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Game Info
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| Platform(s) |
| Playstation 2 |
| Publisher |
| SCEA |
| Developer |
| Insomniac Games |
| Genre |
| Action/Platformer |
| Official
Website |
| ESRB
Rating |
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| Mild Violence |
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Grade
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| The Good
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Amazing graphics
Huge selection of gadgets and weapons
Everything is upgradeable and customizable
Long and varied adventure
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| The Bad
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Low difficulty
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When Insomniac debuted on the PS2 with Ratchet and
Clank, it gave gamers a whole new look at the
action-platformer genre. It accumulated laurels from
professional critics and gamers alike. A sequel was a
no-brainer decision. Insomniac went back to their
lairs of game development, and they have emerged with
a gem of undoubted caliber.
GRAPHICS – The original Ratchet & Clank was an absolute delight to
look at. There is no doubt about that. Everything in
the game felt alive and flourishing. It was decidedly
different from other games because of the amount of
animation in the background, along with great
character design, animations and visual effects. So,
the question is, how do you top that? And the answer
lies with the guys over at Insomniac. Every single
planet (read level) in Going Commando is full of an even larger
amount of background animation which brings this
game’s world to life in a manner which few other games
have been able to achieve. The levels feature an
amazing amount of draw-distance and you can literally
keep staring into the horizon which is chock full of
detail. The characters themselves carry a large amount
of detail, which comes in handy in the cutscenes. The
facial expressions and lip-sync are spot on. The
weapons too share the same level of attention to
detail that is visible in every nook and corner of
this game. The extremely varied weapons spout forth
various types of ammo ranging from lava to bouncing
bombs. Every single type of explosion in the game is
great looking thanks to Insomniac’s Corn engine.
Whenever you use your weapons to blow **** up in the
game, it’s Corn working behind the scenes to give you
a great view of spare parts flying away. The game
features even more on-screen enemies, without the
slightest hint of slowdown. The best way to gauge the
graphical prowess of Insomniac’s engine is to spend a
little time in the one of the game’s arenas. Enemies
lunge at you from every direction, you fire at them
indiscriminately with your best weapons, watch them
explode, the floor itself takes potshots at you with
spinning blades and blue flame. Then in an instant you
are lifted off the ground and forced into a
cylindrical cage match, where you are forced to fight
more enemies and the lava filled floor fires off
flaming boulders at you. All this moves at a sweet 60
FPS. It never slips, not even for a single second.
That is the beauty of this game. But that’s not the
whole story about the graphics, the Space shooter
sections and the races are very well done too. And not
mentioning the spherical levels would be wrong. These
innovative levels are wonderfully realized. Jump high
enough and you will even be able to see beyond the
short horizon.
PRESENTATION – GC is a true testament of good
presentation. Everything from character design to the
menus oozes production quality. The title screen shows
Ratchet playing Sony games, showing short clips of Jak
1 and 2 and even R&C and GC. This is one of the best
title screens ever, it lets you see exactly what’s
going on with Ratchet and Clank after the first game.
The menus are well designed and it’s almost fun to
work with them. You might actually want to go through
the Help/Info menus, just for the hell of it. The OSD
is also extremely well built. You can multitask with
blowing **** up and watching your ammo, health and
weapon exp because the OSD is laid out so well. The
cutscenes and FMVs work very well in the game, as they
did in the first game. They build a cartoony yet
believable background world for you to believe in,
carrying on with the original’s legacy.
SOUND/MUSIC – The music in the game is quite similar
to that found in the first. It’s a sort of sedated
techno most of the time, but it picks up during the
more action oriented levels and the boss battles. The
music works well in the sense that it’s not overly
intrusive in the action. One of the most memorable
themes in the game is the Arena theme, a fast paced
percussion/bass based piece that really motivates the
gamer. The voice acting featured in the game is a
definite above average. Ratchet sounds more mature and
less annoying this time around, owing a lot to the
fact that a different voice actor is voicing him now.
Clank maintains his intellectual stoic act, sprinkled
with a little bit of enthusiasm and emotion. The rest
of the old cast that has made it through to GC sounds,
mostly the more interesting of the crew, retain their
quirks. The new cast is also voiced well enough to
stay at par. The rest of the game outside the sphere
of cutscenes, which is mostly blowing **** up, stays
true to it’s roots with convincing explosions and
weapon effects. Insomniac’s killer app also features
some very funny comments voiced by your enemies as
they die and after they occasionally kill you. The
roars, groans and booms are all very authentic,
lifting the overall experience of battle.
STORY – Platformers of the past rarely featured
detailed storylines. But the recent influx of
platformers is almost always coupled with decent
stories. The original R&C followed a simple story,
with a few twists. GC does the same. The game sees
new heroes Ratchet and Clank bored by their slowed
down lifestyle, because “no one needs a hero right
now”. Not for long. They are immediately teleported
away by a verbally clumsy Fizzwidget, CEO of the
galaxy’s biggest corporation, aptly named Megacorp. He
needs our heroic duo to retrieve a stolen experiment
for him. Our heroes don’t ask any questions and
immediately set out to immerse themselves in another
adventure. Along the way they find out that things are
not as they seem, are they ever? They will meet
interesting characters along the way, both old and
new, to unveiling the truth and maybe saving the world
again from chaos.
GAMEPLAY – Ah, finally we have reached the sweetest,
most satisfying part of a game. GC’s gameplay is pure
satisfaction. It’s the absolute zenith of perfection
in the action platform genre. The core of GC lies in
blowing **** up. But that’s what it is, the core. The
overlying layers of varied gameplay are what make this
game a wholesome experience. The game has evolved and
grown considerably since it’s last outing. The
gameplay can be elaborated upon in the following
categories:
Basic Ratchet:
The core of GC is using weapons to destroy enemies.
That is also the core of many other games, so what
does GC offer that makes it so different? Of course,
like it’s predecessor GC offers a large spectrum of
unique weapons ranging from a Lava gun and Sniper
rifle to a Mini nuke and a futuristic Shotguns, and
those are the tamer of the crew which can be bought at
Megacorp. Now, when you buy these weapons and they
become your property, that’s when things really start
going. Each weapon has an experience bar which fills
up as you use that weapon to kill enemies. Completely
fill up that bar and your weapon will automatically
upgrade to a new weapon, upgraded in both visuals and
power. This makes you want to use every single weapon
in the game to see what that weapon upgrades into. Not
only this, you can also get mods for your weapon off
the street, for platinum bolts, such as lock-on and
shock. Thus adding another layer of customizability.
Every weapon has it’s pros and cons, and regardless of
your style you will have to use each and every weapon
here if you want to make it through the game. Weapons
from the past also make a gimmick comeback, along with
a revved up RYNO II. Your weapons aren’t the only
thing that can be upgraded. Your health can be
upgraded too. As you kill more and more enemies, you
will gain experience which will add to your nanotech
exp bar. After the bar fills up one point of Nanotech
will be added to your max health. You start off with
very few nanotech points, but you can end with a
whopping 80 points of nanotech. And you need that
because the enemies found later on in the game can do
major amounts of damage. Even your armor can be
upgraded, granted you have enough bolts to buy better
armor. The majority of the basic levels revolve around
finding objects and getting to locations to push the
story forward. The game also features vast barren
levels where you can collect crystals and mine for
Raritanium. These levels feature some of the most
vicious enemies and are frustrating and yet fun. The
spherical level encountered early in the game is also
fun to play in.
Gadgets:
Like it’s predecessor, GC features many fun to use
gadgets. These gadgets distract you long enough from
the pure action sequences to remove any sense of
monotony that you might be getting. Most of these
gadgets couple well with the platforming sections,
designed specifically for these gadgets. The
Electrolyzer and Infiltrator force you to use your
mind and reflexes to beat the puzzles. Many of last
year’s gadgets return with new additions. The Hang
Glider and Levitator are minigames in their own
rights.
Basic Clank:
The Clank sections of the game, to my disappointment,
have been greatly reduced, both in difficulty and
length. Although these parts feature a greater type of
Bots, they are too straightforward and easy now. But,
although one type of Clank gameplay has been toned
down, another type has flourished. There are two Giant
Clank sections now, both on spherical levels. These
sections are great to play through. Clank retains his
weapons and moves but the length and depth of these
sections has increased. Both sections are in fact
lengthy boss fights.
Maxigames:
Insomniac had spoken a lot about “Maxigames” prior to
GC’s release, and they were right to do so. These
maxigames are fun getaways from the main game, and
they also help to rake up moolah to buy the more
exorbitantly priced gadgets and weapons. There are
three full fledged maxigames in GC. Firstly there is
the Hoverbike racing. This is a world apart from the
original’s hoverboard racing. These races are not
pretending to be full fledged races, they are
races. The hoverbikes can use and collect turbos, they
can also use a variety of standard weapons. The races
feel very swift and the explosions and weapon effects
are well done too. The tracks are functional, full of
traps and shortcuts. There are different levels and
type of races, which of course give you different
amounts of bolts.
The second maxigame is the Space shooter. This
maxigame is based on well known games like Starfox and
Starlancer. You control your ship and shoot down enemy
ships and structures. The diverse levels are well
designed and allow for a fair amount of dogfights.
Even your ship can get new weapons and upgrades.
Customizability is the word here. You can buy weapons
and upgrades from a shop, given you have the required
amount of Raritanium, which you will have to mine. The
missions here range from a simple enemy wipeout to
racing another ship.
The last and arguably most fun maxigame is Arena
battle. Here, you are pitted against a horde of
enemies in an arena for a gladiator-esque battle.
These long and fun battles provide both gaming
experience and bolts. The battles range from short 10
round battles against weak enemies to the 60 round
Impossible Challenge. The arenas themselves provide
challenges in the form of spinning blades, flames
erupting from the ground and even a gravity defying
cage match where the floor fills up with lava and you
are forced to fight on the inner surface of a vertical
cylinder, while the lava spits flaming boulders at
you. The occasional mission also pits you against a
huge boss and sometimes it forces a handicap upon you.
Controls:
GC controls like a utopian dream. That’s the plain
truth. Every portion of the diverse game provides
great control over your character/ship. Ratchet is
extremely responsive to your slightest command. The
act of changing weapons is very smooth. Ratchet can
now strafe and this addition melds in easily with
existing controls to allow for a much greater control
over Ratchet in the more chaotic battles. The evasive
flips have become even more useful and easy to perform
now. The rest of the sections, including the racing
and space shooting also control quite well.
DIFFICULTY – GC might fool you into believing that it
is a difficult game if you let it do so. But, face the
truth. It isn’t. Despite a larger number of enemies, a
much longer health bar and chaotic and strategic
battles, GC is quite easy. It’s almost as easy as it’s
predecessor and it’s rival Jak II. A few battles and a
few maxigame missions might seem troublesome, but
they’re not if you’re loaded up with all the right
weapons. The boss battles are embarrassingly easy. The
real challenge kicks in during the challenge mode.
REPLAY VALUE – This game gives the true definition of
good replay value. If you let the game grab you, it
will. It will ensnare you in it’s vice like grip.
There are almost too many things to do and unlock. The
first playthrough itself offers many unlocks. The Gold
bolts return as well hidden Platinum bolts. The skill
points also make a return. The maxigame missions will
definitely take you a while to go through. And of
course, the weapons and armors will require you to
spend time collecting bolts and then upgrading them.
The bolt collection can be done more easily on second
play. The game features enough unlockables and weapon
upgrades to keep you occupied for a very long time.
OVERALL – Ratchet and Clank: Going Commando is the
epitome of perfection. Every single aspect of this
game has been polished to an unbelievable extent.
Everything has been resized to a colossal proportions,
from the graphics to the weapons to the maxigames.
This is one of the best action platformers of all
time. It dwarfs it’s competition along with it’s
predecessor. If you own a PS2, you owe it to yourself
to at least rent this game.
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- Rise of the Phoenix
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