Tuesday, November 06, 2007

Ratchet and Clank Future: Tools of Destruction

I've been sitting on this review for a week now. It's not often that I came across a game so wonderfully fun but still woefully unspectacular. I simply love the Ratchet and Clank franchise. It offers unabashed fun even the kings of the genre, Mario and Banjo, cannot come close to. By stripping away the standard problems associated with 3D platforming, namely platform navigation and sparse environments, R&C has always been able to hone in on pure fun much quicker than its exploration heavy counterparts. But this newest Ratchet, the sixth in seven years, simply feels too similar to prior outings. Though the only game that has given me more pleasure this year is the nearly perfect God of War II, Ratchet and Clank Future is so far from what I demand in a next generation experience that I am genuinely shocked Insomniac would release it in this state.

Ratchet and Clank Future is more of a next generation remake than a true sequel. The graphics are impressive and the game makes heavy use of Sony's motion controller, but everything else had already been done in previous entries. And much better to boot. The weapons, always the trademark of this franchise, are a complete let down this time around. Aside from two unique standouts, the game compiles a catalogue of slightly retooled versions of classic weapons. The two most interesting weapons make use of the game's next generation home. The Pyro Blaster, a flamethrower, most likely could not be done with the PS2's limited power. The flame is quite impressive and made me giggle with glee as a mowed down row upon row of emotionless robots. And the Tornado Launcher (guess what it does) can be a trying experience but I found it a blast to use. Ratchet shoots out a mini twister and, using the Sixaxis controller, you tilt you controller to steer it around the stage. Again, a very satisfying and useful weapon that simply could not be done last generaton. A few more of these and Insomniac might have had something special.

However, every other weapon falls flat simply because I have played three previous Ratchet and Clank games so thoroughly. For instance, you'll find a blade throwing weapon called the Buzz Blades in Ratchet and Clank Future. The same weapon was known as the Chopper in Going Commando. Future has a whip-like weapon known as the Shock Ravenger whereas Up Your Arsenal called it a Plasma Whip. Since the main lure of the franchise is the fantastic weapons Insomniac comes up with, I was disheartened to see so many of them had appeared in previous games. Usually, you are able to purchase classic weapons at a discounted price (game price, not real dollars) if a game save from an older title was found on your memory card. With the jump to a new system and potentially a new audience, it seems Insomniac was content offering classic weapons almost exclusively.

Even worse than bland weapons, the motion-controlled mini games are more of a chore than even your average Wii game. From rolling a ball to connect circuits in a security hacking game to tilting the controller away from missiles in a sky diving excursion, the distractions add annoyance to what is predominantly a very fun game. An even bigger problem is the return of the awful flying missions from Going Commando. I have no idea why Insomniac keeps forcing a crappy flying game in their otherwise awesome games. This is just a poor version of Star Fox that once again takes away from the brilliant action that should be the sole focus of a Ratchet and Clank game. These side missions certainly aren't game killers, but they do take away from the experience as a whole.

Essentially, Ratchet and Clank Future follows the same blueprint Insomniac created six years ago without adding anything significant to the equation. In fact, they have even removed modes. The online multiplayer mode from Up Your Arsenal has been taken out completely as has the co-op mode from Deadlocked. Though the core experience of Ratchet is the robust single player mode, it's surprising they would choose to release a less diverse product than previous offerings. And while I wouldn't have gone online anyway, one subtraction really does anger me. The arena modes, where you battle hundreds of enemies in adverse conditions, have also been toned down considerably from previous games. Not only are they much easier this time around (no more 100 rounds of death), but the diversity is once again lacking. There are only about 20 such challenges in the entire game. Since this is probably my favorite part of the franchise, I was sad to see such a poor representation of it.

However, even with all that negativity spread across this page, I still had a very good time playing the game. The weapons may be uninspired but I still thoroughly enjoy leveling up my Tools of Destruction and seeing what new features my guns developed. As expected, the game is simply gorgeous now. And though you travel to the most cliche places in the universe (ice, fire, and dinosaur-laden planets), it's still really fun to explore each world. I hate having to bash a game I really loved, but I have already written all about the positive aspects of the Ratchet and Clank franchise in previous reviews. I simply expected more in Ratchet's next generation debut.

Don't let my negativity get you down. This is still the best game on the PS3 and, if you aren't a stickler for innovation, it's another near perfect release for Insomniac. It should still be a must buy for any PS3 owners who demand fun in their games. But it's going to seem pretty insignificant when Mario Galaxy, a truly revolutionary platformer, comes out next week.

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