Just finished it (well, finished the story - still have lots to do).
The game states elegantly and simply that Insomniac is the PS3's most
valuable asset. Their launch effort, "Resistance: The Fall of Man" is still
one of the best and most polished PS3 titles and this game is even better.
The main thing may be that this game, an action-platformer, is just more my
preference ("Resistance" is a FPS, a genre I'm not as interested in
generally), but that would be selling it short.
The game is stunning but there are some problems. It might be best to get
them out of the way first.
While the story is just as funny as previous games it's not quite as good.
It's not the worst of the series but definitely not the best. It just
doesn't seem to flow as naturally as it might in some ways.
The camera isn't as good as in previous games. Again, it's by no means bad
but it's definitely a (small) step down from previous games. You'll fight
with it sometimes, especially when you're near walls or in small spaces.
The game is a bit short. I beat the story in about 10 hours. The areas are
large but essentially single use. Where previous games might have reused
areas for additional challenges, driving or flying courses this game
doesn't.
The game is also almost ludicrously easy (at least on the first
run-through). Arms dealers are liberally strewn throughout the levels and
(unlike previous games) they heal you for free. This eliminates nearly any
worries about ammunition or resource management. There are definitely tough
spots here and there, and many of the bosses took me several tries, but
overall it's a cake-walk.
Conversely many of the enemies are significantly tougher. Where previous
games nearly always featured horde of cannon fodder and a few more
formidable foes many of the creatures (especially in the later levels) are
pretty damn resilient. For the most part this offset by the fact that you
can just open-up with your most powerful weapon since ammo is so plentiful
but it is worth noting.
The good far outweighs the bad.
The game is stunningly, totally gorgeous. The environments are lush, alive
and beautiful. This is actually disconcerting at times: the environments
are so complex, so detailed that you sometimes miss game play elements.
It's a subtle thing but you truly have to readjust your expectations when
playing, modify your core skills in a way, to pick out the important details
from the pretty, pretty candy.
This is also the first time that a real physics engine has been applied to
the "Ratchet" series. It doesn't actually affect game play that much but
the little touches, while subtle, add significantly to the presence of the
game. Stacks of crates fall over, disassembled enemies roll down slopes and
so forth.
The core game play hasn't changed at all and that's primarily a good thing.
The controls are consistent and essentially perfect. If you're looking for
something new however you won't find it here.
Mini-games always make up a big part of a "Ratchet and Clank" game and this
one is no different. All of the mini-games make use of SIXAXIS motion
control to a greater or lesser extent. None of them are very difficult but
all of them are interesting enough, fit into the story well and don't
outlive their welcomes.
Vehicle combat is limited to a few (I thought) difficult to control space
battle sequences and a couple of forgettable "gyrobike" areas. A few areas
offer free flight (controlled very well with the SIXAXIS). Clank's solo
missions (this time supported by a mystical race of enigmatic robots) are
back and break up the main action sequences nicely.
As always the universe of "Ratchet and Clank" is filled with a huge number
of ways to make things go "boom". While pretty much all of the weapons are
new in this game they do fall into general archetypes (shot guns, machine
guns, grenades, etc). While there are always a few clunkers in every game
most of the weapons have their time (even if "their time" is just to
embarrass your foes as in the case of the disco-inducing Groovitron).
A subset of weapons are considered "devices" (essentially single-use
consumables) than need to be purchased from a different vendor than other
weapons. The main difference is that weapons (but not devices) can be
upgraded both from use (where the weapon will grow more powerful and
eventually transform into a more lethal version of itself) and a simple
upgrade grid where you can purchase various upgrades (more damage, faster
rate of fire, more rewards for using it, etc).
The story is populated with several interesting characters but
unfortunately, aside from the omnipresent Captain Quark (and a hilarious
cameo by another, moist, face from the past) none of the classic characters
play any significant part.
While the main story of the game is wrapped up nicely enough it's clearly
the first part of a multi-part arc. And while I still had some trouble with
the story it was nice to see the series mature a bit. Themes of loyalty,
family and loss don't weigh the story down unduly but they do give it an
emotional heart missing from the previous games.
This a solid entry into the series and one of (if not the) premier games on
the PS3. Like "Heavenly Sword" (another great, but short game) you might
want to save your $60 and rent it but you shouldn't miss it.
Jim Davis
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