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Anyone who's read any of my previous Ratchet & Clank reviews knows
just what a huge fan I am of the series. Unwilling to rest on their
laurels, Insomniac Games have constantly reinvented and reinvigorated
the series, retaining the core gameplay while building upon a solid
foundation to introduce crazier weapons, funnier gadgets, dafter
characters and more gorgeous visuals with each iteration. Indeed,
with their PS3 debut, Tools
of Destruction, making for a pinnacle that seems almost impossible
to improve upon (although I have no doubt that Insomniac Games will
somehow do this with the next release), Ratchet & Clank has never
been better. Unfortunately there is a downside to all this success
- namely that the PS2 conversion of Ratchet & Clank: Size Matters
on PSP is something of a disappointment by comparison.
Now,
before I go any further, I realise that drawing comparisons between
a PS3 game and a PS2 conversion of a PSP game is inherently unfair,
so I'm not about to judge Size Matters against the almighty Tools
of Destruction. However, even when held up against the original
Ratchet
& Clank, Size Matters isn't anywhere near as good - it's good,
but not brilliant, and the reason behind this is very simple: it
wasn't developed by Insomniac Games. Instead, a developer by the
name of High Impact Games was assigned the task of creating Size
Matters on PSP, and while they've done an admirable job in creating
a version that's very well suited to handheld gaming, it's obvious
from the beginning that this isn't the signature work of Insomniac.
The weapons aren't quite as interesting, the script isn't quite
as tight and witty, and the mini-games are frankly abysmal. It's
still Ratchet & Clank and it's still well worth a look for fans
of the series, but the way that Size Matters comes up short in comparison
clearly shows just what geniuses Insomniac Games really are.
The
story begins with our heroes relaxing on the beach - Ratchet is
determined to take a well-earned rest from saving the universe and
Clank is busy building a little sand-robot. However, the peace doesn't
last long, as you might have guessed, when a cute little girl by
the name of Luna shows up, flattering Ratchet, taking his picture
and asking to see her hero in action. Happy to oblige, the brief
training level sees Ratchet blasting crabs and robots as he roams
the coastal resort level with a tropical flavour to its catchy music,
using just his Lacerator and Acid Bomb, the standard laser blaster
and bomb glove he's initially equipped with. Here you are quickly
taught, or reminded of, the basics for high and long jumps, shooting,
switching weapons and so on. Indeed, as usual the game is very straightforward,
with each new weapon and gadget clearly explained.
After
showing off a bit, a bunch of robots turn up and kidnap Luna - now
the real action begins, as Ratchet battles his way through the level,
failing to save Luna but left with a clue to her whereabouts. With
Captain Qwark tagging along for no particular reason, and noticeably
absent for most of the game, our intrepid duo blast off for the
next planet in search of the kidnapped girl. The story is good fun
as it progresses and raises a few chuckles along the way, with a
couple of twists and turns, but it's just not up to the usual standard
- the dialogue isn't as sharp, the belly laughs are only chuckles,
and the whole thing seems a little bit daft and disappointing, which
is a shame considering that Ratchet & Clank's stories usually thrive
on being daft. There aren't many memorable characters this time
around, and the way Qwark's role is just tacked on is disappointing,
given how funny a character he is.
Still,
the mainstay of Ratchet & Clank has always been a great combination
of shooting, platform jumping, more shooting, boss battles, mini-games
and even more shooting - and in this respect Size Matters does well
overall. The levels are interesting and cleverly designed, and the
various environmental themes are well done, if a little generic
and sparse at times. The primary problem with Size Matters however
is that it's been converted directly from PSP without a graphical
spruce up, and so the usually busy, teeming environments feel very
sparse and basic in comparison. Indeed, this doesn't look anywhere
near as good as the original Ratchet & Clank, and while that's to
be expected for a PSP game, to convert this to PS2 without a graphical
makeover is almost (but not quite) unforgivable. The cut scenes
suffer too, especially Captain Qwark, whose chest is set too far
down, so it looks like he's got lumpy boobs rather than massive
pecs! I hate to sound superficial, but a big part of the appeal
of Ratchet & Clank for me has always been the fascinating, fully
formed environments that are filled with intricate detail and bustling
with life; without this aspect, some of the atmosphere and charm
of the series is lost.
The
audio component too isn't quite as good as usual, although the gap
is far less than with the visual side. The voices sound a bit tinny
at times, the sound effects aren't quite as impressive and apt,
and the music isn't quite as good, although it's still very good
and captures the theme and feel of the series, and indeed the levels,
quite nicely. There is an annoying glitch though where sometimes
the music just stops playing during certain boss sequences, and
while pausing the game and then un-pausing fixes this, it's still
a glaring fault that you'd never find in an Insomniac Games title.
Still, the regular voice cast are on great form, delivering their
slightly less well scripted lines with their usual panache.
Once
you've swallowed the PSP-quality presentation, the game is pretty
good fun - for the most part, but I'll come onto the sections that
aren't fun later. For now, lets see what Ratchet's got in his arsenal
this time around. As well as the Lacerator and Acid Bomb, old favourites
return, some in slightly different guises, including the Concussion
Gun (an energy-based shotgun), the Suck Cannon, which sucks up crates
and small enemies to blast back out as projectiles, the Agents of
Doom, four little robots that run around shooting foes, the Mootator,
which morphs enemies into cows, a handy sniper weapon, a flamethrower,
a shield that protects you against a few hits, the Bee Mine, a beehive
that sends out bees like the Nanoturret in other games, and more.
As the game progresses, more weapons become available to purchase
from the Gadgetron vendors you'll find on each level, but they're
not cheap and so you'll have to collect lots of nuts and bolts by
killing enemies and smashing crates if you want to afford them all
(as usual, the price of the RYNO is astronomical!)
The
weapons gain experience and auto-upgrade as you use them, becoming
more powerful and increasing in ammo capacity until finally transforming
at Level 4 into a maxed out, super version. The Agents of Dread
go from little bots that run around performing melee attacks to
floating droids that fire missiles, the Lacerator becomes a dual
weapon for twice the damage, and so on. You can also purchase further
upgrades to customise each weapon even more, giving your dual Lacerators
dual barrels, for example, but you won't earn enough bolts to purchase
everything on your first play through, unless you replay the final
levels many times. As is tradition, you can restart the game upon
completion with all your weapons intact, earning a lot more bolts
when fighting enemies that are a lot tougher and deadlier the second
time around. Your health increases steadily as you gain experience
too, and there are over a dozen of sets of armour to collect, most
of which you'll find as you progress, with a few to be won in the
mini-games. Each armour is split into helmet, torso, gloves and
boots, and if you equip a complete set of armour then you'll get
a special power, like setting enemies on fire for ongoing damage
when you hit them with your trusty wrench, blowing enemies up with
a melee attack after taking damage, causing crystals to come up
from the ground for extra damage, and much more. This is a feature
that's new to the series and a nice touch that works very well.
Speaking
of new features, the only two new gadgets you get other than your
trusty Hypershot to swing across gaps, are the Polariser and the
Sprout-O-Matic. The Polariser allows you to magnetise certain objects
like ledges and consoles, making for some fun but simple puzzles
in certain levels, while the Sprout-O-Matic allows you to water
alien plants that follow you around until you soak some Electro-Soil
and they plant themselves, transforming into a ladder, a bouncy
flower for gaining a lot of height, a catapult or even a bomb launcher.
These are again simple little puzzles for progressing through the
levels, but they're good fun. You also get your usual upgrades -
a smash attack that breaks all nearby crates and objects, a bolt
grabber to bring in bolts from further away, a map that shows all
the secret areas and a PDA for buying ammo without needing a Gadgetron
vendor. As useful and fun as all the weapons and gadgets are, none
of them really stand out as being exceptional.
It's
not all fun though - the mini-games on offer in Size Matters are
some of the most boring and downright frustrating I've ever come
across, and they simply don't belong in a Ratchet & Clank game.
Clank suffers more than usual - his solo levels have never been
a highlight of the series, and on the odd occasion where you do
set out alone as Clank, using the Gadgebots to solve simple puzzles
is somewhat dull. At least his Giant Clank levels are a bit better
- rather than walking around a small satellite laying waste to buildings,
these sections take the form of old-school into the screen shooters
as Clank hurtles through space, blasting away myriad spaceships
and facing off against tough but woefully predictable bosses (just
fly in a circle around the screen and you'll barely take a hit,
but do anything else and you won't survive). These levels are a
graphical highlight - there's so much happening onscreen and so
many enemies, projectiles, asteroids and pieces of space junk that
they measure up well to the rest of the PS2 series.
However,
you'll soon be tearing your hair out when it comes to the atrocious
hoverboard races that you're subjected to. Fortunately only two
of these are compulsory to complete, because while the courses are
well designed with a multitude of routes and shortcuts to discover,
the handling on your hoverboard is so loose and jerky that it's
no fun at all to control, and when you find yourself repeatedly
hitting walls only to fall further and further behind the crowd,
you'll be yelling with frustration. Seriously, on a couple of occasions
I just had to walk away from the game due to being utterly fed up
with the useless handling - a first for me when it comes to Ratchet
& Clank. The arena challenges for Clank meanwhile are just very
dull; a derivative Robot Wars style arena battle amounts to just
mindlessly ramming enemies while collecting weapon and health power-ups
until all your foes are destroyed, while the bot-throwing mode where
you must throw bots into a goal to reach a score before your opponents,
punching or bombing enemies to make them drop the bot, is just tedious
beyond belief and no fun whatsoever. The highlight is the blatant
Lemmings rip-off
where you're controlling Gadgebots on a 2D level. You can select
each bot and command them to form a bridge, swing across gaps, use
teleporters or self-destruct to blow a hole in a ledge. These levels
are mildly entertaining and quite challenging towards the end, making
for a nice little diversion and by far the best mini-game on offer.
The
boss battles in Size Matters are another disappointment - again
they're very generic and you must just jump, dodge and blast endlessly
until you finally whittle down the health of a flying spaceship
or a big enemy. The challenge lies in lasting long enough to remove
their health, and the final boss battle is particularly tough; it
probably took me close to twenty attempts to finish that one off,
costing me tens of thousands of bolts to replenish my ammo after
each attempt. The worst one though is an awful level where you're
being chased by a plane through a cornfield. Running into the screen,
first you must dodge left and right to avoid the plane's bullets,
then it transforms into a combine harvester and you must keep running
while avoiding were-sheep(!) and jumping over rocks. After this
you're on a platform dodging falling boulders for a while, then
finally you're in a face off against the combine harvester, which
has laser weapons. The problem is, you can only take about four
hits through the whole sequence before you die, and once you do
die, you have to replay the whole tedious section again. This was
another moment where I had to take a break and come back later to
finish off the boss - I don't mind tough bosses, but bosses that
are tough in a cheap way and very tedious with it just aren't any
fun. Finally I defeated the combine harvester and breathed a sigh
of relief.
Not
wanting to finish on a negative note, I've saved one extra gadget
for last - the Shrink Ray. Not only does this play a part in the
story, but at one point you have to shrink yourself to go inside
Clank and clear out the miniscule enemies that have invaded his
body! This is one of the coolest levels in the whole game and a
really nice touch. You also unlock doors by shrinking yourself and
grinding around rails within the locks, hopping between rails, leaping
over bombs and hitting switches to lower forcefields. As always,
these sections are good fun. Another highlight is the dream sequence
level where Ratchet wades through nightmarish landscapes filled
with hallucinations, with a cool, dreamlike shimmer to the whole
thing. There is a multiplayer mode too, but it's limited and not
really a factor when deciding whether or not to invest in the game.
I
hate to be so negative about Ratchet & Clank: Size Matters, but
with the quality of the series being sky high, a game that's even
slightly inferior just doesn't measure up by comparison. This is
still Ratchet & Clank and it's still good fun, but it's by far the
weakest game of the series - and the shortest too, with barely a
dozen planets to explore - while its sparse, basic, PSP-quality
graphics really are a big disappointment. The core gameplay remains
more enjoyable than the average platform romp and the range of weapons
and gadgets on offer is more than enough to making wading through
the hundreds of enemies good fun, but the poorly designed mini-games,
hoverboard races and boss battles are a real chore. If you're new
to the series then you should definitely start at the beginning,
but if you're a fan who doesn't own a PSP then this is worth a look,
as there is plenty of enjoyment to be found. There's more than a
bit of irony here though, because in terms of the game's arsenal,
polygon count and number of levels, it's never been more apparent
that size does indeed matter, while as an entry into a consistently
fantastic series, this particular game fails to make a high impact.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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