Kentzz reviews | Nostalgic - Ratchet & Clank | [ENG]

in Hive Gaming3 years ago (edited)


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Although Ratchet & Clank's play mechanics vary from other games in the genre, the controls are much the same. The camera is really versatile, more so than in the previous game of Insomniac, Spyro the Dragon. It moves a little late, though, and therefore comes off as sluggish, not silk-smooth. It's reliable, however, but not as fast as it should be. Ratchet is going at a constant pace: slower than Jak & Daxter, but quicker than Banjo-Kazooie. Most gamers, particularly children, will not be able to choose the differences in speed. In reality, the part of the controls that's a little different is the strongest. Selecting and then using all of Ratchet's arms and gadgets is as simple as possible.

That's all right, but the thing that makes the arms unique is how easy they are to use when exploring every gigantic planet. Enemies are in high supply, so it's important for you to be able to strike at a moment's notice. In certain situations, it is important to be able to strike long before the threat presents itself. Both the Blaster and the Pyrocitor (flame thrower) work well when in motion. The guns were shot in the same direction as Ratchet was heading in. Think of it as a 3D variant of Contra, only cleaner, clearer, and, in the end, more enjoyable. There is also a first-person mode to look around, but it can also be used to fire at moving objects or opponents that are far away. The first-person perspective is a little more powerful than the one in Jak & Daxter, but still not quite ideal.

Each level has been built from the ground up with a distinct out-of-this-world experience in mind (which makes sense, considering the game takes place on multiple planets). Some terms are more organic, like the less-civilized form of Naboo (from Star Wars), and others are more modern, with more buildings and less natural wonder. They all have a special layout that looks different. While it may be said that Ratchet & Clank borrows heavily from other platformers, the level of the developers themselves is one thing. Level design is one of the most important things in a video game, particularly a platformer or an action/adventure game (Ratchet & Clank is a little of both, mind you).


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The first thing you remember when you reach a new world is how huge it looks. In actuality, it might not be quite as big as you'd thought it would be (that is if you're like me and want amazing games to last forever), but there's a feeling there. Many of the stages are made up of massive over-the-ground pillars, while others are a bit more sturdy, but do have places where you can crash to your death. The "giant platforms" I am referring to can be as high as 1/10 the size of the average stage in Banjo-Kazooie (larger in some cases). There are some of these channels, as you can discover in the second world of the game. It's essentially one thing nice big city, but the towers are hundreds of miles above ground, making the world seem like a cloudy city (also reminiscent of Star Wars).

Levels go above relatively straightforward mission targets. If done, you can leave the level and transfer to the next mission. (You might escape the planet faster, but it will be at your detriment to do so.) Inside a watery cave, you'll find a few different pathways that lead to useful (though not special) things and more enemies to battle. Your in-game map will show that you've conquered the planet much more, helping to give you a sense of how much you've finished and how much needs to be achieved.

Ratchet & Clank's cartoon (completely polygonal—not cell-shaded) environments and characters look just like Klonoa's 3D version. The styles are distinctive, but the graphic style is pure Klonoa. The result is a lovely game that looks nice 90% of the time. The feeling I mentioned above, the one you're going to get when you're the first to reach the universe, anything is possible thanks to the amazing game, extremely compelling graphics engine (and some really talented artists). They're (The artists) have essentially enlarged the realms that are there and made them seem to be a lot bigger than they actually are.


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When you get up close and personal with Ratchet, you'll be shocked by how seamless his animation is. His facial expressions are so good. Like a computer-generated movie character, Ratchet's eyebrows are lifted when he's excited, while his mouth shifts precisely in line with what he's doing. Even his pupils are going realistically! This is true of the other, unplayable characters as well. However, none of the NPCs are as practical as Ratchet. Ratchet's skin (if you can call it that—it looks sort of furry) has cool, vivid, complex textures that make it look much better. The other characters are a little less vibrant. They still look pretty good, not as spectacular as Ratchet.

Ratchet & Clank is another must-play Sony platformer. It's great to stress pistol fighting over punching/butt stomping. It's an outstanding movie, one that I hope will not be repeated by rival firms. I want this series to be able to evolve easily without Insomniac having to feel like they've had a one-up competition and all their designs have been ripped off. As it is, the rivalry was well balanced by offering a special experience that can't be found anywhere else.

Thank you for reading and I'm wishing you all the best!.
@kentzz001