
When the PlayStation 3 first came out, it had quite a lot to prove ... err, disprove, rather. Sony had made some pretty embarrassing claims about the competition and was marred with some excess arrogance thrown into the mix about how the sun would never set on the Sony empire. Although, shortly after the PS3 went public, the sky darkened a little. With the staying savvy of the PlayStation 2’s success being one of the only positive aspects of Sony late in 2006, the PS3 offered little incentive with too large a price point for most involved, so any and all attempts at creating a desirable game library were to be hailed as saviors.
Fast-forward a year later (somewhere beyond the multiplayer of Resistance, past the racing joy of Motor Storm, and just a jump from Heavenly Sword’s aesthetics), and people were still far from sold on this next-gen purchase. Ratchet and Clank Future: Tools of Destruction was another faithful entry into the running shooter/platform series and definitely offered a lot in entertainment — though little in the savior department. While most people would still be gunning for a more solid title to be won over, Ratchet and Clank provided a much-needed breath of fresh air for anyone who owned a PS3 at the time. And it is still a great buy for anyone who hasn’t already taken the plunge.
Ratchet working on a device, and Clank being weary of a greater evil in the universe conspiring against the pair: It’s just another beginning for the seasoned duo, and the intro to Ratchet and Clank is what you’d expect at this point. Gigantic army sent by a pissed-off megalomaniac bent on universal domination? Check. Ratchet and Clank setting off on a daring escape with gads of gigantic booms and explosions? Check. The always consistent comical musings of everything that makes up the failed nature of Captain Quarks superhero existence? Check. The series has worked in a familiar sense as one of its base attractions, being that of a breezy get-up-and-go essence and offers the story pretty readily — only so you can get an eyeful of the bustling environments that you’ll be soon blasting the hell out of. Emperor Tachyon wants Ratchet and Clank dead for some “extenuating circumstances” with Ratchet’s race. Your job is to not die.
Simple persists to sum up most of the Ratchet and Clank series, as the direction of fun the game provides is always clear. You run, you jump, you shoot and then you laugh at a cinematic or two. Easy fun has always been key, and Tools of Destruction doesn’t veer far from the formula. The game is not stale despite this fact and makes sure to give you the bang for your buck regardless of substantial new features within the game’s core. The PS3 itself only contributes HD visuals (if you happen to be lucky enough to own an HD TV) and generous use of the still unproven SIXAXIS controller in the guise of several minigames. From avoiding missiles in free fall to a simple marble-rolling “decryptor” sequence, you can feel the developers really trying to embrace and help pull the SIXAXIS away from the motto “We done yet?” seemingly stapled to the entire use of the mechanism. While not boring attempts appear in Ratchet and Clank, one of the only new features (SIXAXIS) in the game seems to go spoken as a silly tool of failed immersion, as any of the examples could have very well been executed with a control stick just as easy. The SIXAXIS still stands as a feature I’ve never once had to stop and think about why I’m so glad it exists.
While not being able to appreciate the awesome side of HD visuals, I can stand to appreciate the effort in trying to convey what a new toy like the PS3 can do for visuals in the ways of fore and backgrounds. Not only do the overall worlds feel fuller of life to end, but the junk strung about, whether it’s in set pieces or just canon fodder, is felt from the very start. Planet Kerwan is a good starting area, as the notion of easing the player fails to get in the way of supplying an ample amount of destruction to go around. The sense of urgency isn’t particularly strong as to get in the way of the blasting, but being chased by a Interplanetary Armored Death Ship on a grinding rail definitely gives off that “I need to go faster” feeling. The game makes sure to pace itself well enough on each new planet to create the feeling of importance in exploration to further encourage any new weaponry that’s been acquired throughout your tenure in any one new world.
None of the future worlds you visit are shabby stays either. A few great examples of mixing platforming and destroying countless enemy forces are Nundac Asteroid Ring, Rykan V and Planet Sargasso. Not only does the Asteroid Ring showcase a very cool structure based on lessons in gravitational standards, but it lets you give way to your obviously primal space-hunting habits and commence various expeditions by taking down some space-fairing leviathans. Rykan V serves up some major battle scenes with some truly awe-inspiring visuals with an eruption of projectiles, particle effects and the sheer chaos of a battlefield full of oncoming death robots. You know, because regular robots just don’t sound as cool anymore. Add a little Gyro-Scoping (disturbing flashes of Mr. Garrison are almost unavoidable), and you have not only massively entertaining battles, but also fast and smooth racing mechanics to guide you through a very well-put-together level. Planet Sargasso I cite as a decent example of platforming testament, as it encourages a variety of different exploration techniques — from flying to jumping to extreme jumping. The level is slower paced than some of the others, but it showcases you don’t always have to be screaming at the top of your lungs while engulfed in flames to enjoy yourself. The game looks good in a quirky way and does so in large supply.
How I’ve written this much on the subject of Ratchet and Clank and not mentioned the arsenal is only a nod to my never-ending supply of procrastination, as the weaponry is always the crème of the crop and te very reason one chooses to forego other platforming experiences for Ratchet and Clank. The series usually brings together a new set with each outing, trying as little as possible to replicate older weapons and throwing in little details to arm each of the new little doom-bringers with a bit of jazz. You’ll have a trusty base weapon in Combuster, not so unlike the traditional high-velocity plasma launchers you’re probably accustomed to. You have your grenades and flamethrowers, but Ratchet and Clank will make sure you’re never bored with such mundane titles and never let you rest on your destructive laurels by offering constant upgrades to make the most of your weapons-testing experience. Some of my personal fave’s include the Lightning Ravager Whip, which adds a bit of a new-age flair to making good with some Belmont action. Nano Swarmers do well to remind you of why you should never underestimate the power of dozens of nanosects that can swarm with pyrocidic stingers (I mean, doesn’t every one?), and the master of tough-love-dealing Alpha Cannon. This baby will be sure to not only decimate the enemies, but also to pass along a hello to their children — and several other relatives at any readily available forwarding address — with one effortless satisfying charge of boom sauce and a side of immolation.
The game makes to remind you constantly that where there’s opportunity, there’s violent advantage by always offering the latest in how you use your weapons. With a hand quick select, you can have any number of bullets flying in a quick press of the button, so you may enjoy the effects of any number of your little “battle assistants” along with everyone in the immediate area. Your tools are constantly upgrading with use and can be furthered in power, ammo and reach by reaping the rewards of the bolts any destroyed enemy will yield. The incentive of implementing and displaying your obliterating prowess is matched only by how many different ways you’ll learn and will easily keep you in the mood for blasting till the game’s finish. When an end-game treasure is something akin to the very symbolism of effort (The RYNO 4-EVER doesn’t care if you have a boom stick), you know the appeal of replayability, and extensive investigation will come happy and easy. The weapons are the centerpiece, and not only take the attention without effort, but without argument either.
After all is said and blown up, there are rough spots. While a steady supply of weapons and gadgets exist to keep you occupied, I felt only half of the title’s genre was really proven because of it. The shooting has always been there in Ratchet and Clank, but I’ve always wished for a steadier push into the platforming realm. While it’s easier on paper to describe how you can wipe out half a platoon of robots, crafting a truly enjoyable level of jumping worth is harder to come by these days, and fast disappearing. If the decreasing amount of worth while platforming levels perpetuates, you’ll have reason enough to slap the title on any run-of-the-mill first-person shooter or action title based on how often the hero could use his legs to get to a higher ledge. A greater emphasis on platforming throughout would have been delightful and could have yielded even cooler results of the hybrid between the shooting and jumping.
I felt the end of the game dragged a little bit, and while the bosses present tend to ignore the age-old arbitrary platforming 3&7’s rule, there could have been a more colorful approach to not only the boss fights in general (the last boss was either disgustingly easy or aggravatingly hard depending on one weapons use), but also the on rails spaceship shooter portions. Proven formula encouraged known ground that is stable, but when relied on too heavily, it offers a dangerous divide between safe and ignoring the experimental by choosing a primary color instead of going with something a little flashier. The end result is fun but falls short of being memorable and stays within the comfort confides of digital conformity. The same problem mentioned applies to the music here, too, as no tracks stand out and only serve as placeholder to silence as being the more attractive of the two options.
I’ve always been a fan of the series, and this game retains me as such. I have this stigma of hurt and heal about the spirit of the game, as it keeps what’s fun. But it should have offered a little more to make it REALLY stand out. This game is what initially attracted me to get a PS3, and at the end of the day, I don’t feel slighted because of it. The proven entertainment of the game, falling short of anything marvelous mirrored my opinion of the system for awhile but has aged well with time.
The guns make dominating the missions well worthwhile, and from the unlocks to the skill points and the new game plus feature, it will keep this game with a fresh aroma for quite awhile. Anyone looking for some user-friendly shooting/ platforming with a little more humor and a little less Ario May would do well to jump in. The game may not possess any kind of poignant funny, deep narrative or genre influencing mechanics, but it will definitely net you a smile, and that’s a feature you’d be surprised is absent from a great many games. Let’s just agree to give up on the SIXAXIS now. When the very mention of your name inspires the number of ways the controller could be used for fun, it probably won’t make up the fact that everyone hated you for replacing rumble in the first place, and it only pushes me to think of six different ways I want to try and destroy the device for doing so. Sorry SIXAXIS, it’s not you, it’s me. No wait, it is you.






