Ratchet and Clank: Going Commando
Publisher: SCEA
Console: PlayStation 2
9.5
| Massive Worlds |
| Tons of Variety |
| Hilarious Dialogue |
| Too Difficult for Novices |
| A Few Camera Issues |
| How Can They Top This? |
In an industry full of sequels, rehashes, and copycats, it’s tough to find that golden mean where the quest for originality doesn’t breed over-bloated ideas. Last year’s Ratchet and Clank was one of the most original, yet enjoyable, games in recent memory. It turned the tried-and-true platform genre on its ear with massive worlds, a unique weapon system, and gameplay that somehow felt familiar and new at the exact same time. And while Insomniac doesn’t try to reinvent the genre with Going Commando, as we’ve seen with recent efforts, that’s not necessarily a bad thing. In fact, it works much to the game’s advantage.
What you get with Ratchet and Clank: Going Commando is a bigger and badder experience than the first one and this year’s most outstanding platforming game.

Going Commando leaves off months after the duo’s first adventure. Ordinary life has left them a bit bored and our heroes find themselves sitting around watching a lot of television while waiting for their next big escapade. Their break comes when Abercrombie Fizzwidget, head of Megacorp and linguistic mastermind, hires you to retrieve a stolen experiment. As you might suspect, the plot does eventually thicken with all sorts of tomfoolery and shenanigans. While the plot isn’t exactly engrossing, the dialogue is genuinely funny and extremely entertaining. Trying to decipher Fizzwidget’s gibberish is a laugh and the various NPCs you encounter throughout the game are extremely memorable.
One of the main attractions in Ratchet and Clank was the weapon selection, and Insomniac has ensured that fans’ expectations will be far exceeded. The 20+ new weapons are not only bad ass, they’re also upgradeable. The Lancer is the standard weapon and packs quite a punch. However, the Chopper, Gravity Bomb, and their respective upgrades have room-clearing power. Upgrading is done by simply using the weapon, so blast to your heart’s content and you’ll eventually be rewarded. Throughout the Going Commando, you’re also allowed to import your old weapons from the first game, bringing both variety and familiarity.
The upgrade system also applies to the characters themselves. Ratchet has a basic experience system that allows him to gain more energy and Clank can be outfitted with different tools and abilities.
Speaking of Clank, our little robot buddy is far more entertaining this time around thanks in part to the fact that he is easier to control and his levels are much more interesting. Playing through the Clank levels almost have a puzzle game feel to them, requiring you to utilize his various robot counterparts for different situations.
Ratchet himself also has been given a personality adjustment, making him feel like less of a generic platforming mascot and more of a franchise character that you can’t help but care about.
The level design is extremely clever in that even though you may have to tromp through previously explored territory, it never feels redundant. Our heroes are lucky to travel through a wide range of locales and environments, from prehistoric caverns to futuristic cities. The only problem is that from time to time when exploring a particularly narrow passageway the camera can become a slight nuisance. The somewhat lazy camera perspective also becomes a problem when facing a surrounding swarm of enemies. In these instances it’s almost necessary to keep your finger on the L1 button to whip the camera back behind you.
While Going Commando does in most regards stay true to its platforming roots, it seems developers are no longer satisfied to allow gamers to simply jump and shoot their way through platform games. Going Commando amazingly provides even more variety in the gameplay department than its predecessor by including numerous shooting, driving, and puzzle-solving elements. And the remarkable thing is that it does them all quite well. It’s hard not to be impressed by the tight controls while speeding through canyons and various race tracks. Blasting asteroids and enemy space ships is also done with extreme precision and style. Insomniac deserves some serious recognition for their ability to not only master the feel of these “Maxi-Games”, but also for their ability to blend them seamlessly into the game without making them feel like meaningless diversions.

Taking a moment to stop the gameplay, switch into first-person view and pan the camera around to view the landscape will make you fully appreciate what can be done with the PlayStation 2 hardware. The bright, colorful environments are not only crystal clear, but also remarkably well thought out. The incredibly original “spherical” worlds not only serve as spectacular eye candy, but also a lesson in level design mastery. The point here is that everything fits together so well and absolutely nothing feels forced or contrived.
The absolute “hugeness” of the game is also something to be noted as rarely does the game reveal hints of overpowering the hardware. Everything moves, everything is incredibly detailed, and there are no signs of flickering, pop-in, or other poor design symptoms. The bottom line is that Going Commando represents the pinnacle of beauty on the PS2.
The hilarious dialogue could not have been pulled off without the fine work of the voice-over talent. While it seems that Ratchet has received a slight voice-lift the changes have been for the better. The enemy voices and sound effects are also well done and somewhat amusing at times. While we’re not sure why certain enemies sound like pigeons when shot, it sort of brings a smile to one’s face.
While the soundtrack in Going Commando is pretty much of your typical platform variety, it’s also well tailored to the game, heightening the tension when needed and remaining subtle when not.
Simply put, Ratchet & Clank: Going Commando stands as the true evolution of the platform genre, proving that in order to evolve, a game does not have to steal from everything that’s popular at the moment. While it’s not as purely platform as Mario Sunshine, it’s also not trying to be “Ratchet Theft Auto” like certain other games.
Those gamers disappointed by the first game’s ease will be delighted to know that Insomniac has stepped up the difficulty a few notches. However, while Going Commando is noticeably harder than the first game, it maintains that “just one more try” quality and you never really feel cheated when failing a mission. This, my friends, is what separates the great from the mediocre.
By refining the already fantastic elements of the first game (i.e.: larger worlds, better weapons, better character design, etc.) Going Commando has not only met fans’ expectations, it has far exceeded them and gone on to be the best platform game of 2003.
Bottom Line: This game clobbers the competition and is the best platform game in years.
Article By: John Luedtke
What you get with Ratchet and Clank: Going Commando is a bigger and badder experience than the first one and this year’s most outstanding platforming game.

Going Commando leaves off months after the duo’s first adventure. Ordinary life has left them a bit bored and our heroes find themselves sitting around watching a lot of television while waiting for their next big escapade. Their break comes when Abercrombie Fizzwidget, head of Megacorp and linguistic mastermind, hires you to retrieve a stolen experiment. As you might suspect, the plot does eventually thicken with all sorts of tomfoolery and shenanigans. While the plot isn’t exactly engrossing, the dialogue is genuinely funny and extremely entertaining. Trying to decipher Fizzwidget’s gibberish is a laugh and the various NPCs you encounter throughout the game are extremely memorable.
One of the main attractions in Ratchet and Clank was the weapon selection, and Insomniac has ensured that fans’ expectations will be far exceeded. The 20+ new weapons are not only bad ass, they’re also upgradeable. The Lancer is the standard weapon and packs quite a punch. However, the Chopper, Gravity Bomb, and their respective upgrades have room-clearing power. Upgrading is done by simply using the weapon, so blast to your heart’s content and you’ll eventually be rewarded. Throughout the Going Commando, you’re also allowed to import your old weapons from the first game, bringing both variety and familiarity.
The upgrade system also applies to the characters themselves. Ratchet has a basic experience system that allows him to gain more energy and Clank can be outfitted with different tools and abilities.
Speaking of Clank, our little robot buddy is far more entertaining this time around thanks in part to the fact that he is easier to control and his levels are much more interesting. Playing through the Clank levels almost have a puzzle game feel to them, requiring you to utilize his various robot counterparts for different situations.
Ratchet himself also has been given a personality adjustment, making him feel like less of a generic platforming mascot and more of a franchise character that you can’t help but care about.
The level design is extremely clever in that even though you may have to tromp through previously explored territory, it never feels redundant. Our heroes are lucky to travel through a wide range of locales and environments, from prehistoric caverns to futuristic cities. The only problem is that from time to time when exploring a particularly narrow passageway the camera can become a slight nuisance. The somewhat lazy camera perspective also becomes a problem when facing a surrounding swarm of enemies. In these instances it’s almost necessary to keep your finger on the L1 button to whip the camera back behind you.
While Going Commando does in most regards stay true to its platforming roots, it seems developers are no longer satisfied to allow gamers to simply jump and shoot their way through platform games. Going Commando amazingly provides even more variety in the gameplay department than its predecessor by including numerous shooting, driving, and puzzle-solving elements. And the remarkable thing is that it does them all quite well. It’s hard not to be impressed by the tight controls while speeding through canyons and various race tracks. Blasting asteroids and enemy space ships is also done with extreme precision and style. Insomniac deserves some serious recognition for their ability to not only master the feel of these “Maxi-Games”, but also for their ability to blend them seamlessly into the game without making them feel like meaningless diversions.

Taking a moment to stop the gameplay, switch into first-person view and pan the camera around to view the landscape will make you fully appreciate what can be done with the PlayStation 2 hardware. The bright, colorful environments are not only crystal clear, but also remarkably well thought out. The incredibly original “spherical” worlds not only serve as spectacular eye candy, but also a lesson in level design mastery. The point here is that everything fits together so well and absolutely nothing feels forced or contrived.
The absolute “hugeness” of the game is also something to be noted as rarely does the game reveal hints of overpowering the hardware. Everything moves, everything is incredibly detailed, and there are no signs of flickering, pop-in, or other poor design symptoms. The bottom line is that Going Commando represents the pinnacle of beauty on the PS2.
The hilarious dialogue could not have been pulled off without the fine work of the voice-over talent. While it seems that Ratchet has received a slight voice-lift the changes have been for the better. The enemy voices and sound effects are also well done and somewhat amusing at times. While we’re not sure why certain enemies sound like pigeons when shot, it sort of brings a smile to one’s face.
While the soundtrack in Going Commando is pretty much of your typical platform variety, it’s also well tailored to the game, heightening the tension when needed and remaining subtle when not.
Simply put, Ratchet & Clank: Going Commando stands as the true evolution of the platform genre, proving that in order to evolve, a game does not have to steal from everything that’s popular at the moment. While it’s not as purely platform as Mario Sunshine, it’s also not trying to be “Ratchet Theft Auto” like certain other games.
Those gamers disappointed by the first game’s ease will be delighted to know that Insomniac has stepped up the difficulty a few notches. However, while Going Commando is noticeably harder than the first game, it maintains that “just one more try” quality and you never really feel cheated when failing a mission. This, my friends, is what separates the great from the mediocre.
By refining the already fantastic elements of the first game (i.e.: larger worlds, better weapons, better character design, etc.) Going Commando has not only met fans’ expectations, it has far exceeded them and gone on to be the best platform game of 2003.
Bottom Line: This game clobbers the competition and is the best platform game in years.
Article By: John Luedtke

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