12 August 2017

Ratchet & Clank | Review

Ratchet & Clank Review Header Image

Developer: Insomniac Games
Publisher: Sony Computer Entertainment
Reviewed on: PlayStation 3
Available on: PlayStation 2, PlayStation 3, PlayStation Vita
Released: November 4th 2002

The Ratchet & Clank series is one which I've always been quite fond of, but never delved into very much. Despite playing the Jak and Daxter games more, I always preferred the outings of Ratchet & Clank so I don't know why I didn't ever dive into the games properly. I've played the first game many times as a kid and I also loved the third in the series too, but other than those two games, I've never played any of the others (despite hearing very good things about the PS3 series).

To remedy this lack of Ratchet & Clank in my life, I've decided to play through all of the main series games and review them one by one (which will probably take me a while) and what better place to start than with the remastered trilogy on PS3 which includes the first three games in the series. So let's go back in time to 2002 and revisit the first ever adventure of Ratchet & Clank.

Who would have thought that this little guy would end up saving the galaxy?

The story of Ratchet & Clank begins with us being introduced to a little robot who is created because of a malfunction with a machine that's designed to make war machines to join an army that's controlled by the antagonist of the game; Chairman Drek. Because the little robot was created due to a malfunction, he's freed from the control of Drek and is capable of independent thought. He discovers Chairman Drek's evil plan and finds out that he's threatening to destroy several planets scattered all around the galaxy. The robot proceeds to escape to a nearby planet (called Veldin) where a mechanic named Ratchet is working.

Ratchet spots the ship crashing in the distance and goes to investigate, only to discover the small robot and take him home. The robot wakes up and informs Ratchet that the galaxy is in danger and they're in need of a hero to save them. Ratchet tells the robot (who he names Clank) about the legendary hero Captain Qwark and the two set off to find him.

After finally meeting up with Captain Qwark (while destroying several of Chairman Drek's operations along the way), he tells the duo that in order to get his help, they must prove themselves worthy by going through a dangerous obstacle course. Ratchet suspects something is wrong with Qwark's motives but Clank persuades him to continue onward to get Qwark's help. However, at the end of the obstacle course, they're betrayed and it's revealed that Qwark is in fact working with Chairman Drek who is taking chunks out of planets to create his own perfect world which he will charge high prices for people to live on. Ratchet and Clank survive the trap set up by Qwark but Ratchet becomes obsessed with getting revenge, ignoring the greater threat that Drek poses. This causes a rift between Ratchet and Clank due to conflicting goals.

Wouldn't you trust someone with such a manly chin and such green skin? I know I would!

After fighting though several planets and finding clues as to the whereabouts of both Qwark and Drek, they finally relocate Qwark who attempts to kill them in a space dogfight. Ratchet succeeds in blasting Qwark out of the sky and finally has the revenge he's been trying to get all this time. However they then discover that Drek intends on destroying Ratchet's homeworld (Veldin) and Ratchet learns that his quest for vengeance has allowed Drek to become a serious threat and had they focused their attention on the bigger problem, he never could have become this powerful. Clank informs Ratchet that it isn't too late, and they set out on one final mission to destroy Drek.

Upon finding Drek, he informs the duo that his intentions aren't to simply create a nice planet for people to live on in peace, but to eventually destroy the new planet too, and repeat the process over and over to keep making profit. Ratchet and Clank go on to defeat Drek and blast him to his newly created planet before using a huge laser beam to blow it up, thus killing Drek and ending the threat he presents.

Now their mission is over, Ratchet and Clank part ways, Clank feels sad at the loss of his friend and any real purpose, however Ratchet has a change of heart and comes back for Clank and the two remain friends. After the credits, Ratchet and Clank are watching TV where a shamed Captain Qwark is presenting on a shopping channel having lost the respect of the public after the events of the game.

The product that Qwark is selling is referenced a lot throughout Ratchet & Clank 2: Going Commando, which is a nice touch.

The plot of Ratchet & Clank is actually quite complex for a platformer and this is very refreshing. With this being Insomniac's first game on PS2 they had to step everything up a notch and set out to impress and I think this is definitely one area where they did this. While the Chairman Drek part of the story is fairly straight forward, the inclusion of the Qwark sub-plot makes the game feel a lot more meaty. It also enables the game to develop Ratchet's character and create an overarching moral throughout the story (not being close minded and selfish and to look at the bigger picture). While Ratchet does act like a spoiled teenager at times, I think this was done on purpose to make his change in character more impactful towards the end of the game.

Overall, the story is very enjoyable from start to end, and there's actually some genuinely funny moments sprinkled in, like how Chairman Drek is constantly being referred to as more convoluted titles as the game progresses, ending with him becoming 'Ultimate Supreme Executive Chairman Drek'. This is the sort of thing you could miss if you aren't paying attention but it always got a chuckle out of me and also informs us about just how vain and misguided Drek actually is.

My one major criticism of the game's story is that you see a silhouette of Qwark with Drek right at the start of the game, which completely ruins the twist where you discover Qwark is actually just a washed up celebrity in a conquest for fame and money. It's similar to how you're told at the start of Crash Bandicoot 2: Cortex Strikes Back that Cortex is evil, but the game progresses in a way that implies you aren't supposed to know that. Besides this one issue though, the story is quite solid overall and does what it sets out to do.

Chairman Drek appears throughout your adventure in the infobots where he presents several adverts and propaganda for his new planet, which is not only funny but keeps us thinking about the main enemy.

The gameplay of Ratchet & Clank follows a fairly standard collect-a-thon format, you travel to different levels and the main objective is to collect Infobots which give you coordinates to new levels (thus progressing the game). Instead of having a hub world (like Peach's Castle in Super Mario 64) Ratchet & Clank cuts out the middle man and simply gives you a space ship which you can use to fly straight to other levels instead of having to always go back to a central hub. While I love hub worlds (especially if they're well designed) I don't think this would have made sense in this particular game due to having to blast off to other planets, so in this case, I think it makes sense to have streamlined this aspect.

As well as Infobots, you'll also find gadgets. These gadgets act as the games power-ups and allow you to travel around different environments that you couldn't before. Examples of this are the Magneboots which allow you to walk up metal walls, the o2 mask which allows you to breathe in toxic atmospheres, underwater and in outer space and the Swingshot which acts as a grappling hook which you can use to swing on floating balls and reach new places. There are a ton of these gadgets and every single one is put to good use over several levels. They also open up new areas to explore in previous levels which is one way the game gives players a sense of progression. With the amount of gadgets at your disposal you would think the game would under-utilise some of them, but it does a fantastic job of making sure you use all of them quite frequently which makes the game extremely varied and fresh throughout.

Then there's the weapons you can buy and collect which were one of the main selling points when they were marketing the game to consumers. The way in which you approach combat in Ratchet & Clank is incredibly customisable, you could favour staying back and using long ranged weapons like the Blaster or the Devastator, you could use the Bomb Glove or Mine Glove which are more close ranged weapons or you could be more tactical and use weapons like the Taunter or the Decoy Glove to set traps and ambush your enemies. There's sixteen weapons in total and this focus on action and using different styles of combat to suit the situation really set it apart from it's competition.

Getting a new weapon will always play a short cutscene which shows Ratchet's reaction which is entertaining.

The primary weapon in Ratchet's vast arsenal is the OmniWrench which is simply his method of hitting things at close quarters. By pressing the square button you will instantly swing the wrench (no matter what weapon or gadget is currently in your hand) and this makes it extremely handy for taking care of enemies that are getting a bit too close for comfort. You can perform a three hit combo, an aerial attack or even throw the wrench for a bit of a ranged attack and all of these feel incredibly satisfying. The hits feel weighty and the way the enemies react to the blows make it feel really impactful and fun to use. Of all the weapons in the game, this is the one I used the most by far.

Other than the previously mentioned collectables, you can also find Gold Bolts which are the game's reward for exploring hidden and secret areas that aren't easily accessible. Upon finding four of these you can upgrade a standard weapon into a gold weapon which makes it more powerful, so it's nice that there's an actual reason to collect these as opposed to just being there for no reason. You can also acquire Skill Points (which actually debuted in Insomniac's Spyro 2: Gateway to Glimmer, or Spyro 2: Ripto's Rage for you Americans) and these are found by following a vague clue in the 'Goodies' menu and doing something very specific in a certain level, such as destroying street lights or shooting down ships. These give you access to the in-game sketchbook which shows concept art and some interesting text about the development of the game and if you manage to acquire all of the Skill Points, you can view an 'Epilogue' which is just a selection of magazine covers giving you a glimpse into what happened after the events of the game. Even though the Skill Points don't do anything special, at least they reward you with something. It would have been nice to get something a bit more substantial though because these are the hardest things to get in the game.

The levels in the game are structured in a way which actually somewhat reminds me of Dark Souls and Resident Evil, only to a lesser extent, and much more simplified than those games. That might sound a bit odd, but let me explain. Each level is presented as being a huge open area to explore, but it's not truly open and only gives the impression of this by having one central area (where your ship and the Gadgetron vendor will be, which is where you buy new weapons and ammo) and then two or three separate paths to go down, which will lead to their own objectives. When you reach the end of one of these paths, it will loop back to the central area (where you started the level) and everything will begin to make actual geographical sense as you build a map of the world in your mind. This is one way in which the game intelligently makes the levels feel like actual worlds and places and it also gives the game a feeling of huge scale, when in actual fact, it's quite linear. You're also kept wanting to explore all the different areas of the levels by being able to see things off in the distance from one path, which you can actually reach by going down another path. This game is filled with examples of very good level design and it really needs to be commended.

The Swingshot gadget is one of the most used in the entire game, it would be a good idea to always have this on your quick select wheel for easy use.

As well as the general platforming featured in every level, there will almost always be a side area where things are kept varied with a different gameplay style. There are two hoverboard races to take part in which are quite fun and challenging, there are rail grinding sections where you'll be jumping over bombs and switching between rails to avoid obstacles, there are turret sections where you'll need to blast your enemies out of the sky while also shooting their missiles before they hit you, there's flying missions where you'll be in a dogfight and be tasked with destroying enemy ships, there's sections where you play as Clank who obviously doesn't have the fire power that Ratchet has, but he can communicate with tiny robots and use them to overpower enemies and complete puzzles, there's underwater swimming sections (which control extremely well), there are also areas where Clank becomes huge and can smash down walls, helicopters and basically anything that stands in his way and there's even more different gameplay styles that I've not mentioned that are just as good, but if I list all of them we'll be here all day. This stops the game from ever feeling monotonous and too much of a grind and also does a good job of making every single level stand out from each other.

In terms of things to complain about to do with the general gameplay, there's nothing substantial to talk about. I would have liked to see a few more boss sections because these are few and far between and I think the game is very slightly too long (maybe it could have done with getting rid of about three levels) but these are definitely nitpicks and there's hardly anything here to criticise.

Another minor criticism could be that the different playstyles are a little bit basic, but personally, I don't actually think this is a bad thing. To have complicated the many different playstyles would have given the player too much to remember and take in, but by keeping them basic it's easy to grasp and remember for when that particular gameplay style returns.

I will say, one thing that is a little bit of an issue is that the game is quite easy and it never quite feels like it reaches the point of getting challenging at any time. This is a shame because all of the different styles of gameplay (and of course, the main platforming portions of the game) feel like they could have been stepped up that little bit more to become difficult. The mechanics are all there to give players a challenge but it just never happens. This could be why I found the game to be slightly too long, if the difficulty had been there, I probably wouldn't have felt like it's length was a problem.

The space battle levels are quite fun and offer a new style of gameplay to stop the game from getting boring. This section is actually fairly difficult, but I would have liked to see this (and some of the other gameplay styles) expanded.

Graphically, this game is very good, I was playing the HD version of the game on PS3 which obviously looks better than the original game, but considering that I think the game still looks good even by today's standards (in terms of the general quality of the graphics), I think that's a testament to how good it looked back in 2002 too. Every planet is distinguishable from the last and this is almost entirely down to the variety in graphics. Different planets will have different buildings, weather and residents and this makes it feel like you're truly visiting different worlds as opposed to just another level.

An issue with Ratchet & Clank looking back on it in 2017 is that while some areas look incredible when there's flying cars zooming around and lots of movement on the screen, sometimes you'll be in less busy areas and things will look a bit too static. This is particularly an issue when you're in secret areas or places where you've already wiped out the enemies, everything can look very lifeless and empty. However, because the game's pace is kept quite fast, this isn't too much of a problem because for every area that looks dead, there's an area that's brimming with life too.

Two of the best looking levels (in terms of the landscapes) are Metropolis and the Gadgetron HQ which are brimming with life because of the moving environments. The soundscapes add a lot to this because you can actually hear the sound of the cars flying around above you.

The character animation is really good, Ratchet looks stretchy and bouncy but not too over the top which makes jumping and attacking feel all the more satisfying. When you stop still you'll be able to see him looking around which makes it feel like you're controlling an actual character rather than a bunch of pixels on the screen. As well as the main character's animation being great, so is all of the enemy animation, all of them will move and react differently and this adds so much to their personalities and they're a pleasure to fight against.

The HD version of the game does have some issues that weren't present in the original such as the shop vendor still being displayed in a 4:3 aspect ratio, but stretched to give off the illusion of being 16:9 (like the rest of the game), but this just looks absolutely terrible and I would rather have just seen him displayed in 4:3 rather than being stretched like that. The game's pre-rendered cutscenes are displayed in 4:3 which can be a bit disjointing going from that to the normal 16:9 widescreen gameplay, but I'm assuming nothing could be done about this during the HD upscaling process. However, in the grand scheme of things, these visual annoyances are only minor and the rest of the game looks amazing on PS3.

The vendor and the image of the gun while on this screen are completely out of proportion and warped in some way. This visual glitch is only present in the HD version of the game though, so I'm not going to take it into consideration for this review.

Ratchet's controls are extremely tight, responsive and varied, he has multiple types of jumps to cover different heights and distances and these jumps can be customised by using different mods which are attached to Clank. The helipack is slow but enables Ratchet to cover greater distances by using a long jump, he can also jump a lot higher by using the high jump as well as hover by holding the jump button after a double jump. The thruster-pack works very similarly to the helipack but it's faster, the long jump is longer and the high jump isn't quite as high. You can also perform a slam move with the thruster-pack but this is actually the only gadget ability in the game that's hardly ever used and even when it is, it's just to slam down onto a button. Different jumps can be combined together to allow for more complicated movement and it always feels really satisfying when you pull off a complex series of jumps using the different combinations. The overall movement feels really satisfying and I never missed a platform because of the controls throughout the entire game.

Despite the general movement being good, one aspect of the controls is quite heavily flawed and this aspect of the game is the worse thing about the entire package. The shooting controls can be very irritating at times and this is down to the way the auto aiming works. You have to be looking directly at an enemy for your shots to actually hit their target and when the main portion of the game is about moving quickly and avoiding obstacles, the shooting parts of the game simply don't gel well with the controls. It's far too easy to be shooting at an enemy and to move out of the way of something and then be unable to get your aim back on the enemy you was shooting before. When there's multiple large enemies, it's impossible to manage the situation properly because you simply can't avoid everything and shoot and a singular enemy all at the same time. There should have been a lock on button that locked the camera onto one particular enemy and made it so all your shots were directed towards them. As it stands though, this problem actually somewhat ruins the shooting mechanic of the game, and this is a huge problem given the fact that this is one of the main things that you'll be doing. The variety of guns means nothing if you don't use most of them due to it being too difficult to hit enemies from a distance, and this is probably part of the reason why I used the wrench as my primary weapon. Even when I did use a gun, I mostly stuck to the Blaster due to it being the most versatile and because I found that it locked onto enemies slightly better than some others.

I've seen a few reviews from around the time the game came out that criticised the camera in Ratchet & Clank and I actually have to say, I don't really understand what the issue is. You have 360 degree control over the camera with the right analogue stick and you can invert the controls in the options menu, there's a first person mode (which makes aiming easier but also restricts movement, making it impossible to dodge or even move at all) and you can snap the camera behind Ratchet at the press of a button (which admittedly, is a bit jarring because it literally just cuts to behind Ratchet rather than spinning behind him quickly). There's nothing else Insomniac could have done to give you more control over the camera here, and yes, sometimes camera control is taken away from you (like in boss sections) but this was never an issue for me and if anything it actually helped to direct me towards what I was supposed to be looking at. I found the camera to be great and didn't have a single issue throughout my entire time playing it.

The auto-aiming is awkward and will often outright not work when you need it to. This makes some sections of the game frustrating because of dying through no fault of your own.

The sound design in Ratchet & Clank is great, all the guns make satisfying and powerful noises, the enemies all make different grunts and sounds as they fight against you and there's a good degree of environmental sound, like how when Ratchet walks on different surfaces and the change in noise reflects this.

The music is good and definitely matches the sci-fi action vibe that the game's going for, but I found that none of the tracks really stood out to me all that much. They do a good job of giving each level a certain vibe but it's one of those situations where I couldn't remember the individual themes for any of the levels once I stopped playing. It's definitely not that the music's bad, it's just unmemorable for me personally.

The voice acting is of a high quality, particularly Clank's voice, which I found to be the perfect match for his character and visual design. Ratchet's voice is okay, but I do find it to be a little bit over the top and obnoxious at times, like he's trying too hard to be a cool and edgy teenager, but to be fair, Ratchet's character is somewhat like this anyway, so it sort of works. Even if you aren't a fan of his dialogue, he doesn't quip during gameplay, so it's quite easy to ignore. Other NPC character's sound great too, Chairman Drek and Captain Qwark both have the perfect voice actors, and other level specific character's voice actors do a fantastic job as well.

The wrench always feels satisfying to use, even if you're only smashing boxes with it!

Ratchet & Clank is a fantastic game and if by any chance you haven't played it, you should go and do so right now (although the HD version of the game is quite expensive, but there's always the original PS2 version). It marks the start of the era where platformers started to become hybrids of other genres (in this case, a shooter) but still had platforming at their core, so in that regard it's also interesting to play if you're interested in how games started to evolve in the sixth generation of consoles.

The story is somewhat simple and predictable but has a couple of twists and turns to keep you invested and does a good job of developing Ratchet from a simple mechanic to a hero at the end of the game, it's filled to the brim with variety by including a ton of gameplay styles which stops it from ever becoming boring, it looks great visually (aside from some areas which look a bit static), Ratchet controls extremely well and the new abilities are always fun to use and it's all round just a blast to play.

The only stand out issue which really affects the game in a big way is how there's no way of aiming while also being able to move and dodge. The auto aim function isn't very good and will often either just not lock on to an enemy at all or not lock on to the one you want it to. This results in not using many of Ratchet's weapons due to it being easier to just hit them with the wrench which takes away one of the core pieces of gameplay.


Pros:
- The story develops Ratchet's character well and implements a few twists and turns to keep you invested. It's also genuinely funny at times which leaves you anticipating the next NPC encounter.
- The gameplay is incredibly varied, featuring loads of gameplay styles from underwater swimming, rail grinding, turret shooting, space dogfighting and more.
- Level design is fantastic at making you feel like you're exploring an open area while remaining a linear game with set paths for you to follow.
- Graphics are at times really good, on par if not better than games released early in the seventh generation. I particularly like the huge landscapes where you can see moving sculptures, flying cars and other things moving around in the distance.
- The platforming and movement feels satisfying and tight, the way in which you can link together different styles of jumps is a great touch.

Cons:
- The shooting can feel extremely awkward, you can find yourself standing directly in front of an enemy and missing shots completely. The first person aiming attempts to fix this but this doesn't allow you to dodge attacks.
- The game lacks a challenge and remains quite easy throughout the whole experience. This is disappointing given the fact that several mechanics could have created some really complex and interesting puzzles and platforming sections.
- Some areas in certain levels can look very empty and lifeless visually which dates the game slightly.

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