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Ratchet & Clank 3: Up Your Arsenal (2012, Playstation 3) Review


CLASH OF CLANKS


Also for: Playstation 2

Some games are not made for words. Fun though it is to play, writing about Ratchet & Clank 3 is no more inspiring than writing a third review about a movie like, say, Guardians of the Galaxy. So little separates the different entries of this franchise, you could copy-paste each review with but a few alterations and make it work. Their zaniness is more fulfilling to experience than picking apart and analyzing. I'd rather just get this text out of the way so that I can get back into playing the series.

From an objective standpoint, this third chapter of the franchise is probably the best one yet, since it has all those quality-of-life improvements that you didn't know you were missing from previous entries. I'm referring to things like the strafe button (which I hardly used in the second game), quicker bolt (money) collecting and overall better pacing. Most of the tedious gameplay segments come better distributed or are removed altogether. The Clank gameplay segments feel less restricting, less frequent and shorter. The only thing I'm missing now is a good dodgeroll.


However, I still rate my time with the first game higher simply because of its originality. It did all the heavy lifting. All that is good about this franchise is the legacy of Insomniac's ingenious initial invention. I'm not crazy about the new additions to Up Your Arsenal - like a Captain Quark-starring sidescrolling platformer, a new lockpicking mini-game or a conversational, timing-based mechanic in an alien language (although I love the weird responses you get when failing the latter).

In their third adventure, the fox-and-robot duo fights the blue, one-eyed Tyhrannoid alien army of Dr. Nefarious, an evil robotic mastermind whose machinations we can literally see working through the translucent glass of his conehead. His plans for world domination are not clear at the outset, but the revelation is so hilarious I'll leave it to the reader to discover. Needless to say, they are nefarious. Also needless to say, the goal of the game is to thwart them. The storytelling conveys some great Pixar-resembling comedic timing with fun, low-key puns and surprisingly understated reactions.


As usual, you travel from planet to planet following a trail of crumbs that leads towards a difficult final confrontation with the villain himself. Along the way you meet both new and familiar faces. You visit weird Star Wars-inspired planets with one standout characteristic, like a suburban planet here, a jungle planet there, and we all love the aquatic planets, right?

The levels follow the tried-and-tested design formula - narrow pathways through open environments, corridors through factories, tunnels leading from cavern to cavern - each interrupted by enemy encounters of varying kind. For gamers fed up with open worlds, this is somewhat outdated 3D-gaming of a diametrically opposite kind: linear progression. Sure, you can run back and forth, and some areas open up a little, but that line is still a line. Call it antiquated if you will, but I think it still works like a charm.

To prepare, you need to build an arsenal of weapons, tools and gadgets by looking around or buying them from vendors. I enjoy how you usually learn about their cost long before you can afford them, which fuels your bolt-collecting greed. Anything destructible in the environment - lamp posts, boxes, windows - garners income. This ironically means you support world salvation by destroying it.


With Ratchet & Clank 3, the series keeps moving away from its more diverse action-platformer roots into pure shooter territory. Insomniac focuses on the arsenal, as they sprinkle the levels with situations that brings forth each weapon's strengths and weaknesses, be it spread, range or other special properties. Some planets have mission-based combat scenarios of differing quality, where you get juicy bolt rewards for helping ground troops achieve a certain goal. I'll not pretend like they're anything extraordinary, but a good way to earn a quick in-game buck.

The more you use each weapon, the stronger it gets, until they transform into something truly devastating at their maximum level. The firearms' characteristics are beginning to repeat themselves from iteration to iteration, however, and the only truly original ones are the Plasma Whip (with some striking whip-physics) and the Infector, none of which I found particularly useful. I fear Insomniac are reaching the limits of their inventive prowess when it comes to weaponry.


Nonetheless, next to the combat challenge itself, upgrading your arsenal is the central progression, even more so than the fun, cartoony story. It's a levelling mechanic that makes me think of the evolution of Pokémon-monsters. You cannot help but wonder how they'll evolve throughout the game. Which ones will be feasible options against the late-game onslaughts? You will have plenty of opportunities to decide in the lead-up, as the great boss encounters and different combat arenas should help you separate the wheat from the chaff.

Looking back on the words I've just written, I realize the gun fetish is strong with this one. In a sense, I guess Ratchet & Clank picks up the mantle of the cartoon violence and innuendo of TV shows in the past. Repetitive cartoon shorts like Looney Tunes and Tom & Jerry come to mind. Anyone missing those days should feel right at home in this setting. I certainly do, and like those shows the story canon doesn't matter. Just grab whatever game you come across and lose yourself in the inventiveness, slapstick and mayhem.

[Screenshots from MobyGames: www.mobygames.com]

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