Back in my youth,
as was the case for many gamers, my gaming was limited to what I could scrounge
up from my parents with chores, Christmas, birthdays and just sheer luck. I needed to prioritize what consoles were
essential for me to obtain and which I could sacrifice, at least for the time
being. The PS2, unfortunately, didn’t
make the cut. I was more than aware that
there were plenty of great games for it at the time, but I wasn’t exactly in
any position to bitch about any games that came my way. That being said, thanks primarily to the PS2
Collection games available on the PS3, I’ve been able to try out these gems
from console generations past, leading to plenty of memorable experiences that
showed me just what I was missing out on all this time. And Ratchet
and Clank is absolutely not an exception by any means. The first in a long series of cartoonish
sci-fi action adventure games, Ratchet
and Clank feels special from the first moment that you start playing,
gloriously melding together freedom and variety; combat and platforming; comedy
and personality. Even if it does have
some glaring issues from time to time, Ratchet
and Clank contains so many great elements that any gamer, from casual to
veteran, can appreciate.
The
setting and plot of Ratchet and Clank
alone will remind you that this is not the type of game that will be taking
itself very seriously. In a highly
futuristic alternate universe, the alien civilization known as the Blarg, led
by Ultimate Supreme Executive Chairman Drek (Can you tell that he’s in
charge?), is attempting to create a new, pristine planet out of other planets
by conquering and stealing portions of them , as their planet has become highly
polluted and uninhabitable. While on the
war path, a robot manufacturing station run by Drek accidentally produces a
miniature version of their usual product, who manages to view an Infobot, small
hovering robots that produce TV screens to deliver short messages, which
reveals Drek’s plans and motivates him to escape the plant by hijacking a space
ship in order to stop Drek. He doesn’t
get far, however, as he is soon shot down by Drek’s minions over a desert
planet which is inhabited by our other protagonist, Ratchet.
Ratchet
is working on his own ship as he witnesses the small robot’s ship crash-land
near his garage. Upon rescuing the
robot, which Ratchet soon names Clank, Clank informs Ratchet of the impending
threat to galactic life and, with a bit of persuasion and promising to power
Ratchet’s ship, Ratchet goes along with their plan, which includes gaining the
help of Captain Qwark, a supposed galactic hero, and finding strong enough
equipment to take on Drek and end his plans.
The story is nothing to write home about, but this is all forgivable
because of the tounge-in-cheek nature of the game. And sure, the plot is fine and dandy, keeping
things short and simple, but the real allure comes from the characters and Ratchet and Clank’s sense of humor.
The writing
manages to come off as both quick and clever, never wanting to keep you too
long from the action, but still getting a couple of chuckles out of the player,
even if some of the cutscenes are a tad long-winded. But, the characters are what really allow the
comedy to flourish. Each character, both
primary and secondary, is full of personality, bolstered by stereotypes, but
never defined by them. They feel like
real people (or aliens, whatever), but still have a note of silliness behind
them to really take jokes home, while never reaching for a laugh and coming off
as obnoxious. On top of that, Ratchet
and Clank make quite the duo, as Ratchet is the brash, strong-willed type that
encompasses many of the tropes of that of a 90’s cartoon character, while Clank
is quite polite and articulate, if not somewhat naïve. Together, the two juxtapose each other
perfectly, allowing one another’s strengths to make up for the other’s
flaws. Unfortunately, Ratchet can be
pretty selfish and a bit of an ass in the middle of the game, but he thankfully
overcomes this behavior in the end and his dickishness does little to hinder
the loads of laughs that Ratchet and
Clank contains.
"Hello. I'm useless. And you are?" |
However, we’re not
dealing with a cartoon here. There’s a
lot more to video games than cracking a few jokes, but the game is more than
capable of holding its own in those areas as well. For starters, the graphics and music
perfectly compliment the light-hearted, cartoonish tone of the game. Ratchet
and Clank’s soundtrack is a catchy mix of jazzy, electronic and
orchestrated elements; the former two when it comes to beat-‘em-up sequences
and platforming and the latter in more dramatic moments. This helps to create the perfect atmosphere
for both types of environments, especially when you’re beating the hell out of
mooks and you need something energetic to liven up the mood. As for the graphics, they liven the world up
in a whole different fashion.
They’re expectedly
stylized and cartoonish, but not something you would expect out of the likes of
Uncle Grandpa. Each level is colorful and vibrant, but
conserved, not only relying upon bright distractions to catch our eyes
temporarily. The layout certainly feels
animated, but equal time was given to structuring the world to give each level
its own personality, whether it’s a city filled to the brim with towering
skyscrapers or the Blarg’s hyper-polluted planet, littered with abandoned
laboratories and literal ponds of toxic sludge.
It really runs along the same lines as the writing, in that it offers a
lot of flare, but never feels obnoxious.
Simply put, the levels are both cartoonish and atmospheric, allowing
them to have both an immediate and lasting appeal that, as far as I’m concerned,
never outstays its welcome.
But all of these
elements only serve as the backdrop for the big star of Ratchet and Clank: the gameplay.
Starting with Ratchet’s controls, they feel smooth enough, but do take
some getting used to, as turning while moving can feel somewhat sluggish at
times. The same goes for jumping, due to
the double jump that gimps Ratchet’s momentum, but it can actually come in
handy when you realize that it can be used for more precision platforming, not
to mention that he can cling to the edge of platforms. Again, it does take some getting used to, but
it’ll feel natural with an hour.
Likewise, utilizing weapons is the same deal, at least with long-range
weapons. Melee weapons, such as
Ratchet’s wrench, have a good amount of range and speed behind them, but
machine guns like the Blaster feel kind of clunky initially. You can run-and-gun and enemies will be
locked on to, if you’re close enough, or Ratchet can enter a first-person mode,
disabling movement but allowing for far more precision. Locking on isn’t always as precise as you’d
like it to be, so it really comes down to whether you want to sacrifice
accuracy or mobility. But again, within
the first couple of levels, these issues should become a thing of the past,
especially since you can always develop your own strategy with the weapons and
gadgets the game gives you, and hoe-lee shiiiit do they give you a lot.
Over the course of
Ratchet and Clank, you are given
access to a total of 15 weapons and 14 gadgets, each with their own purpose and
ability to mix up the gameplay. The
weapons are all ridiculously campy in their design, such as a massive boxing
glove (The Walloper) and the R.Y.N.O. (Rip You a New One), a heat-seeking
rocket launcher, but what is even more glorious is just how much they can
accomplish. You have your traditional
short and long-range weapons, including flame throwers and rocket launchers,
but you can also use the Suck Cannon to suck up smaller enemies and use them as
projectiles, the Decoy Glove to set up a blow-up doll of Ratchet to distract
enemies and attack them from behind, the Tesla Claw to electrify enemies with a
bolt of lightning that tracks them, the Glove of Doom to shoot out tiny mechs
that run up to enemies and blow up on contact…I think you get the picture.
Take your pick, gentlemen. |
Because of just
how versatile Ratchet’s arsenal is and how effective all his weapons can be,
the player is free to tackle groups of enemies in practically any way they see
fit. You can go in guns blazing, keep
your distance and pick them off one at a time or, hell, even simply distract
them in order to sneak by them, if you so choose; the choice is yours. Not only does this keep combat fresh and
exciting, but it means that replay value
is through the roof. Furthermore, each
level has a number of collectable Gold Bolts which, when spent alongside a
certain number of regular bolts (Ratchet
and Clank’s currency), can be used to purchase upgraded versions of your
weapons, although they’re only available after you’ve beaten the game or in a hidden
area near the end of your first playthrough.
Unfortunately, as great as all of this stuff is, the gadgets just don’t
have the same amount of versatility.
First off, let’s
get one thing straight: the gadgets are all useful in their own right. Their purposes vary from transportation to
solving puzzles to just easing the player’s journey. The Heli-Pack and Thruster-Pack, which allow
Clank to levitate Ratchet and help him cover more distance, and the Hydro-Pack,
which allows Ratchet to rocket through underwater segments, are all massive
helps when it comes to traversing the levels, but they’re pretty much the only
ones in the game that don’t feel completely situational. Any other gadget can only be used when a
special circumstance calls for it. You’re
given Grind Boots to grind on rails, but you’re only given rails to grind
during special level sequences made up of nothing but rails. You get a hover board, but can only use it
for a whopping two racing minigames.
But the worst
offender is the Hydrodisplacer, which is basically a glorified Super Soaker
that can suck up massive amounts of water from flooded areas so that you can
explore them. Literally all you do with
it is walk up to a vent specified for the gadget, stick it in there to either
suck up or deposit water and THAT’S IT.
Now, I understand that sometimes gadgets are only needed for one
specific purpose, but what I’m getting at is this: why couldn’t more gadgets be
given more versatile functions? Wouldn’t
it be awesome to grind around levels and shoot at enemies a la Infamous? What about using the magnetic boots you
receive to walk up any wall you choose, instead of one specific twisting ramp way? How about allowing us to use the Sonic
Summoner, a helmet that summons a small spaceship that can assist you with
eliminating enemies, whenever we want, at the cost of some bolts, instead of
only at specified stations? The gadgets
may share the same levels of goofy charm as the weapons, but damned if they
don’t reek of unrealized potential.
Thankfully, the
same can’t be said for Ratchet and Clank’s
level design. Aside from looking vibrant
and full of energy, what so alluring about the level design is that each world
is never the same as the last. Granted,
you’ll have your minigames, your combat sections and your platforming sections,
but the way they are all spread out is never even remotely similar to any level
before or after it. Some levels may be
entirely linear, while others have a hub area with paths to smaller sections
that contain various mission objectives.
Some levels have multiple pathways to the same objective and it’s up to
the player to decide which to take, while other are seemingly linear, but have
small side routes that give an added sense of depth to the levels. And that’s just getting into their general
structure.
Every one just has
so many nuances that break up the gameplay and really give each one its own
identity, making it more than just another stage that they needed to fill a
quota. The enemy variety is simply
fantastic, as it doesn’t just throw the same old groups of quick, little
creatures that distract you while trying to deal with the bigger, gun-toting
enemies. Each world features a new type
of enemy, constantly evolving their strategies at a gradual pace to make each
encounter more difficult, forcing the player to rethink their strategies and
utilize all the weapons at their disposal.
The platforming sequences are structured nicely as well, always feeling
perilous and exhilarating, yet still giving you moments to get your bearings
and plan your next move. There’s always
a steady variety of side missions where you control Clank or a vehicle (which
control perfectly, I might add) to break up the jumping and gunning. Even the bosses are fantastic, although they
tend to be few and far between, with their strategies constantly changing
throughout the battle, making things far more intense than simply fighting some
super huge mook. Honestly, it’s pretty
hard to articulate just how much these levels have to offer. The best way to truly appreciate them is to play
them first hand.
That’s not to say
that I don’t have a few problems with their overall setup. I do find that the checkpoints can feel
relatively scarce at times and the use of the breakable crate trope can make
the game a tiny bit tedious at times.
The difficulty can also be somewhat inconsistent (I’m lookin’ at you,
Planet Orxon!), as some levels will throw a ridiculous amount of enemies at you,
all for the sake of begetting an artificial sense of challenge, but only coming
off as cheap garbage. However, my
biggest problem comes from bolt collection, specifically concerning my ability
to afford new weapons that are made available in the store.
All right, are you f**king kidding me!? |
For the first half
of the game, they are given out at a fair pace, as long as you’re willing to earn
them. But as time goes on, weapons
become a lot more expensive, but not only are enough bolts not made available
from either breaking crates or killing enemies, but there is no realistic,
practical way to grind for them, save moving on to the next level or killing
the same groups of enemies over and over for the same measly amount of bolts. In this case, you’re forced to either forgo
the new weapons or actually sacrifice buying ammo and rely upon that which you
can find throughout the level. As you
can imagine, this becomes a HUGE source of frustration in the later levels, as
you’re going to need as much ammunition as humanly possible, so having to deny
myself that for a weapon that may or may not be useful can drive me pretty
close to wanting to smash a controller or two.
Maybe I just got unlucky for some reason, but this is exactly what we
have testers for. When you’re basing
your gameplay heavily around gunplay and I’m unable to use these guns when I
really need them, we’ve got ourselves quite the issue.
But even with a
couple of bumps in the road, Ratchet and
Clank serves as a reminder that a little bit of variety and freedom can go
a long way. Along with the quick-witted
writing style and beautiful graphics, the amount of possibilities given to the
player in combat and each level having its own unique style make this game an
instant classic, even 13 years after its release. I do get the sense that some portions feel experimental,
as if the developers were simply trying to figure out what works and what
doesn’t for this series, what with the underutilized gadgets and several
pace-breaking moments caused by the inconsistent bolt collection, but these do
little to hamper the fun factor that can be felt so many times during the
game. If you haven’t played this
already, do yourself a favor and get your hands on it immediately. God only knows I’m already pumped to start
the sequel.