Critical Myth-Interpretations

Books, Music, and Video Games

This is the third installment of the classic Insomniac Games franchise, following up on the original and its sequel “Going Commando”.  This particular game takes the previous formula and takes it in a more military direction.  The premise is simple: one of Captain Quark’s former adversaries, Dr. Nefarious, has returned, launching a campaign against organic life in the galaxy.  Ratchet and Clank are recruited when Ratchet’s home planet is invaded by Nefarious’ allies, the alien Tyrrhenoids.

The game is quite extensive, but in the end, it’s a series of missions to invade Tyrrhenoid space for information and lead various military campaigns against Tyrrhenoid forces.  The typical racing sequences are replaced with long, multi-part military missions involving an airship, making them a bit more strategic.  The puzzles are minimized in favor of a series of 2D Quark platformers that advance the plot and break up the constant gun-slinging.

The emphasis on combat is not necessarily a bad thing.  Some players may miss the mixture of exploration and mass destruction, but the canvas of this game is wide enough that the exploration components are a necessary function.  On the other hand, if a strong military tone is bothersome, the two earlier games (and the PSP incarnation “Size Matters”) might be a better gaming choice.

Visually, the game looks a bit washed-out compared to the first two games.  The production values are still quite high, of course, so that difference is a minor nuisance at worst.  The graphics are about as good as they get for the PS2, and the action seldom slows down, even during the best frenetic battles.

Gameplay gets an update in small but significant ways.  The “quick select” function upgrades from one ring to two fully-customizable rings.  This is incredibly convenient.  The dynamo and slingshot are combined into one device, and most weapons have an automatic lock-on function.  All weapons can be upgraded a total of five times in the initial playthrough, and the differences between levels are significant.  Weapons from the first two games can be uploaded over time, making loyal fans of the franchise very, very happy.

The game took me about 22 hours to complete, including all sidemissions, arena battles in Annihilation Nation, and collection of all 40 titanium bolts.  Skill point hunting will no doubt take a lot longer.  That’s far better than the anemic length of “Size Matters” (which became a rather ironic title in the end), and comparable to the first two games.

As usual, the game offers a challenge mode once the game is completed, giving the player the ability to upgrade the weapons even further and chase after the elusive skill points.  There’s also a relatively primitive multiplayer function, essentially the precursor to what would eventually become “Ratchet: Deadlocked”.

For many, this was the last game in the franchise to remain more or less true to the preferred franchise format.  “Deadlocked” would be largely designed for online multiplayer madness, and “Size Matters” was an effective but incredibly short side dish for the PSP.  The next true installment, “Ratchet and Clank Future: Tools of Destruction”, will be coming to the PlayStation 3 in late October 2007.  If nothing else, it’s worth playing this game to make sure all the weapons are fully available for the new adventure!

Rating: 9/10

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