Ratchet & Clank: Going Commando

  • by Tokyo Drifter
  • April 24, 2003 00:00 AM PST

One of the best platformers of 2002 returns with a batch of improvements you�d expect in a sequel�and quite a few you wouldn�t.

You couldn�t throw a rock and not hit a mascot platform game last year�and it was even harder to hit a decent one, at that. In that sea of mediocrity, Ratchet & Clank stood out with its top-notch gameplay, story-driven level progression, and RPG-like elements. It�s welcome news, then, that the sequel, Ratchet & Clank: Going Commando, is coming to the PlayStation 2 this November.

When we last saw our two heroes, evil had been vanquished from the galaxy and all was once again well. Ratchet & Clank: Going Commando finds the duo with an empty schedule as the celebrity-like buzz over their accomplishments dies down. They suddenly get a call from Abercrombie Fizzwidget, CEO of Megacorp, who needs the pair to track down a secret experiment in the galaxy of Bogon.

The first thing to look for is a matured Ratchet, who is more self-assured of his heroic stature and eventually becomes a commando (hence the title). You wouldn�t expect a game that had almost 40 hours of gameplay to get even longer, but Going Commando will do just that, with 150 to 200 percent larger levels all around. The challenges and enemies Ratchet & Clank face are also more daunting, as foes feature smarter A.I., work in teams, and take up to ten times more damage then before. Ratchet is more than up to the added challenge, with the ability to earn experience points to boost his health (80 hit points total now) and attack strength, as well as upgradeable armor and weapons.

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