Finished over the Weekend…

Ratchet and Clank - Tools of DestructionQuick recap of what I played through this weekend.

Ratchet and Clank Future: Tools of Destruction

The Good:

  • Great level design that effectively ramps the challenge throughout the game without becoming frustrating.
  • Rewarding firefights that give you the immediate gratification of bolts and bits flying out everywhere, then the deferred gratification of weapon upgrades.
  • Satisfying story that reveals a nice bit of back-story that none of the other Ratchet and Clank games have revealed.

The Bad:

  • I ran in to two irritating bugs. If you go about halfway through the arena rounds and then decide to leave and go to a different planet, well, the game doesn’t much like that and asserts out in a non-graceful way. The second one isn’t as easy to find, but with my luck, I found it right as I finished a difficult fight. Jumping in to corners in some geometry seems to throw you in to a hole that you can’t get out of and stops the game world from rendering anything but the skybox.
  • The weapon levels didn’t seem to have as much interesting variation as in older versions. By that I mean (and this could just be bad memory), it seemed like every few levels in Deadlocked or Up Your Arsenal, you’d get a bigger spray effect, or ricocheting bullets, without having to do anything special, I didn’t notice the bigger effects until reaching max level with the weapons.

StrangleholdStranglehold:

The Good:

  • Lots of destruction. It felt great and never got old seeing bits and pieces of various environmental pieces flying all over the place as stray bullets hit.
  • Fun John Woo esque story (if you’re in to John Woo movies to begin with).
  • Did I mention blowing things up? Cuz blowing things up is great.

The Bad:

  • The level design, while maintaining a nice level of pretty, ended up feeling stale towards the end. Frequently I ended up going down a very linear path while shooting everything that moved ’till I heard a gong telling me that that encounter was over.
  • After the first boss fight, all (except for 1) of the boss fights felt the same. Run around an arena, shooting the boss until he’s dead, making a lap around the health packs that respawn at small time intervals.

So, that said, comparing these two games is somewhat apples to oranges, but I do think Stranglehold could have used a bit more care in designing the later levels of the game. However, unlike R&C, Stranglehold might have had it’s glitches here and there, but I never once had to restart my system because the game crashed or I hit a fatal error that I couldn’t get out of.

One Response to “Finished over the Weekend…”

  1. StolenName Says:

    I’m currently ploughing my way through R&C:ToD at the moment, everyday when I get home from work. It’s brilliant fun, though you’re absolutely correct, upgrading the weapons isn’t quite as satisfying as previous Ratchet titles. In fact, I used to love seeing the aesthetic changes to the weapons as much as the new destruction they caused but I was hard pushed to see any changes at all. However, I believe the weapons in this Ratchet are more useful and varied than I’ve seen in previous games and the arena battles really provide a nice area to experiment with them. The level designs are amazing and I love Ratchet for the way it presents such colorful variety. I believe my favorite must be Murcow (that how it’s spelled?) with it’s yellow and purple scheme and bubblegum blue waters.

    Stranglehold was fun but I didn’t find it gripping. Despite enjoying the carnage and over the top gameplay, there came a point when I put the game down in lieu of, and you won’t believe me, the original Lumines on PSP. In the end, Lumines was more entertaining than Stranglehold even though, in comparison, they’re core gameplay (Stranglehold = shoot things, Lumines = vaporise squares) never changes for the length of the game.

    Unfortunately, sitting on my desk at home are a variety of other games to complete also, including GHIII, Mass Effect and Assassin’s Creed.

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