21 September 2017

Ratchet & Clank 2: Going Commando | Review



Developer: Insomniac Games
Publisher: Sony Computer Entertainment
Reviewed on: PlayStation 3
Available on: PlayStation 2, PlayStation 3, PlayStation Vita
Released: November 11th 2003

Continuing on with the review marathon of the Ratchet & Clank series we're now taking a look at the sequel to the original game, Ratchet & Clank: Going Commando (or Ratchet & Clank 2: Locked and Loaded for us Europeans). This game marked the beginning of the focus being taken away from straight up platforming and moved it more towards the shooting elements which were present in the first game.

I actually played this game for the first time for this review, so unlike with the previous game, I don't have any nostalgic attachment to the sequel. I don't know why I skipped this one and went straight to the third game as a kid, but let's take a look and see what I missed out on all those years ago shall we?

If you're wondering what our two heroes have been up to since the events of the first game... It turns out they've not been doing much.

The story of Ratchet & Clank 2 begins a while after the first game; after having saved the galaxy from Chairman Drek, the duo became celebrities but since then, nothing much has been going on, which leaves Ratchet wanting to go on another adventure. After being interviewed for a TV show, Ratchet and Clank are suddenly teleported to another galaxy, where Abercrombe Fizzwidget (the owner of MegaCorp) tells them that one of his new creations has been stolen and tasks Ratchet with getting it back. Meanwhile, Clank is hired as the company's senior accountant while Ratchet completes his mission.

Ratchet eventually locates the thief but is shown via a video link that they've kidnapped Clank. After quickly retrieving him the reunited duo head out to stop the thief together. Now knowing what Ratchet is capable of, the thief hires a gang of mercenaries (Thugs-4-Less) for protection, but Ratchet makes quick work of them and finds the stolen MegaCorp creation, which turns out to be a small fluffy creature.

After meeting up with Fizzwidget and handing over the creature, Ratchet and Clank are left on a (mostly) abandoned planet after Fizzwidget accidentally destroys their ship and activates the ejector seats while trying to put the radio on. They then come across the thief who is revealed to be Angela Cross who is also the same species as Ratchet (a Lombax). She tells them that the reason she stole the creation from MegaCorp is because it has the potential to destroy the galaxy because of how aggressive it is and how it can duplicate itself at will. To make matters worse, MegaCorp is now cloning the experiment and selling them to the public as 'Protopets'.

Is it just me, or does this Fizzwidget character look suspiciously familiar?

Ratchet and Clank locate Fizzwidget's whereabouts and attempt to find him to tell him about the danger the Protopet presents, but they're captured by the Thugs-4-Less boss who is now working for MegaCorp and is aware Ratchet has teamed up with Angela Cross (who became an enemy of MegaCorp after she stole the Protopet earlier in the game). Ratchet and Clank escape confinement but then learn that Angela has been captured too, and head out to save her. After defeating the Thugs-4-Less boss and destroying their base, the duo are reunited with Angela and decide to go to the headquarters of MegaCorp to find Fizzwidget and put a stop to the Protopet distribution before it's too late.

Upon finally finding Fizzwidget, he reveals himself to be Captain Qwark (a celebrity who ends up being disgraced by Ratchet and Clank after he betrayed them in the first game). His plan is to let the Protopets cause significant damage to several planets in the galaxy and then stop them using a device Angela has created, thus once again becoming a hero and reclaiming his status as a celebrity. However after he uses the device on the original Protopet, it grows in size and eats him. Ratchet defeats the mutated Protopet (saving Qwark's life in the process) and Angela fixes her device, using it to put a stop to the reign of Protopets across the galaxy.

After the events of the game, it's shown that Ratchet, Angela, Clank and another female robot who befriends Clank throughout the game are together in an apartment (implying that Ratchet and Angela are going to become a couple, and that Clank and the female robot also have a romantic relationship), meanwhile, Qwark is now a test subject at MegaCorp, where he undergoes several painful experiments as a punishment for his deception.

Ratchet eventually ends up falling in love with Angela, but this sub-plot isn't explained very well and feels a bit out of place in the context of the wider story.

The basic overall story of Ratchet & Clank 2 is pretty good, there's a few interesting twists to keep you hooked (like the thief turning out to be an ally and the reveal that Fizzwidget is actually Qwark). However, the way the story is presented is where it falls down.

Most story development takes place in cutscenes and they sometimes appear to be extremely rushed which in turn creates plot holes and inconsistencies. For example, Ratchet seems to develop a love interest with Angela out of nowhere, one second she's just a neutral character and the next second Ratchet is heavily invested in saving her from Thugs-4-Less. It feels like several scenes where Ratchet develops his relationship with Angela were cut and this makes it feel less important to the player when we're tasked with saving her.

Because the game doesn't really have a consistent main villain it creates a situation where I didn't really care very much about what was going on. At the start of the game, Angela is the bad guy, then it's the Thugs-4-Less boss, then it's Fizzwidget and then it's Qwark and this overly complicated plot structure doesn't work very well for the type of game that we're playing. Chairman Drek was a much more developed and threatening character and I think this is because the first game's story kept it simple, which allowed him to have more screen time.

Do you think this character is evil? What gave it away? Was it by any chance the red glowing eyes and the cold blue skin?

There's also a ton of inconsistencies between Ratchet's character from the first game and this game. While a lot of these inconsistencies can be explained by his change of personality which happened at the end of the first game, there's one big element of the story that was really annoying me. In the original Ratchet & Clank, Ratchet knows instantly that Qwark is going to betray them but goes along with Clank who is sure that he's legit. However in Ratchet & Clank 2, it's perhaps even more obvious that Fizzwidget is evil and yet Ratchet is constantly unaware of this and keeps thinking his attempts to stop them are accidents. While this isn't a big deal, it did annoy me a little bit because I want Ratchet to have somewhat of a consistent character, but this game almost completely changes him from the first game. Some of the changes are positive (for example, he no longer acts like a spoiled teenager), but he almost feels like a totally different character in this game.

While the entire game's story feels rushed and lacking in detail, the ending to the game is especially bad for this. The big reveal that Qwark is actually the main villain is almost thrown to the sideline straight away, the last boss appears out of nowhere and the actual ending is underwhelming because it just happens and then cuts to the credits so abruptly.

While Ratchet & Clank 2 tries to have a better and more complex story, I feel like it completely falls flat and the original game's simpler but more fleshed out story is far superior to this game's. This is extremely disappointing given the fact that I had such a positive reaction to the way the first game handled it's plot, I expected better from the sequel.

Other NPC characters are mostly just there as a way of introducing new game mechanics as opposed to moving the story forward, but some of them are more memorable than the main characters of the game.

But let's face it, the gameplay of Ratchet & Clank is where the game shines, so how does the sequel expand on the already fantastic experience of the first game? Well, at it's core, it's the same sort of situation; you platform around levels using a number of gadgets to help you traverse and explore a ton of different levels. Each level is set on a different planet which sets them apart visually and opens up new gimmicks for each stage. The actual design of the levels is exactly the same as the first game; you'll start the level in a hub area which branches off into two or three different paths and by exploring each of these paths you'll find a new reward which will enable you to revisit old levels and find new areas or will progress the story and unlock new levels.

The main difference between the original game and the second game (in terms of gameplay) is that you can now level Ratchet up by gaining experience from defeating enemies. Upon leveling up Ratchet will gain more health which allows him to take more hits from enemies and therefore become stronger by doing so. Ratchet's defence isn't the only thing that can be upgraded though, every single weapon in the game can now transform into a stronger version of itself if you use it enough, which is fantastic for adding variety into the shooting aspects of the game but also made me actually want to use all the different weapons I unlocked because I wanted to see what they transformed into. The RPG style experience gathering for the weapons and Ratchet himself is a welcome addition to the series and it makes you feel like you're progressing as a player, which is a fantastic aspect of the game.

Another major difference between the first game and this one is how Bolts (the currency in Ratchet and Clank's universe) can be gained a lot faster. This is great because weapons are now way more expensive than in the first game and they're also more numerous (there are 16 weapons in the first game, compared to the 25 weapons in the second one) but, unlike in the first game, defeating enemies and breaking boxes isn't the only way you can earn money.

Some weapons actually become vastly different after upgrading them, which keeps you wanting to know what they'll do after leveling them up.

There are now arena areas where you can complete a variety of missions which involve defeating waves of enemies which are actually really fun and highlight the larger emphasis on shooting and action over straight up platforming. Some of these missions even involve you fighting against bosses which is a cool reward for finishing the more basic missions. Other missions can involve taking out enemies within a time limit, using the wrench only or having more hazards appear in the arena.

The space dog-fighting returns from the first game but is much more expanded and follows the same mission based structure as the arena combat. While the flying sections in the first game basically just consisted of moving the ship, shooting and firing rockets, you can now perform dodge rolls, change weapons, move more freely and boost. On paper this all sounds great, but these sections just weren't all that fun for me personally. All the space missions feel very similar to each other and basically just consist of moving forward and shooting constantly while firing the occasional missile and by doing this you'll complete pretty much all of them without breaking a sweat. There are a couple of more interesting missions, like taking out a ghost ship that turns invisible every so often, but even when they introduce cool ideas like this, it just ends up still feeling like you aren't doing much. This could have been a problem in the first game, but because there's only three occasions you ever fly your spaceship and the levels where you do are a part of a normal platforming level, it doesn't feel anywhere near as boring and actually offered a nice change of pace. Here though, there's way more than three flying missions and it begins to feel a bit monotonous after a while.

Then we have levels which consist of massive wide open areas where you're tasked with collecting 100 crystals and by cashing them in, you'll receive a ton of Bolts. These sections are really boring and I seriously think the game would have been better off without them. The second area where you're tasked with gathering crystals is perhaps the worst part in the entire game because of the enemies being so relentless, numerous and difficult to kill that it really just passes the point of not being fun and becomes a grind to get them all. Of course, you don't have to get all of the crystals to progress the story, but if you're wanting to complete the game fully then you're going to have to put yourself through the arduous mission of getting them all.

As far as doing side missions to earn extra Bolts, the arena, open collecting areas and space dog-fighting are the primary ways to do this, however, there's still a ton more gameplay styles featured throughout the game.

The dog-fighting sections in this game are a good example of how making something more complex can actually result in a worse result.

There's moon areas where the gravity will be altered and you are able to run around the whole spherical area (similarly to Super Mario Galaxy) which are technically impressive but don't add a whole lot to the gameplay experience, there's crane puzzles, where you control a crane to pick up bombs and boxes for Ratchet to open doors and get to new areas which are interesting but not very numerous and glider sections where Ratchet will be gliding through the air and have to make his way through aerial obstacle courses which are actually quite fun.

Returning from the first game are hacking missions where you use a gadget to access a minigame and upon completing it, a locked door will open. There's actually two minigames this time around and in my opinion these aren't quite as fun as they were back in the original Ratchet & Clank. First of all we have the Electrolyzer minigame in which you have to get sparks to hit connectors, but you have to flip the connectors so the sparks hit them in the right position otherwise you'll blow the circuit and have to start again. There's so many sparks and connectors to keep your eye on though that it can be quite overwhelming, it's a good test of reflexes. Then we have the Infiltrator minigames which involve you working your way through a complex maze in order to get an electric current to make it's way back to where you started, thus completing a circuit and completing the hack. Neither of these minigames are particularly bad, but I preferred the first game's hacking because it was more logic based and required puzzle solving as opposed to being a test of memory or reflexes like the two games in Ratchet & Clank 2.

I much prefer the Electrolyzer minigames over the Infiltrator minigames simply because some of the later Infiltrator sections can be infuriating.

We also have sections where we take control of Clank; like in the first game he can communicate with little robots and make them attack, follow him, wait or enter doors but we're also introduced to three new types of robot that Clank can interact with. First is a Bridge Bot who (as the name suggests) can create bridges to help Clank and his followers cross huge gaps, then there's Lifter Bots who can lift large objects out of the way to allow Clank to pass under them and finally there's Hammer Bots who can smash objects in Clank's way and allow him to fly up high on see-saws. Overall, I have the same criticism with these sections as I had with the first game, however, I actually think it's worse in the second game. That criticism is that these sections just aren't expanded enough and they never become challenging enough for my taste. This is an annoying issue because all of these mechanics could create some really interesting puzzles and platforming sections but it just never happens and all of the Clank areas are basically filler material because of this.

Speaking of Clank sections, the areas where you play as big Clank also make a return, but this time they are only used in boss fights, and these fights are very lacklustre to say the least. You can punch, fire rockets and throw bombs at your enemy, and by destroying buildings and helicopters you can gain health and more ammo. The issue is that these battles last too long and become tedious and the enemies you fight never really change their tactic which results in these areas becoming boring very fast.

Overall there's a very serious problem with Ratchet & Clank 2 which is that all of the different styles of gameplay (outside of the main platforming and shooting) are either worse than they were in the original game or they're new additions that are mediocre or just plain bad. I've not listed all the different playstyles in the game (because it would take forever to talk about them), but none of them stand out against the first game's.

Certain gadgets make a return from the first game, two notable examples being the Swingshot and the Grind Boots which were two of my favourites throughout the original Ratchet & Clank.

To compensate for this, the base gameplay has been expanded a lot. Not only is there the aforementioned RPG elements, but you can now upgrade Ratchet's armour which makes enemy attacks do less damage, you can upgrade your ship (which makes changes to the weapons available, the speed you boost at and more, but also makes cosmetic changes to the ship) which is an awesome touch and makes your ship feel a lot more personal than it did in the first game. You can also upgrade your weapons even further (beyond the experience based level up) by visiting an arms dealer who will mod your guns if you pay him Platinum Bolts (which are this game's equivalent to the Gold Bolts from the first game that are found in secret and hard to reach areas).

Skill Points make a return from the first game and this time they actually unlock some really cool stuff. Primarily they give you access to a cheat menu, which is actually quite poorly named because it isn't really cheats as much as just different character skins for Ratchet and other characters. Some of these skins are great (my personal favourite being the snowman) and give you a reason to actually go out and find the Skill Points.

Other than that there's a ton of new weapons (some of which are fundamentally the same as ones from the previous game) which offer a diverse range of combat styles, there's returning weapons from the first game (which you can get for free if you have save data from the first game on your system), there's new and returning gadgets which offer different styles of platforming challenges and I like the fact that Clank keeps his Hydro-Pack, Thruster-Pack and Heli-Pack that he receives in the first game without having to collect them again. It's not often games do things like that, so it's nice to see a continuity being developed here.

The arena sections are one of the best things added into Ratchet & Clank 2, not only are they a great source of bolts but they offer interesting challenges that don't appear elsewhere in the game.

One of my issues with the first game was that it didn't have many boss battles; this has been addressed, but annoyingly, not very well. None of the boss levels are any good at all and basically just consist of shooting constantly and running around them. The only boss where this is different is perhaps the lowest point of the entire game. There's a section where Ratchet is fighting a giant robot but in order to do any damage he must jump onto turrets which are placed around a small arena-like area. The issue here is that the boss never changes his attack pattern and he has so much health it's unbelievable. This fight drags on and on and this isn't helped by the fact that he hardly ever opens himself up to be attacked. It's a really badly designed portion of the game and should have been cut because of how tedious it is.

One thing I want to mention briefly is the secret Insomniac Museum you can access in the game. I absolutely love the amount of effort and love the creators of this game had for this series. This secret section of the game is perhaps one of the greatest secrets in any video game I've ever played, offering a glimpse into how the game was made with developer commentaries, showing cut content (even going as far as to let you drive a vehicle that was cut from the final game), giving you some debug mode areas where you can make your own bullet and smoke effects and a whole test level where the developers decided on how far and high Ratchet should be able to jump and fine tuned his general movement. This is an incredible section of the game and for it to be a fully playable area set in the Insomniac Games offices adds so much charm to the whole thing.

The amount of stuff you can unlock by completing the game and getting 100% of the collectables is insane. By doing various things such as accessing new game plus, collecting platinum bolts and by getting skill points, you can unlock cheats (which I've already mentioned), but as well as that you can unlock movies, which include the game's cinematics, credits, a 'Making Of' video, cancelled 'commercials' and a sketchbook. You can also find a menu full of 'Random Stuff' which is where some very weird things are placed, like a text diary written by Clank about him visiting the Insomniac Games studios, some paintings created by the game developers, endorsement deals (which show the characters of the game in fake adverts for in game brands) and most weirdly, two full minigames that involve sheep floating around in space.

One of the best moments in Ratchet & Clank 2 involves Clank attempting to work out a logic puzzle to get an upgraded wrench out of a glass box only for Ratchet to come along and smash the box and get the wrench himself. It's funny but it also highlights how different the two characters are and how they bounce off of each other so well.

One of these minigames is a clone of Space Invaders (which can be played co-op) and the other is similar to Asteroids, only instead of rocks flying everywhere there is a sun in the middle of the screen and the objective is to knock another player into it to be the last man standing. This is seriously odd, these minigames are just tucked away in a menu and I wouldn't be surprised if some people didn't even know they existed. This is also the only 2 player aspect of the entire game which is incredibly strange. Still, I'm happy you can unlock such weird rewards for completing the game, it beats just seeing a 100% statistic and then having nothing to show for it.

On top of all of these unlockables, there's also a much more expanded new game plus mode which introduces brand new game mechanics which drastically increases the replayability of the game. It was incredibly brave of Insomniac Games to lock this content behind a new game plus mode knowing that some people would probably never even play it, but it's a risk that I think will have made fans of the game seriously happy.

So let's talk about some of the differences the new game plus mode brings to the table. First of all it's more difficult because enemies deal a lot more damage, but to counter this, you keep all of your weapons and health upgrades from your first playthrough of the game. There's also even better versions of every weapon in the game which can be brought from the vendor (this is on top of the mods you can get from the arms dealer and the standard experience based level up you can do with every weapon), but then these Mega weapons can be upgraded yet another time (by simply killing enemies with that particular weapon) into a Ultra weapon. The Mega and Ultra weapons are obviously a ton more powerful than the standard upgraded weapon but can also carry more ammo which means they're better in every single way. To balance this out though, the Mega weapon upgrades can be very expensive, so you can't just go ahead and buy them all straight away.

One of the best bits in the game takes place on top a fast moving train where you have to defeat enemies and swing from carriage to carriage while also attempting to defeat a boss. It feels very epic, but is quite short lived.

We are also introduced to a new mechanic called the Bolt Multiplier which multiplies the amount of bolts you receive by a maximum of twenty times. To get the multiplier to go that high though, you'll have to kill lots of enemies without taking a single hit, because upon getting attacked, your multiplier will go back to zero. This is a brilliant mechanic and makes the game much more tense because you don't want to lose that precious multiplier (especially if you get it high). I think this is something that should have perhaps been in the game to begin with because it's so good, but it's only available in new game plus.

Other smaller changes made to new game plus include you now being able to unlock a new weapon (which is available from the vendor) called the Clank Zapper which lets Clank attack enemies with electricity while on Ratchet's back, the Ryno II weapon becomes purchasable from the standard weapon vendor, you can access short cuts to different key sections of the game (which basically acts as a fast travel) and you can play the game fully from a first person perspective (essentially turning the game into a first person shooter). That's a lot of post game content to sink your teeth into!

Other minor nitpicks of mine about the general gameplay is that there's no option to quickly refill all of your ammo with every weapon in the vendor menu (resulting in you needing to cycle through every weapon to make sure they're full), there's no quick way of warping to your ship at any time you want (which would have come in handy a lot) and there's a bit of a problem with how by the time you've unlocked the most expensive weapon in the game (the Zodiac), you're most likely going to have completed everything and therefore have no use for it.

The bike racing sections of the game are fairly good, but nowhere near as great as the hover bike sections from the first game.

The game's graphics are to the same high standard as the first game. There's a ton of small details in each planet that's interesting (such as the remains of a Gadgetron HQ that's been destroyed, potentially by Megacorp who have replaced Gadgetron as the main conglomerate) and adds life and background details to the game's universe. As with the first game you'll sometimes stop shooting for a second and simply marvel at how impressive the game looks (especially for the time) because of how detailed and brimming with life and movement it is.

Ratchet now looks a lot cooler due to him having a commando suit on throughout the whole game as opposed to his mechanic attire which he wore in the first game. This is a welcome change because it wouldn't have made sense for him to wear the same thing in this game after already having become a hero. Other characters looks just as varied and charming as they did in the first game and inject a lot of character into the game because of their different personalities. Even the enemies are mostly different depending on the planet you're on which (just like in the first game) makes it feel like you're visiting different planets as opposed to just different levels.

Despite the general high quality of the game's graphics, there are quite a few things that are quite problematic with this game. One thing that's quite lazy is that the animation for getting the Platinum Bolts is exactly the same as it was in the first game, while this isn't a big problem, it does sometimes make you think; is this game a proper sequel or just Ratchet & Clank 1.5. The camera still looks janky if you snap it behind you; rather than quickly whizzing around Ratchet, it just cuts behind him and this is a problem that I also had with the first game. There's no cutscenes that play for when Ratchet gets out of his ship, it just cuts and this doesn't look right. It feels like at times the game is rushing too much and cutting out things that should have been given more context, like how when you sabotage a jamming array on the first moon level it just cuts back to Ratchet leaving the moon rather than showing him getting back to his ship. It's things like this that really impact a games overall production value and it's so strange for Insomniac to have been making these mistakes because they have always had such high production value in their previous games.

I know this is a nitpick but the animation for collecting the Platinum Bolts being the same as it was in the first game really bugs me. It comes across as being slightly lazy and took me out of the game slightly every time it happened.

The controls are exactly the same as the first game's for the most part, all of the standard platforming controls feel identical in terms of the types of jumps available and how they work in the game's environments. This is great because it means if you know the first game very well you'll be able to instantly use that knowledge in the second game too, however, I would have liked a few more attachments for Clank to have a few more movement types available.

The biggest changes to the controls are made to the shooting mechanics, because of the larger emphasis on action this is one aspect that really needed to be fine tuned. The first game's shooting controls weren't very good and resulted in me using the wrench as my primary weapon throughout the whole game but the same definitely isn't true in this game. The biggest change is that you can now strafe which completely changes the way the shooting feels, by being able to move left and right while the camera locks on to one position makes it so you can dodge and shoot accurately at the same time and this makes the shooting so much more fun. The level designs are also more suited to this new control style, often there's more open areas filled with more enemies which almost turn the game into a full on shooter as opposed to a platformer. However, because these shooting sections are still within the platformer levels, the different mechanics all gel together very well, resulting in some really varied, interesting and fun levels.

Easily the best thing Ratchet & Clank 2 does better than the first game is the shooting. It's just a shame it doesn't really do much else better.

There's also a few other small changes made to the controls which act as quality of life improvements, for example, you can now cycle quickly between the last two weapons you used by double tapping the triangle button. This is a small but very welcome change because it stops you from having to open the weapon wheel all the time (which pauses the game) and interrupt the flow of gameplay. There's a few gadgets that you also don't need to equip before using them, which is another great change because it means you don't have to equip too many gadgets on your weapon wheel (thus wasting space you could have used for weapons). Unfortunately, the amount of gadgets that this applies to is quite low, I would have liked to see the auto equip function apply to gadgets like the Swingshot as well as the hacking gadgets.

The camera is just as great as it was in the first game, it never got in the way of gameplay and it's customisable in terms of being able to invert the camera controls, use a quick snap button to make the camera warp behind Ratchet and a first person look mode which now actually displays the gun you're using as opposed to just a shooting reticule like in the first game.

The only issue I found with the controls is that it can be quite difficult to lock on to specific enemies when there are a lot of them on screen. Not only that but it's difficult to shoot enemies that are high up or low down, it's like the strafing lock on controls were only designed with horizontal enemies in mind. I found myself almost wishing that the game used more traditional third person shooter aiming so that you could shoot more accurately, but then the issue would be that would the emphasis would be on shooting more than platforming.

There should have also been a quick turn button due to the amount of times that you can be approached from behind while strafing and have to either spin the camera all the way around Ratchet or stop strafing (which leaves you more open to attack) and snap the camera behind him and then go back to strafing. This is particularly a problem in the arena areas.

Weapons and gadgets can now be seen while in first person mode which makes the game feel more like a shooter and also gives you a good close up look at the gun models.

The sound design is of the same high level as the first game, sound effects are all powerful and punchy for the weapons which adds a degree of weight to them, enemies all make different noises when they're hit which gives them unique personalities and the whole game feels fuller and more alive due to the general sound design.

The music has the same problem as the first game, it's good but after playing you probably won't be able to remember a single song from it. It's not that the music is bad by any means but it's definitely not a stand out part of the game as a whole. I also found issues with the music loops in several levels where it would cut slightly and result in a moment of silence before the music started again which isn't an issue I recall happening in the first game at all.

Voice acting is still just as good as it was in the first game, the main difference is that with Ratchet's change of personality he also has a change of voice actor who does a good job of portraying this new more grown up and level headed Ratchet. He isn't as obnoxious as he was in the first game and comes across as being much more generally likeable this time around which is great because it follows on from his change of character at the end of the first game.

You might come across some references to another famous PS2 platformer series if you keep an eye out. It's a nice to see that Naughty Dog and Insomniac's relationship was still as friendly as it was in the PS1 era.

Summing up my experience with Ratchet & Clank 2 is quite a difficult task, on the one hand, the basic core gameplay that returns from the first game has been fine tuned (particularly with the shooting mechanics) which instantly makes the game more enjoyable; but everything on top of this basic gameplay is much worse than it was in the first game, for example, the hover bike racing being nowhere near as fun or mechanically deep as the hover board racing in the first game and the space dog-fighting sections in the second game being more complex than the first game's but the levels not being expanded enough to actually utilise these deeper controls which results in these sections becoming boring. I do however really like the addition of the arena areas, but it's unfortunate that this is really the only addition besides the RPG mechanics and shooting controls that improves on the first game.

I also found that the level themes weren't as memorable as the ones in the first game, even after just having finished the second game I struggle to remember specific levels, whereas straight after finishing the first game I could name several that I really enjoyed because of how much they stood out.

The best way that I could sum up Ratchet & Clank 2 is by saying that when it's good, it's better than the first game, however, when it's bad, it's far worse than the first game. It's an issue with not being a consistently good game and instead just having moments where it's fantastic and outside of these moments being quite mediocre (especially when compared to the first game). I would definitely recommend the original game over this one if I was introducing the series to someone who had no previous experience with the games, and that's disappointing because I was hoping a sequel would have expanded on the original game in a way that made everything tighter. I want to like this game more than I do, but because it's so littered with flaws I struggle to think of any reason I would ever go back and replay it. It's by no means a bad game, but it's also not a great game, despite having elements and sections that could have made it great.


Pros:
- The new shooting controls are far superior to the first game's and make the shooting far more fun and rewarding.
- The new RPG elements make the sense of progression you get from playing the game way higher and make you want to use all the different weapons available.
- New game plus mode has been expanded and offers a ton of variety, even going as far as to introduce brand new mechanics that are only available in a second playthrough.
- There's so many unlockables to get that it makes it feel worth collecting everything, this is a game that you're going to want to 100% just because you want to see what the next unlock is.

Cons:
- The story is underwhelming because it feels rushed and creates inconsistencies and plot holes with itself and the first game.
- Most of the different styles of gameplay aren't as good as they were in the first game and the new aspects of the game are mostly mediocre and aren't expanded enough.
- Aspects of the visuals seem outright lazy, such as the abrupt cutting upon starting and finishing certain missions.
- Bosses are more frequent than the first game but are all average at best and the final Thugs-4-Less boss is the lowest point of the entire game.

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