually say to Ratchet & Clank fans to give Ratchet & Clank: Full Frontal Assault a shot. It has rather unique gameplay for a Ratchet & Clank title and the Co-Op and Tower Defense systems work really well. The plot is admittedly paper thin, but I believe the voice acting and twists help to balance out the short campaign. I hesitate to recommend this game to a newcomer since there are a couple of plot references to previous games (one of which requires you to really know your Ratchet & Clank trivia in order to be fully surprised by the identity of the bad guy), unless you don't care that much about the continuity or being somewhat confused right off the bat. While Full Frontal Assault isn't as deep as previous entries (in fact it's rather shallow by comparison), I won't hold it against Insomniac for trying something new.
Happy 10th Anniversary, Ratchet & Clank, and I hope your next 10 years are awesome.
Labels:
Clank,
Full Frontal Assault,
Insomniac Games,
Platformer,
PS3,
Ratchet,
Sony Computer Entertainment,
Tower Defense,
TPS
Friday, May 4, 2012
[OLD] Ratchet & Clank: All 4 One - Not One 4 All
During our buildup to Sly 4 later this year, we have come to the last game in the Ratchet & Clank series, All 4 One, released just last year. It was in fact the release of this game that got me more into Ratchet & Clank in the first place; I had considered playing it, but decided it would be better to get more familiar with the characters first by going through all the other games, starting from the very beginning. To this moment I do not regret that decision, despite the various ups and down I came across during my experience. And now without further ado, let us dip into Ratchet's latest next-gen outing.
Some time after the events of the comic, Ratchet and Clank are escorting Galactic President Qwark to receive the Intergalactic Tool of Justice Award in Luminopolis. In actuality, it is a trap set by Dr. Nefarious as he reawakens a light-eating Z'Grute from cryosleep to devour Qwark. However, this plan backfires, causing Lawrence, Nefarious' butler, to leave his master behind. This forces Ratchet, Clank, Qwark, and Nefarious to work together in order to stop the Z'Grute. Once they succeed, the four are abducted onto a mysterious spacecraft, leading them to embark on an adventure as they learn the value of teamwork.
The story of this game may not have the same cinematic feel as the Future Trilogy, but it is engaging enough to make you want to keep playing. Some of the focus, as well as some of the comedic moments, focus on the relationship between Qwark and Dr. Nefarious, specifically how they gradually become more friendly towards each other during their journey after being bitter enemies for most of their lives. In fact, Nefarious sees plenty of character development in this game, since the titular characters try to get him to use his abilities for good rather than evil. Though he turns on the others again once the universe is saved, there is a rather touching moment after the credits where he seems to actually miss being a hero with the rest of the group.
The gameplay is as solid as ever, though this time the game is more multiplayer focused than before, to where that was the way the game was marketed. However, rather than focusing heavily on competition like most modern games do with this option, it is instead all about co-operation, which you drop in and out of at any time, online or off. As such the gunplay is more centered around this concept, where if two or more players fire with the same weapon at the same enemy, the power of the attack increases based on the number of players. While it is entirely possible to go through the campaign of the game by yourself, I found myself having a lot of fun with a second player on the couch (or futon in my case).
While this game may be all about teamwork, there are still moments of competition to be had. There are plenty of things players can do to try and outdo each other, be it bolt collecting, sucking up small creatures, or even surviving the longest, among others. This adds to the overall experience, rather than hindering it, by throwing in an incentive for parties to get to the end of the stage.
In a turn from the Future trilogy's more realistic next-gen look, All 4 One employs a more stylized art style, making it look somewhat more cartoonish than previous installments. This isn't necessarily a bad thing though, since the game world still manages to look rather impressive and detailed, as do still images used to show the past. While the character designs may be a little different than before, they still remain nice to look at and I wouldn't mind if this style was used again. The music, also as expected, is enjoyable to listen to, one of the high points being the end-of-level music, and helps to match the level or whatever mood is required in cutscenes. The voice actors, for characters both new and old, turn in solid performances for their parts, including Steve Blum as Mr. Dinkles, making the dialogue between them even more enjoyable.
Overall, I thought Ratchet & Clank: All 4 One was a good experience that would definitely appeal to the multiplayer crowd. However, if you are more of a fan of single player, you are probably more likely to enjoy the game less. On the other hand, if you are a Ratchet & Clank fan and you have not picked up this game, I would suggest at least giving it a try.
Playing the Ratchet & Clank games for the last several months has introduced me to some memorable characters and moments, and I have enjoyed it for the most part. I am aware that there is a game that was made for cell phones, Ratchet & Clank: Going Mobile, but I haven't had a chance to play it because, as far as I know, I do not have any way to access it. Regardless, I would consider myself a Ratchet & Clank fan and I can't wait to see what Insomniac does next with the franchise.
Wednesday, April 18, 2012
[OLD] Ratchet & Clank (Comic) - The Loss of 1 Dimension =/= Loss of Quality
After saving the fabric of time and space from Dr. Nefarious, the titular Ratchet and Clank are back on the planet Veldin, working on a hover vehicle when Captain Qwark, who is now the Galactic President, arrives to inform them that planets have mysteriously gone missing. Without any idea who the culprit is, the duo suddenly find themselves in the middle of a planet jacking of Veldin, making their escape after an attack by heavily armed robots. They soon learn, after being taken prisoner, that the man behind all this is former Galactic President Artemis Zogg. It is then up to Ratchet and Clank to not only save Veldin, along with all the other stolen planets, but also find out exactly how Zogg has been stealing worlds in the first place.
The story of this miniseries, aside from the basic premise, is very much like that of a Ratchet & Clank game, thanks to writing of T.J. Fixman. Fixman not only captures the spirit and tone of the games perfectly, but he also manages to slip in the usual style of humor as well, making for some truly hilarious moments throughout the story. That is not to say there is a lack of tension in the plot, of which there is just the right amount to not completely take over and still keep you going. The dialogue is written especially well, since I could hear the main characters' voices in my head as I was reading their lines.
Speaking of which, the characters that appear in this comic are primarily from the Future Trilogy, with a couple of surprise appearances by ones from previous games, including from before said trilogy. Though Dr. Nefarious is mentioned a few times throughout the story, he never makes any sort of appearance, although fans of Mr. Zurkon can safely rejoice.
The artwork of this comic is, to put in one word, incredible, perfectly complimenting the story and capturing the style of the games while putting a unique spin on it. Adam Archer, the interior artist for all six issues, does a fantastic job with the sequential art as well as giving the right body language to the characters onscreen for the situation at hand, especially when it comes to the facial expressions. The action scenes, which can easily take up as much as two pages, are drawn spectacularly and allow you to see something new each time you look at them without going overboard on the detail. The covers of each issue, drawn by Creaturebox, display what you can expect from each part of the comic with just the right amount of energy, and while they use a different style from Archer's, they are by themselves a sight to behold.
The Ratchet & Clank comic is something I would definitely recommend to fans of the games, especially those who have just played the Future Trilogy and want something more. While the comic can be enjoyable on its own, it makes a bit more sense once you are already familiar with, or at least have some knowledge of, the characters from the games. In any case, Adam Archer and T.J. Fixman have created a perfect Ratchet & Clank story and a video game comic that is worthy enough to have in your library.
Saturday, April 14, 2012
[OLD] Ratchet & Clank Future: A Crack in Time
Starting off immediately after the end of Quest for Booty, there is another scene that elaborates on the origins of Clank, calling all the way back to the the very first game in the series. At that moment, the one who had abducted Clank at the end of Tools of Destruction is revealed to be none other than Dr. Nefarious, Ratchet's enemy from Up Your Arsenal, along with his butler Lawrence. After Nefarious fails an attempt to hack into Clank's brain, and losing his trust with the Zoni, Clank escapes, but is caught by Nefarious again, where he learns about the structure they are in called the Great Clock, built in the exact center of the universe (give or take fifty feet). Later, Clank meets another robot named Sigmund, Junior Caretaker to the Clock, and learns of his destiny to manage time. Meanwhile in space, Ratchet and Qwark are busy looking for Clank, when the Lombax learns of an "exile" that may help him in his quest. When he meets the exile, it turns out to be a Lombax like him, named General Alister Azimuth, who seeks to use the Great Clock to undo the fate of the Lombax race. With Ratchet's help, Azimuth not only promises the return of Clank, but also the chance for Ratchet to see his family.
The story is overall very suspenseful and awe-inspiring, having a bit of a cinematic quality to it that helps carry the events forward. There are still quite a few laughs thrown in to prevent it from becoming too serious, but in any case there are some memorable moments from the cutscenes, including bits where the characters make a small jab at story conventions, including highly ironic revenge schemes and wavy flashback effects. There are also plenty of references made to previous games in the franchise, so they might be confusing to anyone who hasn't been keeping up with the franchise from the first installment onward. Regardless, it all felt very much like a movie. A really, really good movie at that.
Familiar control schemes and gunplay elements return in this game from later installments, making it easier to pick up and play, especially for those already initiated. Among these returning elements is the new wrench mechanic introduced in the last game, and it was still interesting in the way it was integrated. However, there are a couple of new upgrade systems; there is one for special "Constructo" weapons where you can pick up mods throughout the game to customize them to your purposes; there is also a new system for your ship, in which you can collect Zoni to give it new upgrades and abilities. There is also a new gameplay element for Clank, where in during his levels you can reverse time when you hit an object, thereby repairing it, slow down time by throwing a special grenade, or recording multiple versions of yourself in order to solve puzzles. I found some of these puzzles to be quite a challenge, and at least once I started one over again once I found a much simpler solution. However, this is the good kind of challenge where you can learn from your mistakes as opposed to the soul-crushing variety.
The music of this game is simply spectacular, with each cutscene having a film-like score that helps the cinematic feel mentioned earlier. The music of the levels is also very good to listen to, and as usual is not annoying in any way while helping build up the tone of the game. The voice acting is also just as good as ever, including the voices provided to the robot characters, and like the background music is not annoying. The acting present on the central characters is deep and can be rather emotional at times, allowing you to feel whatever they are feeling as well. On that note, the performance of Dr. Nefarious in this game served to remind me exactly why he is by far my favorite Ratchet & Clank villain to date. The graphics of this game are some of the best I've have ever seen, in fact the best so far in this series alone, with special praise going to the cutscenes that help display the characters expressions during the story (again, even the robot characters are included).
I didn't actually notice any major problems with this title, aside from there being a couple times when Ratchet would inexplicably fall off of something for no apparent reason. Besides that, I can't really say anything too negative about this game. On a side note, the difficulty setting returns here from Quest for Booty, so depending on your situation you can switch it up or down at any time.
Ratchet & Clank Future: A Crack in Time is one of the best this franchise has to offer, and the cinematic qualities it brings are stunning for a game in the modern age. While this is a game I would highly recommend, it's more enjoyable once you are more familiar with the characters presented by playing all the older (console) games. Overall the Future Trilogy is a very enjoyable aspect of the Ratchet & Clank series and is not to be passed up, most especially if you are already a fan. When I return to this series, things go two-dimensional.
Labels:
A Crack in Time,
Clank,
Future,
Insomniac Games,
PS3,
Ratchet,
Sony,
TPS
Sunday, April 8, 2012
[OLD] Ratchet & Clank Future: Quest for Booty
The story of the game is very simple here, taking place shortly after its predecessor. After Clank was taken away by the Zoni, Ratchet tries to find a way to track him down so he can get him back. The Lombax eventually does, through a machine created by a known pirate named Captain Darkwater. However in order to gather the parts to activate it, he must deal with a particularly persistent pirate named Rusty Pete, who's captain he defeated last time, Captain Slag. When Rusty Pete finds a way to bring his old captain back, Ratchet is forced to stop him so he can rescue Clank.
The game overall is very short, lasting only a few hours, and as a result some things are more condensed. For instance, there is a much smaller arsenal than in previous games, and since you can get ammo regularly in crates there is an absence of any sort of vendors. There are also only a few locales this time around, consisting of a couple of islands and an armada of space pirate ships. Also, the only time you actually get to use Bolts here is when you are negotiating with a smuggler that you meet in Tools of Destruction. These are actually not negatives, but rather positives since they aid the game in working with its short length.
The level design is pretty good for a game like this, though one section got particularly annoying due to it consisting of plank walking and one pirate taking what seems like a cheap shot from afar. Regardless, it was interesting to see how it allowed you to go the whole time without Clank and still be challenging. In this case the shortness of the game is probably a good thing since in a much larger game you likely wouldn't be able to do much without your robot buddy. To compensate for this, a new game mechanic is introduced where you can crouch with your wrench as if about to throw it, then extend it to latch on to special objects in the level to manipulate them with the analog stick. I found this feature rather interesting, and I wonder if this will show up in the third part of the trilogy when I get to it.
Speaking of new features, this is also the first Ratchet & Clank game to feature a difficulty setting, contrasting with all previous games where there was no option. I'm not sure whether this is a good or bad thing, though given the nature of the game this can be seen as a way to get more mileage out of your purchase.
So is it worth the money? I would say yes, since even though it is a more condensed Ratchet & Clank experience, it still manages to hit all the points of a full-length installment. The characters are enjoyable, there is still some humor thrown into the dialogue, the gunplay is really well-done, and there is a good amount of challenge in the level design. I would recommend this game to anyone who has played Tools of Destruction, and especially to ratchet & Clank fans in general. In fact I would say it's a must-play for anoyone who wants to experience the full Future Trilogy, due to it filling in story gaps and an intriguing scene at the end, seeing the return of a rather nefarious enemy.
Labels:
Clank,
Future,
Insomniac Games,
PSN,
Quest for Booty,
Ratchet,
Sony,
TPS
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