Ratchet & Clank: Going Commando |
PS2 |
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Review by Greg Wilcox |
Insomniac/Sony |
Action |
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Graphics: 10 |
Sound: 9 |
Gameplay: 10 |
Overall: 9 |
Action fans will love the 20 all-new weapons (which brings the total to 51), and stuff that blows up real good and as often as possible, while platform gaming junkies will be pleased at the huge levels and many challenges that await. Getting from Point A to Point B here is quite a lot of fun, and there’s a load of stuff to grab on the way, and it means a lot more this time out thanks to the RPG-like elements Insomniac has added. Yup, that’s right, Now Ratchet can (and needs to) increase his health bar as he goes through the game by destroying enemies. To keep things fresher still, enemies also grow along with Ratchet, which makes them quite a bunch of tough little (and big) S.O.B’s by the end of the game. Going Commando is great stuff, and an incredible experience in every aspect. You can tell that this game was play tested to death before its release, and that every possible aspect that could be fine-tuned was, and then triple checked just to make sure. There’s a plot here, but I’ll only give away the beginning: Our heroes are being interviewed for a TV special about their lives since the last game when they’re teleported to The Bogan Galaxy. There they meet Abercrombie Fizzwidget (well, his hologram), CEO of a huge company, who offers them a chance to get back into the adventuring for profit business by locating a stolen “experiment”. Ratchet jumps at the opportunity (must have been the health plan and weapons, among other things), but Clank holds out for the security of a desk job before he commits to joining the cause. There’s a hell of a lot more, but a good story is best experienced as it’s played.
Going Commando’s graphics are outstanding. The levels are larger, more colorful, and contain more interactive elements than in the first game. Characters all animate fluidly and look quite real (well for the game’s 3D cartoon worlds). When it comes to maxing out the PS2’s strengths, Polyphony, Insomniac, and Naughty Dog are Sony’s 1-2-3 knockout combo to any and all competitors. Any dev team that whines about the hardware or can’t produce games packed with this much life should go back to programming Commodore games or something. Of course, the music and sound effects are also top shelf. There’s absolutely no doubt that everyone involved here has obviously given 110% in every aspect of the game’s production. Hell, even the game’s label art is cool!
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