Game Over Online ~ Ratchet & Clank: Going Commando (c) Sony Computer Entertainment



Ratchet & Clank: Going Commando (c) Sony Computer Entertainment

Published: Monday, November 3rd, 2003 at 07:55 PM
Written By: Thomas Wilde


This is sort of a disturbing trend. Between Jak and Daxter's recent dystopian makeover and Ratchet & Clank: Going Commando, it appears that the platforming genre might be getting a little more explicitly violent. I can't shake a horrible image of Mario dressed like one of the Sopranos, crushing Koopas underfoot while simultaneously busting caps in Bowser's ass.

All of that comes next year, no doubt.

Never mind that, though. The matter at hand is Ratchet & Clank: Going Commando, a platformer that combines the usual item-collecting and pit-jumping with gunfire. Lots and lots of gunfire.

After the events of the original game, Ratchet and his robotic sidekick Clank are kicking back, enjoying being celebrities. A sudden message from Abercrombie Fizzwidget, the CEO of MegaCorp, brings them to the nearby Bogon galaxy in their spaceship, as there's work to be done. Fizzwidget hires them to hunt down a thief named Angela Cross, who's stolen the experimental Proto Pet from MegaCorp. More than twenty worlds and countless skirmishes with the mercenaries of Thugs-4-Less later, it'll turn out that there's more to this than the simple matter of a stolen widget, but that's kind of a given.





I never played the original Ratchet & Clank, so this turned out to be a surprise. I tend to go into a 3D platformer with a chip on my shoulder, since I also tend to hate the genre like fire. As it turns out, this is actually a lot of fun. Ratchet's an interesting character, pulling out a different invention every time you turn around, and crushing all who oppose him with the power of the mighty WRENCH. I was honestly expecting one of the modes of gameplay to dominate the other--the platforming vs. the shooting--but they're both integrated into a cohesive whole.

With a touch of the Triangle button, you can open his weapons menu, designed to hold up to twelve guns. More are available through vending machines, where you can purchase them with screws that you collect from destroyed enemies and handy crates. Apparently, several of the weapons from the first Ratchet & Clank will be returning, and if you have a save on your memory card from that game, you can pick them up for free in Going Commando.

In our demo, Ratchet moves from disabling transponder towers on an isolated spaceport, to infiltrating a group of bandits via hoverbike racing. In both play modes, the action is fast and furious, and the graphics are colorful. Ratchet's adventures take place in a bizarre futuristic wonderland, like Tokyo turned up to eleven; neon tubes and glowing widgets light the way, as you slide across transparent walkways and leap across gaps with red-hot diodes and pipes at the bottom. This isn't the chrome and steel future city that you might be expecting, but rather some kind of glass Victorian space station, complete with bizarrely anachronistic spacecraft.





Really, what impresses me more than anything else is the production design here. Going Commando manages to pull off a unique and characteristic style without being any more camp than you'd expect it to be. Sure, it looks like they created the small blue robots, the most frequently encountered enemies, by spray-painting some Mousers navy blue, but the level design's still impressive.

My particular favorite is the spaceport's transponder station, which is a small spherical world that you can run all the way around in about a second. If you zoom out from it with the R3 button, it looks like a marble or something, with antennae and towers jutting out from it in every direction. The gravity remains constant, so if you manage to get up high enough, you'll actually have to take the curvature of the world into account when you leap to the next platform.

Ratchet jumps about these environments with this weird boneless look to him, kind of like a cat. He occasionally pauses while doing this to shoot about three dozen guys. Seriously, this is ridiculous; it sometimes feels like it would if they included a "curbstomp" move in the next Dance Dance Revolution. Mess with Ratchet, and he'll throw you into the empty yawning void of space if you're lucky. Odds are that he'll probably ventilate you with his giant crackling electric shotgun, or tear you apart with the world's scariest throwing stars.





Speaking of, there's a bizarre new experience system in effect in Going Commando. Both Ratchet and many of his weapons gain points by whupping up on enemies. When Ratchet gets enough of them, he'll level up, and be able to contain more nanites within his body; this, in turn, means his stamina bar gets longer.

Using his weapons, on the other hand, will eventually result in their evolving into another gun entirely. Each destroyed enemy will emit nanites, which acts to fill up the experience bar that you can see below a weapon's ammo counter. When the bar's full, the gun evolves.

In our playable build, the Blitz Gun starts as a short-range blaster that'll knock down stronger enemies, but won't knock them out. Still, use it often enough, and it'll suddenly henshin into the devastating Blitz Cannon, an electric shotgun that can wipe out anyone standing within about a ninety-degree angle from Ratchet. The Gravity Bombs turn into the Mini-Nuke; the Lancer laser pistol becomes the fully-automatic Heavy Lancer. Each gun's evolved form is quite a bit different from its original version, so the game can be said to have somewhere around thirty-eight new weapons.





In addition to horrifying acts of destruction--it took me off guard, okay?--you can enter hoverbike races, get into space battles, man gun turrents, and enter arena combat, in what Insomniac calls "Maxigames," evolved versions of Ratchet and Clank's minigames. A Maxigame presents a challenge that you can return to over and over again, if you want, and in so doing, you can unlock more difficult levels. Winning at the hoverbike track, for example, will grant you access to more hoverbike courses.

Going Commando is set up so that as you progress, the enemies will begin to get tougher just as you do, by, for example, putting on better armor. If you find that the enemies are getting too tough, you're allowed to return to earlier levels at any time to earn more screws, buy new weapons, and build experience.

All in all, there wasn't much to go on, but if all of Going Commando is even vaguely comparable to the demo, then this should be a remarkably solid title. I'm going to have to look up the original game, now, to see if it's anywhere near as interesting as its sequel. Look for our full review soon!


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