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By: Des Manttari
Editor-in-Chief
Phoenix Genesis / MBS LP
www.phoenixgenesis.com
April 3, 2004.
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It's a busy time here in the Phoenix Genesis office
as our staff gears up for it's sixth year of E3 media coverage in Los Angeles, CA. Everyone is
excited to see playable footage of Ratchet and Clank 3, Kingdom Hearts 2, Metal Gear Solid 3,
and Sly Cooper 2, among the too numerous list of games anticipated this year.
However, as responsible representatives of the gaming industry, it is important
to acknowledge those games which inspired us in the past. So, Phoenix Genesis
is proud to offer the Ratchet and Clank series the Best Franchise for 2004. For my
extremely in-depth coverage including movie footage and loads of screenshots,
begin here.
If you would like a quick printer-friendly text only review, see below.
Phoenix Genesis is proud to award
Insomniac Games with the Best Franchise of
2004 Award for it's revolutionary
action-adventure platform title "Ratchet
and Clank" and "Ratchet and Clank 2."
Read our intensive coverage to
unlock all our intergalactic secrets. In
keeping with the spirit of interactivity
which this game inspires, please be aware
that you can navigate this indepth analysis
of the game by clicking on each section's
topic names next to its corresponding
paragraph to view a relevant image. To
further enhance your interactive
experience, we have provided movie and
music clips as well as supplemental articles
and the game script. Begin your online
journey into the world of "Ratchet and
Clank"...
PlayStation 2
The PlayStation 2 (a.k.a., PS2)
revolutionized the game industry. The
PlayStation's capacity for 3D graphics was
limited to 360,000 polygons per second,
redrawn thirty times a second to simulate
action, limiting it to 12,000 polygons.
Insomniac's flagship platform title "Spyro
the Dragon" pushed this capacity to the
limit. Eventhough games fell short of
looking realistic on the original PlayStation,
my willing suspension of disbelief combined
with groundbreaking titles made me a
convert for life.
Then the Playstation 2 thundered onto the
U.S. gaming scene on October 26, 2000,
promising 66 million polygons per second.
It was no surprise that it became the
fasting-selling consumer electronics
product in history. My friend Dave and I ran
home in eager anticipation (like everyone
else who was lucky enough to score a PS2
on launch day) to begin our new
state-of-the-art gaming experience.
After a few hours, I felt an immense
disappointment as I realized that Sony's
new prodigical son had no new
groundbreaking games to meet its
processing power and graphical challenges.
It would be another long year before some
decent titles such as Squaresoft's "Final
Fantasy X" and Konami's "Metal Gear Solid
2" hit the shelves. And another long year
would elapse before I really became
excited with the titles being produced.
But where was the Sony platformer mascot
in the PS2 launch lineup? There was no new
"Crash Bandicoot" for the PS2 nor was
there a new "Spyro the Dragon" title. To
appease myself, I replayed the entire
"Spyro the Dragon" franchise as my PS2 is
thankfully backwards compatible.
Eventually, "Rayman 2: Revolution" was
released, and although fun, wasn't really
deserving of the yet unclaimed title of PS2
mascot.
Sony Platformers
Eventually Naughty Dog of "Crash
Bandicoot" fame answered the call for a
decent platformer with the release of "Jak
and Daxter: The Precursor Legacy".
Although the game did some interesting
things with collision detection utilizing
navigation meshes and provided an
immerse and colorful world to explore, the
main characters were far from endearing.
Jak was a silent tabula rasa who the player
was supposed to imbue with his or her own
personality while Daxter was an annoying
pest which one had to endure for the length
of the again fairly short game (the game
clocks in around 20 hours).
Sly Cooper
It would be almost another year before
"Sly Cooper and the Thievious Raccoonus"
was available on the retail shelves. "Sly
Cooper" was the first cel-shaded PS2 game
and pushed the platformer genre in a new
direction. The title is affectionately
referred to as "Critter Gear Solid" due to
it's "Metal Gear Solid" approach to stealth
in avoiding enemies, his Solid Snake moves
(thanks to the guidance of Sly's family
book "The Thevious Racoonus") gadgets,
and Sly's computer genius comic sidekick, a
turtle named Bentley.
Sly was the closest to making it to the PS2
mascot summit, but failed with it's short
gameplay length (the hardcore gamer
could complete it in 8 to 9 hours, but it took
me 26 hours, still a short time in gaming
standards). Also, the cheap one-hit deaths
which Sly endured at the hands of his
numerous enemies detracted from its true
genius. Hopefully Sucker Punch will fix
these problems in a sequel as Sly Cooper
and his love interest and shapeshifting
antagonist, Carmelita Fox, are characters
worthy of further interactive adventures.
Insomniac Games
That's where Insomniac Games jumped to
the rescue like a virtual superhero to save
the platforming world with its introduction
of "Ratchet and Clank" in the late fall of
2002. Insomniac's philosphy is to work on
only one title at a time and to pour their
collaborative heart and soul into the
project for as long as it takes to perfect it,
usually close to two years. This high
standard paid off for the hugely successful
"Spyro" series and will hopefully continue
to bring in revenue with "Ratchet and
Clank."
Plot
"Ratchet and Clank" is a space opera in the
tradition of George Lucas' "Star Wars" movie.
According to Ted Price of Insomniac, "Ratchet lives
on a backward planet on the edge of the galaxy."
Luke Skywalker also lived in a galaxy far away, a
desert farming community far from the center of
action and Darth Vader's Evil Empire. Oliver Wade,
Animation Director for Insomniac, describes
Ratchet as a "tinker" which is a trait which makes a
harmonious marriage given the variety of gadgets,
weapons, spacecraft, and aircraft which Ratchet
will have to master to survive the game. Like Luke,
Ratchet befriends a robot named Clank who
disrupts Ratchet's normal world. Wade points out
that "Clank is much more serious about
accomplishing his goals" than Ratchet. Ultimate
Surpreme Executive Chairman Drek has polluted
the Blarg planet and needs to build a new one by
harvesting nearby planets, destroying all
inhabitants of these planet in the process. Clank is
determined to stop him and must convince Ratchet
to aid him.
Ratchet follows the archetypical hero's quest as
first set forth by Joseph Campbell and milked for all
it was worth by Lucas in his "Star Wars" trilogy.
Ratchet lives in an ordinary world, but is given a call
to adventure by his mentor, Clank. Ratchet is
reluctant to rise to the occasion, more concerned
about becoming the next hoverboard champion
than saving the world from destruction. However,
Ratchet is bribed into action when Clank mentions
that he has a key component that Ratchet needs
for his spaceship to work, i.e., the Robotic Ignition
System. Although not the most compatible of duos,
the two heroes join forces and overcome their
differences in order to defeat Drek and his minions
and save the world from destruction.
During their epic struggle to defeat evil, they take
many twists and turns in their path, endure tests of
their strength and courage as they battle enemies
and meet non-playable character (NPC) allies who
aid them on their quest, and fall into a trap based
on betrayal. Surviving all this, they decided to
shapeshift into their enemies and journey to Drek's
innermost sanctum. They seize the sword which is
the Deplanetizer which Drek was going to deploy to
destroy Ratchet's home world of Veldin and turn it
again him, defeating him and saving Ratchet's
planet. However, the road back leads to near death
for the two friends. In the end, they are
resurrected spiritually and the elixer they bring
back from the special world they have journeyed to
is the knowledge that good always triumphs over
evil as long as the heroes take personal
responsibility, place their differences aside, and
cooperate in a team effort.
Cutscenes
Since a game is interactive fiction, the story must
advance through multiple techniques such as
conversations with characters, cinematic "reward"
scenes, unlocking story switches through some
aspect of gameplay, and by completing each level
and their accompanying boss fights. "Ratchet and
Clank" does all this and more by throwing in key
story elements in the form of Infobots which are
obtained throughout the game. This is a very clever
and efficient means of delivering story content and
actually help the player keep track of story as well
as mission goals in that the Infobots are accessible
on call once they have been obtained. The pacing of
the story matches the flawless pacing of the game
and the dialogue is only spoken to move things
along. For a game which is well over fifty plus hours
in length, this is no small feat. There is nothing in
the game which artificially extends its playtime, so
each and every minute is sheer fun, excitement,
and suspense.
Dialogue
Although the dialogue in the game isn't as witty
and fast-paced as that found in "Sly Cooper," it is
filled with humor and information which progresses
the story. According to Ted Price, Insomniac is
"committed to giving our games a lot of humor"
which is often achieved through the use of
sarcasm. The following excerpt from the game's
dialogue demonstrates this use of sarcasm:
Ratchet: (laughs lightly) Look, Plumber's Crack!
Waterworker: (turns around) What did you just
say?
Ratchet: I said "Look, the plumber's back."
Waterworker: Alright wise guy, shouldn't you be on
one of them escape transports?
Here's another example of Ratchet's sarcasm when
he and Clank finish Captain Quark's obstacle course
and encounter a rather fat, ugly, Nazi accented
Gestapo drill instructor:
Trainer: Listen up, you lardballs! That was the most
pathetic display I have ever seen on that obstacle
course!
Ratchet: Whadaya mean?
Clank: We finished the circuit, ma'am.
Trainer: Ya, but it was veak, veak, VEAK! Vhen I
was competing I would devour courses like that for
breakfast!
Ratchet: Bet that's not all.
Trainer: If it were up to me, you would drill, drill,
drill for the rest of the day! But somehow you
managed to impress that fool Captain Quark!
Visual FX
The visual effects in "Ratchet and Clank" are
something which must be seen to be believed. The
game moves at a smooth 60 frames per second,
delivering believable motion to characters and
real-time physics to vehicles. The weather effects
such as rain and snow, the rich lush worlds or
breathtaking cityscapes are rendered in
jaw-dropping polygons. Since the player can switch
to first person mode with a simple press of a
button, every square inch of his point of view must
be accounted for in graphic splendor. Ted Price
assures his players that "technical performance is
never lacking." Amazingly enough, Insomniac was able
to perfect its already beautiful special effects in
its sequel "Ratchet and Clank 2: Going Commando."
Color Theory
Insomniac Games is far from an amateur when it
comes to their mastery of color theory as
showcased in their original Playstation hit franchise
"Spyro the Dragon." Each level has its own unique
color palette limited to a few choice colors which
define its mood and distinquishes it from other
previously visited levels. John Fiorito, the lead
artist at Insomniac and veteran color theorist for
the "Spyro the Dragon" trilogy understands that
simply changing the color of the sky can have a
dramatic impact on a level's mood. A perfect
example of this is Veldin, Ratchet's home world. In
the opening of the game, it is a desert earthy toned
golden color. At the end of the game, when Drek's
evil intentions are looming large over it's
destruction and his pathwork
soon-to-be-completed planet has appeared in its
gravitational orbit, the world takes on a blood red
forboding color.
Fiorito also uses color in stark contrast to highlight
the character from his surroundings. Notice how
many blue-toned settings make Ratchet's yellowish
fur stand out or the pink of a creature against the
lush green foliage of the island level. Colors can
also be complimentary, such as the green and
silver of Ratchet's Hologuise matching with the
greenish lighting and metal architecture of Drek's
fleet. Purples and yellows are as craftfully matched
as reds with greens and blues with yellows. The
muted or dark tones convey the exact mood with
which they were intended as do the more bright
and cheerful levels. Fiorito will someday be
referred to as the Vincent Van Gogh of video game
art as he is such a groundbreaking and innovative
master of color.
Architecture
Like in "Spyro the Dragon," architecture plays a
key role in "Ratchet and Clank." The interiors and
exteriors of buildings are places to be explored,
climbed, unlocked, stormed, and deciphered. The
exteriors of buildings serve the dual purpose of
landmarks in the game, helping to establish the
overall setting of the level and to pinpoint precise
location in the event of becoming lost. The
architectural style of a building helps to establish
the setting upon which it was built, whether the
player is in a high-tech world or a technologically
backwater planet ripe for conquest by the Drek and
his Blarg army.
Vehicles
Vehicles come in three varieties in "Ratchet and
Clank." There are those with which he can interact
with such as the happy face yellow taxi, the
spaceships he uses to travel between planets, the
Blarg fighters he pilots, and the train which he rides
while he fights the Blarg. Then there are those
vehicles which attack him such as Blarg army
tanks, spacecraft, fighter planes, and military
helicopters. Finally, there are those vehicles which
merely provide background ambiance to the virtual
world by looping around in the sky. Most of the
vehicles are sufficient in design, but some could be
greatly iomproved such as the spaceships Ratchet
jettisons around the galaxy with. I think the best
vehicle design is the Benny the Cab lookalike cab
while drives Ratchet and Clank on an express route
back to the start of whatever level it happens to be
on.
Characters
Insomniac understands the principles of successful
character design. A game's mascots should be
simple in design with a limited range of colors which
brand them to the player. The eyes and mouth
should be well animated to maximize realistic
expressions, hence giving life to the characters.
The characters poses and movement should be
consistent with their unique personalities while
following realistic physics modeling for character
animation.
All these principles apply to the main characters of
Ratchet and Clank as well as all the other NPCs the
player encounters throughout the game. As the
Insomniac team explains, "Ratchet started as this
small scrappy cat-like thing. Then a much taller
dog-like creature. We then combined these two
ideas." Ratchet is his own breed of creature which
suits his unique character. Notice that his coloring
is limited to green, gold, and brown while Clank is a
robotic metal gray with glowing green eyes. Their
designs are simple, yet they stand out due to their
personalities. Each characters color palette is used
to enchance their backgrounds, either by providing
a sharp contrast or by complimenting the character
with hints of ascentuated color. At all times, the
characters do not feel out of place to their
surroundings. Ratchet and Clank are two
characters who will become part of the American
gaming iconography, right next to their gaming
forefather, Spyro the Dragon.
To Insomniac's credit, they did an excellent job of
weaving the familiar characters of the first game with
some new characters in the sequel. I think it was a
nice touch to add love interests for both the main
characters with some interesting plot twists thrown
in for Ratchet's female counterpart. Additionally,
the Cheats menu provides some nice deviation in
character design for both Ratchet and Clank with my
favorite being the Solid Snake tuxedo outfit for Ratchet.
Background Music
The background music for both games is composed and
performed by David Bergeaud. He is a film
score composer with a handful of
uneventful albums to his credit such as
"Heidi Fleiss: Hollywood Madam" (1996),
"Street Soldiers" (1991), and "Twice Dead"
(1988). Bergeaud is no stranger to scoring
for game music. He created the score for
Insomniac's first game on the N64 entitled
"Disruptor." Although his music is not as
memorable or innnovative as Stewart
Copeland's "Spyro the Dragon" game music
trilogy, Bergeaud did manage to hit the
auditory mark with his score for "Ratchet
and Clank."
The music is lively with its quirky techno
futuristic feel, perfect for the colorful and
cartoonish sci-world which Ratchet and
Clank inhabit. The Gadgetron Hooverboard
music piece smacks right out of the
successful PSOne hoovercraft racing
triology "Wipeout" with its sense of speed
and funky techno fusion beat. Although the
music is mostly repetitive loops, it doesn't
manage to get on one's nerves as some
game music does. It would have been more
interesting if the music were to react to the
action on the screen and the emotions of
the characters. Perhaps Insomniac will
work on this in future titles.
Sound FX
"Clank, Bam, Boom!" These are the
common sounds as the player moves
through the world of "Ratchet and Clank."
The game's sound effects are as much an
auditory treat as the visuals are eye candy.
Jackie Evanochick, Insomniac's
enthusiastic sound designer, points out
that her company has "high expectations
of delivering excellence." This rings true in
the area of sound effects. Each sound is
recorded at a perfect volume level and
pitch. Not only does the sound match the
action, but it is often an auditory cue to the
player, warning of danger, confirming
weapon or menu selections, obtaining
items, or simply adding reality to the
gaming environment.
Interestingly enough, whether to appease
fans of the Spyro series or to utlize
pre-existing sounds from their effects
library, several of the enemies correspond
with sounds of enemies from the Spyro
games. Hmmm... Either way, it was an
enjoyable treat for me to hear these
sounds again. Lastly, there can be a
tendancy to use music as a mask to cover
the lack of sound effects. It is evident by
Insomniac's attention to detail and
perfectionist attitude that this is far from
the case. Every possible sound option is
exploited to its full potential.
Voice Acting
Top notch talent make this game a real
treat. The professional voice acting cast
includes Kevin Michael Richardson (Crash
Bandicoot: The Wrath of Cortex) as the
game's ultra evil villain Chairman Drek, Jim
Ward (Escape from Monkey Island and
Grim Fandango) as the superhero Captain
Quark, Neil Flynn (Buzz Lightyear of Toy
Story) as hoverboard pro Skid McMarx, and
many other well recognized voiceover
actors. Mikey Kelley does a phenomenal job
as Ratchet's voice as does David Kaye
when voicing Clank.
Language Options
Not leaving any stone unturned, Insomniac
incorporated a multitude of languages to
choose from in the "Ratchet and Clank"
Language option menu. The player can
enjoy the game in English, French, German,
Spanish, or Italian. It's a shame that
Insomniac failed to include Japanese given
the fact that their former "Spyro the
Dragon" title was a huge hit in Japan
despite it being an American innovation.
Enemy AI
Unfortunately, the enemy's intelligence is often
lacking in "Ratchet and Clank." Rather than being
true artificial intelligence (a.k.a., "AI"), the enemy
acts more on artificial instinct with distinct
migratory patterns which can be easily deciphered
with a little time and patience. The AI apple does
not fall far from the tree, and it appears that
Insomniac merely mirrors the same pathfinding
algorithms found in its Playstation predecessor
"Spyro" in its PS2 platformer. Often Ratchet can
provoke multiple enemies into action and then step
aside to watch them attack and ultimately destroy
each other. Also, with increasing levels of difficulty
in later planets, one would assume that the
enemies would become increasingly difficult. Either
I became so good at dispatching them due to my
mastery of the game mechanics or the enemies
really were cookie cutters of ones previously
encountered. Since many of the enemies appeared
strikingly similar in appearance and follow identical
tactical pathfinding routines, I assume the latter to
be true.
When one finishes "Ratchet and Clank 2", the
player is given the option of replaying the game in
"Challenge Mode." Although there are more enemies with
a bit more intelligence, there is little challenge
involved in the warfare when Ratchet's weapons are
upgraded to ultra mode and the player equips him with
Ultra Killinoids which quickly do short work of any
enemies he may encounter on any given level.
Although the arsenal of firepower adds tactical
considerations to enemy encounters, the battles
could have been even more interesting if stealth
(such as incorporated in "Sly Cooper") or natural
terrain was used for cover and positioning in battle.
Unfortunately, most of Ratchet's time is spent out
in the open with nowhere to hide or in a tightly
constrained room with nothing but breakable
crates to temporarily hide behind. So, I hope that
Insomniac focuses more on AI in future games.
Perhaps they can utilize the navigation mesh
technology pioneered by their friends and fellow
colleagues Naughty Dog. Additionally, although the
collision detection was well done, it could be
integrated into the pathfinding model to provide
real world movement and intelligent AI.
Puzzles
Unfortunately, the puzzle solving aspect of
"Ratchet and Clank" is sorely lacking. There are
only three pseudo-puzzles which come to mind. The
first involves opening some sealed buildings using
Ratchet's wrench. A real no brainer in that the
player simply clamps onto the large bolt-like device
and turns it in one direction until the bolt loosens
and the door opens. Another puzzle involves filling
and draining huge tanks of water with Ratchet's
Hydrodisplacer. Again, this is fairly easy to figure
out; if the tank is full, it probably needs to be
drained and vice versa.
The last puzzle, and perhaps most difficult in
comparison, involves again opening sealed doors
with a sort of electronic safecracking gadget aptly
named the Trespasser. The puzzle to solve involves
three rings with colored beams. Turning them this
way and that without really much thought usually
solves the problem. I could "hack" these puzzles
quicker than I could reach for my strategy guide.
Whether I'm just a gaming genius or the puzzles
were too easy, I tend to think it is the latter
scenario as other gamers seemed to solve these
puzzles with ease. To Insomniac's credit, there
were no impossible to solve puzzles nor any puzzles
which involved pushing blocks around or
backtracking to find keys to open doors like many
other games.
Pacing
The pacing of the game is dead on. Although
nothing seems to be left out or rushed, the
gameplay is never too slow. There's just so much to
do and all the time in the world to do it in with the
exception of a few timed events. The balance of
gameplay is given its due credit in each level with a
total gaming experience which feels very fluid and
balanced.
Level Design
Each level is as rich, detailed, and massive as the
one before it. Historically, most platformer titles
are known for forcing the player to backtrack
through a large portion of each level. This is
thankfully not the case in "Ratchet and Clank." The
design of the levels make them feel like living
breathing worlds in which the player wants to
explore every nook and cranny rather than a
confusing, frustrating, and linear maze which one
must navigate through. There is more than one way
to negotiate a level as there are weapons with
which to dispatch one's enemies and often the
tactical considerations of warfare dictate the speed
and navigational path of manuevering from
beginning to end. One must play "Ratchet and Clank 2"
to fully appreciate just how massive this world is,
both in the actual levels and the number or worlds
there are to explore and complete. I finished the
sequel in a little over 50 hours!
Learning Curve
As Ted Price explains, "Well, I think the thing that
really sets this apart is the weapons - you've got
lots to choose from and the ability to blow the crap
out of everything. That's the first thing people
notice when they pick up the controls. And it's easy
to destroy things at first but then as the game
progresses you do have to start thinking about
strategy and which weapons you should be using
against each enemy. So we've created a fairly
smooth difficulty curve - it's easy to jump into the
game at first but when you start moving through
the levels it gets more challenging and you have to
start thinking a little more about what you're using.
The gadgets are cool too - you do a lot of fun things
with them. So variety will be a big attraction to
consumers. Every level gives you something new to
try."
As seen by Price's statement, the game's learning
curve is very gentle and smooth. Insomniac seems
to follow the unwritten law of video games which is
to initiate a player into a video game universe very
gently by not loading the player down with
complicated inventory or overly difficult enemies
or levels. The player moves along fairly easily,
"winning" or "succeeding" as the game rules
dictate with little or no frustration. After a certain
point, the player has too much invested
emotionally into the game and is now committed to
overcoming the progressive levels of difficulty.
Throw in a compelling storyline and interesting
characters and the player is further addicted to
experiencing the video game world from beginning
to end. The sequel picks right off where the first
game began, so anyone continuing in the franchise
will feel right at home in this game world.
In comparison to Insomniac's "Spyro the Dragon"
PSOne game, "Ratchet and Clank" has a much
easier learning curve. I love all three of
Insomniac's Spyro games, yet no matter how hard
I tried, I would reach a little under sixty percent
completion in each game only to be unable to
progress further. Additionally, I would spend hours
lost in their many worlds, unable to find the
balloonist to take me back to an easier level.
Although "Ratchet and Clank" has almost three
times the same massive levels as the Spyro games,
I find myself neither lost nor frustratingly stuck as
the case may be. I would say that "Ratchet and
Clank" follows the video game rule of "easy to
learn, yet difficult to master."
Ted Price's words above ring more true than ever in
context to the "easy to learn, yet difficult to
master" rule. First and foremost, the player simply
destroys everything in sight, yet later, the player
learns to strafe, backflip, and heli-pack out of his
enemies' way. Once more weapons are acquired,
the player experiments with each to get the feel of
their effectivness at varying distances and with
different enemy scenarios. I often died in the
game until I figured out the proper strategy to
outsmart my opponents. I also learned that flight
can take precedence over fighting. I was an artist
of warfare and my multitude of weapons were my
palette of destruction. However, the brushes
employed were the easy to use Quick Select pie
menu for my favorite weapons as well as my easy
to manage inventory.
Mini-Games
"Ratchet and Clank" offers a plethora of
minigames. However, these minigames are not
isolated events but are embedded in the course of
exploration and, more often than not, are a crucial
part of advancing the story and unlocking new
worlds. One minigame is the hoverboard races
which appear several times in the game. Another
minigame is collecting bolts with Ratchet's Metal
Detector while yet another is riding the rails with
Ratchet's grindboots. Another sort of minigame is
the Captain Quark Obstacle Course which our duo
must successfully navigate. Still another type of
minigame is trying to beat the clock swimming
underwater as Ratchet navigates electrically
charged enormous fan blades and laser beams.
Interactivity
The game's play mechanics are filled with
interactivity. Ratchet sports a wide array of cool
moves. His attack moves include muti-strike,
hyper-strike, and comet-stike. Ratchet's athletic
feats include wall jump, crouch turn, swim, side flip,
back flip, ledge grab, ledge traversal, glide, boost
jump, and stretch jump. The player can combine
these moves with a multitude of weapons, gadgets,
and items. Between Ratchet's moves and his
inventory, he is ready to take on the enemy
whether via manning gun turrets, riding trains and
air taxis, steering hoverboards, piloting Blarg
fighter planes or spacecraft, outrunning,
oursmarting, or just straightforward crushing his
foes.
In addition to enemy encounters and general level
exploration, Rathet's moves and equipment come
in handy when he is collecting bolts, rare gold bolts,
smashing ammo crates and nanotech health
sphere, completing Captain Quark's Obstacle
Course, swimming underwater, riding high-speed
grind rails with their multitude of obstacles, or
negotiating tricky terrain in his Magne-boots. Even
the static objects in the environment can be
interacted with. Mushrooms, lamp posts, statues,
and other objects can be destroyed and converted
into monetary bolts. Then there are the missions to
be completed when one gets done with just having
fun in these virtual worlds.
Not forgetting that Clank also is a playable
character who can command his own army of little
robotic balls of death, transform into a monsterous
weapon of mass destruction as Big Clank, and
battle enemies just as he is instead of remaining
little more than Ratchet's Inspector Gadget
backpack. With so much to do in the world of
"Ratchet and Clank," is it any wonder the game
clocks in at around 60 hours of gameplay for the
hardcore gamer who wants the total gaming
experience?
Although the game does have non-playable story
elements in the form of infobot movies and
cinematic ingame cutscenes, these are limited to
providing only the crucial information needed to
move the plot and gameplay forward. As a result,
these interludes from interactivity do not detract
from the game experience, but enhance it. It is
important to point out that not only is the game
completely interactive as a game should be, but
the GUI interface of all the menus is equally as
engrossing and fun to manipulate or browse. The
interface feels like a laptop at Ratchet's disposal
rather than an artificial construct. This is truly a
player's game and not a game designer's game.
Replay Value
Considering the fact that there's a lot of fun stuff
to do in "Ratchet and Clank," a compelling
storyline, a relaxing interface and controller
scheme, pleasant music, memorable charming
heroes, and jaw-dropping visual effects, I would
consider the game's replay value to be extremely
high. Additionally, since the completion of the
initial game unlocks the skill point challenge and
gold bolt weapon upgrades, there is added
incentive to play through the game at least one
more time. Rather than invest hard-earned dollars
on new and untested titles in the past, I have
dusted off my PsOne "Spyro the Dragon" games
and played them over again. In an age of technical
advancements, a strong older title on an
out-of-date system will still take precedence over a
poorly made Playstation 2 game. I'm sure that
"Ratchet and Clank" will become a PS2 greatest
hits title well into the Playstation 3's lifespan and
that it will stand up to many of the future console's
titles. Also, the Challenge Mode of "Ratchet and Clank
2: Going Commando" adds a great deal of replay value
to the game. It will be interesting to see what tricks
Insomniac has in its sleeve for "Ratchet and Clank 3."
Navigation
We live in a world which most people experience
their lives through a Graphical User Interface
(a.k.a., "GUI"). Most young children learn to walk,
then they use this ability to walk over to their
parent's computer or old sibling's game console and
take mouse or game controller in their hands.
Children being born now have never known a time
without the Internet or PS2, much like our
generation did not know a time without television.
Neal Stephenson in his book "In the Beginning...
was the Command Line," (1999) claims that we are
in an "interface culture" in which almost every
single consumer product comes with multiple
features and accompanying interfaces. Stephenson
states at page 67, "If you are like me, and like
most other consumers, you have never used ninety
percent of the available features on your
microwave oven, VCR, or cell phone. You don't
even know that these features exist. The small
benefit they might bring you is outweighed by the
sheer hassle of having to learn about them. This
has got to be a big problem for makers of
consumer goods, because they can't compete
without offering features." However, when an
interface is not intuitive and when features are not
a necessity to navigating the consumer product,
then the "blinking twelve problem" occurs.
Stephenson explains that this term refers to most
VCR clocks which only God and Sony know how to
reset.
Thus, a simple consumer electronics product can
become complicated if it is burdened with too many
useless features and a clunky difficult to navigate
interface. Fortunately, in the case of "Ratchet and
Clank," the navigation of the game's numerous
menus in conjunction with the player's hand and
eye coordination is a true synergy. I used each and
every feature offered to me and quickly and
intuitively grasped its purpose in enhancing my
playing experience.
The first menu encountered in the game is the
Options Menu. The player will notice that there are
exactly seven pieces of information on this screen
which includes six menu options and the number of
bolts collected on the top left. This is no arbitrary
number which Insomniac pulled out of a hat. Have
you ever wondered why local phone numbers have
only seven digits or why the classic action puzzle
game "Tetris" has seven pieces? Well, Alexey
Pajitnov, the Russian designer of "Tetris"
thoroughly understood that seven was the number
of things, (whether it be objects, concepts, letters
or numbers) a person could hold in his or her head
at one time. Not only were there seven different
pieces in Tetris, but since the player could rotate
these pieces any way he wanted, there were only
seven truly unique combinations possible.
So, whether consciously or not, Insomniac provides
the player with six options to choose from in the
Options Menu and one addtional piece of
information (i.e., the number of total bolts). Since
the Quick Select Pie Menu is based on directional
orientation, it actually has eight item slots
available, but it is based on a pre-existing
navigation standard of a real world compass, so
this one extra number over the magic seven is
acceptable in this instance. Each of these six
options in "Ratchet and Clank"'s Option Menu are
extremely useful, if not necessary, to the game.
Each of these submenus are worthy of further
examination.
Ease of Use
Ease of use for a consumer electronics product is
twofold. First, it is dependent on the platform for
which the product is made. Secondly, it is
dependent on the product itself. In the case of
"Ratchet and Clank," the Playstation 2 (PS2) game
console platform is the current standard in the
gaming industry, at least according to published
sales statistics. Since it is an upgrade of Sony's
original Playstation, most of the features such as
the design of the controller carried over into its
predecessor. Furthermore, the PS2 is a simple
device to use. You plug it into an outlet and plug
the other wires into your television. Then you turn
the TV and PS2 on with a flip of switch on each.
Next, the game CD or DVD is inserted into its slot,
the controller goes into its slot, and the memory
card into its place and the player is off and gaming.
Even a small child can figure out how to get a game
going on the PS2.
As to the games themselves, the ease of use
ranges from easy to extremely difficult.
Unfortunately, it shouldn't be difficult and many a
casual gamer will immediately run in the opposite
direction if a game proves frustrating, especially in
the initial getting started interface phase. Again,
"Ratchet and Clank" succeeds in providing a
product which is easy to use. Autistic children with
little language had no problem starting a new game
or continuing a previous save.
Additionally, the Gadgetron, Weapon, Gadget, and
Quick Select menus were extremely visual with
colorful icons catering to autistic children's sense of
visual spatial memory and thought processes. As
to hearing impaired gamers, "Ratchet and Clank"
succeeds where "Jak and Daxter" failed in that the
former provides subtitles to all the dialogue in the
game and detailed descriptions of missions,
Ratchet's moves, and other crucial information. As
for blind gamers, the games comes with a
multitude of language options, great music, and
sound effects for every conceivable scenario a
gamer might find himself in. Typically a blind gamer
is limited to 2D side scrollers or fighting games.
However, with "Ratchet and Clank"'s outstanding
use of sound, a blind player could use the sound
effects as an auditory cartography of the immense
3D free roaming levels. Thus, Insomniac's PS2
game is equally accessible to hardcore, casual, and
impaired gamers.
Controls
In Donna Haraway's 1991 "Cyborg Manifesto," she
argues that our human essence is not entirely
defined by our bodies and that humans merging
with machines is a natural progression. "Why
should our bodies end at the skin, or include at best
other beings encapsulated by skin?" Just as other
prominent writers have pointed out that cars have
become an extension of our bodies, so have game
controllers become extensions of our hands. If the
Playstation 2 game screen is the Graphical User
Interface (GUI), then the PS2 Dual Shock 2
controller is the Sensorial Interface.
Insomniac's PS2 game's controls felt at all times
like an extension of my body. I did not have to stop
and think about which button to press, I merely
pressed them mindlessly as I focused on the
events on the screen. Some action games attempt
to add interest to the gameplay by incorporating
complicated button combos or timed button
presses. Thankfully, "Ratchet and Clank" did not
employ these gimmicks.
The triangle button opens the Quick Select Screen
where the player can instantly access his eight
favorite weapons and gadgets. The circle button is
used for firing the equipped weapon while the
square button is to switch back to and utilize
Ratchet's wrench. The x button is for most other
action moves. Often an item in the game will be
marked with a huge "X" to indicate to the player
that he must interact with this object by using the x
button on his controller. The start button brings up
the menu options screen while the R3 button brings
up a current map of the area which can be zoomed
in or out. Ratchet or Clank, depending on which one
is the playable character, is moved with the left
analog stick. The playable characters moved where
I wanted them to and their movement was smooth
and natural. It can't get much easier than this!
A nice feature was the ability to go into first person
mode and target one's enemies. Unlike a First
Person Shooter (FPS), one cannot move in first
person mode. I think a true FPS mode would have
really given some replay value to the game and
made it feel more like "Halo," but this is something
that perhaps Insomniac can think about in the
future. An online FPS version of "Ratchet and
Clank" would make a nice Saturday Morning
Cartoon Frag Fest, eh?
My one complaint with the controls is that the game
didn't feature the Dual Shock controller's wonderful
vibration feature. The game would have felt more
realistic if explosions from enemy heavy artillery
resulted in some groundshaking vibration. Another
use of the vibration function is when Ratchet fails
the timed underwater swim tests and is
electrocuted. Although the player has failed (for
the time being), he would still be rewarded with a
little sensory input. Again, this is something
Insomniac can focus on in the future and did in fact
incorporate to some level in its sequel.
Quick Select
The Quick Select Pie Menu is Insomniac's interface
masterpiece. I couldn't imagine the game
delivering the same speed, efficiency, excitement,
or entertainment without it. For the uninitiated, the
Quick Select feature is a pie chart menu summoned
by the player during gameplay by pressing the
triangle button. The Quick Select menu allows the
player to quickly select (as the name itself states)
one of eight favorite weapons or gadgets. Any of
these eight items can be swapped out fairly easily
which becomes crucial when one is out of ammo or
when a gadget is suddenly needed to perform a
necessary task at any particular moment. Not only
that, but the order of the items is easily rearranged
to any possible combination of the eight slots. This
customization and quick access gives the player a
sense of total freedom in warfare and level
exploration as well as liberation from burdensome
inventory management.
For example, Ratchet may approach a certain
sticky area of a level swarming with unexpected
enemies. He is shot at and his drone device
protection is lost. Quickly, the player selects the
Drone Device again and the shield of little metallic
balls whirls around Ratchet. Then, Ratchet selects
the Glove of Doom and throws it at a swarm of
enemies and the little robotic critters hatch from
the Doom Eggs to do the dirty work for Ratchet.
However, Ratchet is shot at from an overhead
helicopter which is out of reach for his regular
weapons, so he uses a Visibomb to navigate
through the skies and around the corner to blow up
the enemy. When all the enemies are dispatched,
Ratchet smashes a few ammo crates with his
wrench (to save on ammo, the wrench is selected),
and finally, the player selects Ratchet's Swingshot
and, like Spiderman meets Tarzan, he safely swings
across an abyss and progresses through the level.
Phew! That seems like a lot of work, but it is all
done so naturally thanks to the Quick Select menu.
According to Don Hopkins in his article "Natural
Selection: The Evolution of Pie Menus" (Game
Programming Gems 3, 2002, p.117, et. al.), "pie
menus are a naturally efficient user-interface
technique." He goes on to explain that "because
the physical motions of a novice, itermediate, and
expert users are the same, pie menus
transparently train you to become an expert. Each
time you mske a selection, you're rehearsing the
expert mouse-ahead gesture. The immediate stage
is like an escalator along the learning curve.... Pie
menus exploit your body's ability to remember
muscle motion and direction, even when your mind
has forgotten the name of the corresponding
item." This explains why the learning curve in
"Ratchet and Clank" was so gentle and why the
Quick Select pie menu felt so intuitive to the hand
and mind.
Help Desk
The Help Desk is another feature in "Ratchet and
Clank" which is much appreciated. When Ratchet
encounters new situations, the Help Desk complete
with a friendly digitized female computer voice
briefs the player on the specifics of the situation
and how to deal with it. Additionally, a Help Menu is
in place with the following submenus: Help Log,
Controls, Moves, Weapons, and Gadgets.
Inventory
In a role playing game (a.k.a., RPG) such as "Final
Fantasy X," more items and weapons in one's
inventory means more work to manage them.
However, in "Ratchet and Clank" the variety of
gadgets and weapons doesn't make the player feel
bogged down. Rather, I felt liberated as I now had
creative choices at my disposal. Although weapon
ammo had to be bought with the Gadgetron
Vendor, one could not buy excess ammo and the
ammo bought was instantly equipped into the
weapon. Weapons were never upgraded, so the
player only needed to be concerned with acquiring
more powerful weapons as he progressed through
the game. Additionally, any ammo found by
breaking ammo crates was instantly added to the
weapon. The same held true for Nanotech spheres
which were automatically inserted into empty
health slots. The menus at the top of the playing
screen helps the player keep track of how much
health and ammo he has at his disposal. A simple
tap of the triangle button lets the player know
which Quick Select items are at his disposal. Simple
bold icons help the player take in inventory
information at lightning speed so that he is not
distracted from his gameplay.
In "Ratchet and Clank 2: Going Commando," Insomniac
finally allowed the player to upgrade his or her
arsenal of weapons. The more a player used a weapon,
the more the weapon's upgrade bar filled until the
weapon finally evolved much like a Pokemon into a more
powerful weapon. Additionally, by collecting platinum
bolts, the player was able to trade these for weapon
modifications such as shock or acid mode or lock-on
features. In the Challenge Mode, the player can purchase
even more powerful versions of already acquired weapons.
The weapon design and variety is the meat of the sequel.
Finally, if the player has retained his or her original
"Ratchet and Clank" save, he or she can port over the
weapons used in the original game. Although they are
not as powerful as the new weapons offered in the sequel,
they are still very useful in certain situations such as
the Visibomb. These weapons can also be upgraded.
Maps
Maps come in two flavors in "Ratchet and Clank":
the intergalactic map in which Ratchet charts his
course from planet to planet or the site map of the
area of the planet Ratchet is exploring which
becomes his ingame level specific personal Global
Positioning System. The ingame map is accessed by
pressing the R3 button on the controller. The player
can easily zoom in and out of the map for better
viewing. Not only is the playable character's
position noted on the map, but areas already
explored are highlighted in a golden yellow color in
sharp contrast to the yet to be explored areas.
Eventually, in Gadgetron's quest to map every
square inch of the galaxy, secret areas will be
revealed to Ratchet for further exploration. Since
the levels are so huge and so numerous, maps are
absolute necessities in this game. Fortunately,
these maps provide just the bare essentials needed
to chart one's position without overwhelming the
player with too much information.
Mission Objectives
Exploration in "Ratchet and Clank" often is an
interactive experience in its own right. However,
not to lose perspective of the goals of each level,
Insomniac has provided a nice checklist of each
mission objective per planet complete with an
option to watch the Infobot video clip which
explains in detail the overall objectives of that
specific level. When all the specific missions are
completed, a new sentence is displayed which
informs the user of his completed mission status.
Often this comes in quite handy when the player
has to return to a certain planet to complete a task
which can only be accomplished by further
venturing to a new planet once its coordinates
become available on the intergalactic map. Thus,
everything is presented in a clean orderly fashion.
Since Insomniac's PS2 game is so massive in terms
of level size, amount of planets to explore, and
overall game length, having a checklist of missions
provides the player with a sense of
accomplishment of his short (finishing a single
mission) and medium (completing one planet's
missions) term goals in the game.
Audience
Since the 1980s, our society has revolved
around the child consumer. Numerous
youth marketing consulting companies
have sprunk up like weeds to answer the
call to "kid consumerism." According to
Dan S. Acoff, author of the book "What
Kids Buy and Why" (1997) and President of
Youth Market System Consulting,
approximately eighty percent of dreams
from children age six and under are about
animals. Not scary animals, but warm
cuddly creatures such as Furby, Barney the
purple dinosaur, Pikachu and his Pokemon
friends, Disney mascots, Crash Bandicoot,
Spyro the purple dragon, Joe Camel, the
Teletubbies, Sega's Sonic the Hedgehog,
Squaresoft's chocobo and moogle of Final
Fantasy fame, Sony's Sly Cooper the
thieving racoon, Naughty Dog's crash
bandicoot the orange marsupial, many
Nintendo characters, Lucas' Ewoks, and
Spielberg's ET: the Extra Terrestrial. Acoff's
company has pioneered a technique, based
on their dream research of children, called
"Character Appeal Quadrant Analysis"
which is aimed at helping companies
develop new mascots. "The technique
purports to create imaginary characters
who perfectly fit the targeted age group's
level of cognitive and neurological
development." (Eric Schlosser's "Fast Food
Nation," p.45)
It is obvious from a single glance of
Ratchet's character design that
Insomniac's main star of "Ratchet and
Clank" fits the criteria of a warm, cuddly,
fuzzy virtual pet which any kid would fall in
love with instantly much like Furby. Apart
from his visual appeal, Ratchet sports a
"cool" teen idol attitude with his biting
sarcasm, technical expertise with space
ships, Swiss Army Knife backpack robot
companion Clank, and extreme sports
Hoverboarding expertise. Clank can be
seen as a Lego Mindstorm invention to kids
and combines the best of "Star Wars"
R2D2 and 3CPO. Given the fact that
Ratchet is a space pilot from a backwater
planet who initially decides to use the
inactivated Clank as parts for his spaceship
until Clank "awakens" with an urgent
message about planetary destruction, we
have an interactive CG animated version of
"Star Wars." Combine the concepts of the
three most important interactive "toys" of
recent years (the Furby, Lego Mindstorms,
and Sony's Playstation 2) and throw the
"Star Wars" universe into the mix and you
have a formula which is guaranteed to
appeal to not only young children, but to
teens, young adults, and parents as well.
Having spent the last two years as a video game
therapist for autistic children, I clocked in a
great deal of time playing platform mascot
games such as Crash Bandicoot, Spyro the
Dragon, Rayman 2, Jak and Daxter, Sly
Cooper, and Ratchet and Clank. I learned
which aspects of each of these games were
appealing and why as well as what technical
aspects of the games were frustrating or
boring. Of all these games, Ratchet and
Clank was the simplest for an autistic child
to master while also holding appeal for an
older teenage sibling to enjoy without
feeling embarassed due to its "Halo" and
"Grand Theft Auto" arsenal of weapons and
warzone mission-based level design.
As Ted Price, President and CEO of
Insomniac Games confirms, "I think
Ratchet and Clank will appeal to as wide an
audience as Jak and Daxter does. We're
going for a very broad IS. We know that
the 10 year olds respond as well as the 22
year olds. But I think the weapons are the
great equaliser for us. All male gamers
enjoy it."
Insomniac understands not only character
mascot appeal, but the overall visual,
auditory, and interactive experience. The
controls are fluid, the menu systems
intuitive, and the sound effects and music
are pleasing to the ear. The battle system
provides enough variety of weapons to
keep hardcore gamers interested, yet an
autistic child can easily dispatch each
level's enemies with only Ratchet's wrench
(for the most part as some enemies such
as helicopters are out of reach even with
the wrench's boomerang feature).
The environments of each planet follow the
Disney and McDonalds appeal of providing
pleasing images such as the bright yellow
Chevron meets Thomas the Tank happy
face taxi which takes our heroes on an
express route to previous points in a level,
the golden bolts which are claimed like
prizes, the appearance of Clank as a toy,
the huge colorful worlds like playgrounds to
explore, and the clownish appearance of
Captain Quark. It is not a coincidence that
the voice acting done for pro hooverboard
character Skid McMarx is the same as
Disney's character Buzz Lightyear from
"Toy Story and that Captain Quark bears a
striking resemblence to Buzz Lightyear.
If the expansive worlds of "Ratchet and
Clank" at times become more than mere
playgrounds, they become theme parks
with the Magnetoboots loops, the Grindrail
rollercoasters, the Hooverboard races, the
Olympian obstacle courses, the turret gun
challenges, and the arcade shooting gallery
aerial dogfights. Additionally, Ratchet's
impressive arsenal of gadgets and weapons
along with his robot Clank can be viewed as
toys with which Ratchet plays with in his
magical fantasy worlds. What kid could
resist all this? For adults, "Ratchet and
Clank" is much like experiencing Christmas,
where an adult is allowed to once again
become childlike in his or her wonder and
awe at the world.
Online Connectivity
Online connectivity is sadly lacking in
"Ratchet and Clank." Given that this game
is being marketed as an action-adventure
game rather than a platformer and that it
includes an arsenal of weapons with which
to destroy anything and everything that
gets in the player's way, it would be ideal as
an online game. Since there many diverse
and interesting characters and multiple
vast levels to explore, plus there is a plot to
the story much like a role playing game, it
could possible succeed as a massive
multiplayer online game on several levels.
Throw in a FPS mode and you've got a cross
between the firepower of "Halo", the slick
moves of "Devil May Cry" and the charm of
"Kingdom Hearts."
Goals
A point worth mentioning is that although
the worlds of "Ratchet and Clank" are
populated with hoardes of varying enemies
and air traffic to simulate life, there is little
in the way of non-playable characters
existing in these worlds. The only NPCs in
the game are the ones who play an
essential role in advancing the storyline
and gameplay. Rockstar's smash PS2 hit
"Grand Theft Auto" and it's sequel, "Grand
Theft Auto: Vice City" were both purely
offline games, yet they felt as if these
were online experiences due to the
saturation of NPCs who inhabited Liberty
City and Vice City and the surrounding area.
When not on a specific mission, the player
could immerse himself in the conversations
of these NPCs as they went about their
business, ignoring the player's mobster
avatar.
Online or offline, a game as massive as
"Ratchet and Clank" deserves a world with
believable inhabitants, especially since the
theme of the game was about saving the
galaxy from evil. As a player, how could I
empathize with Ratchet's plight of not
wanting to save these planets which for the
most part appeared death and deserted.
Who else other than Ratchet himself lived
on the Planet Veldin? If he decided to
abandon his home, would he even care to
save it? These are serious character
motivation issues which Insomniac needs
to address in future titles. In a way it
seems that Insomniac stepped backwards
as Spyro's worlds were alive with other
members of his dragon clan, friendly
fairies, harmless sheep, and an assortment
of other characters. Just as Insomniac
made aircraft and pterydactyl loops for it's
PS2 game, it could have easily made a few
NPC character loops, even if these
characters were moving in the background
and inaccessible to the player.
This leads to an interesting game design
point of making sure that a game is not a
"designer's game" but a "player's game."
As Ted Price proclaims "When it comes
down to it, it's about blowing shit up!" This
is screamingly evident in the advertising
campaign. Yet, there is the player's goal as
Ratchet and Clank to save the world, not
destroy it like Drek. So there seems to be
some polarity in the goals between the
people who created the game and those
who play it. Although Mark Cerny of Cerny
Games states that the game is "not a static
universe, it's an interactive universe, it's
alive. There's a lot going on and you get to
interact with it." This is true as far as from
your typical platformer action standpoint,
but not in the RPG adventure realm where
conversing with NPCs are part of the
immersive living experience.
Advertising
One look at the back of the U.S. boxart for
the game and anyone can see that
"Ratchet and Clank" is being marketed as
an action-adventure which focuses on
weapons and gadgets. Based on its physical
appearance on retail shelves, the game
would appear targetted to pre-teen boys to
young adult males, although the game has
a certain appeal to all genders and age
groups. All the pictures support the text's
boasting of technological weaponry.
The packaging reads: "It's time to rip the
galaxy a new one. With over 36 weapons
and gadgets to choose from, it's no wonder
Ratchet & Clank have itchy trigger fingers.
It's simple... lots of enemies to shoot... lots
of fun weapons and gadgets... AND, you
get to blow $@!& up! Burn, bomb, blast or
obliterate your enemies. OH YEAH, Go
ahead. Blow it up. BLOW IT ALL UP because
it ain't the size of your weapons that
count... it's how many you have and better
yet... HOW YOU USE 'EM!"
Ah, a game even Genghis Khan and Attila
the Hun (if they were alive today) would be
excited to play! Interestingly absent is any
dicussion of an actual plot or the
personalities of the playable characters.
Saddly, Ratchet and Clank are just
interactive vehicles with which to drive the
player's arsenal of weapons. It seems that
Insomniac, or whatever company wrote
the ad hype for the retail shelves, justifies
killing for its own ends rather than as a
means to save the galaxy from total
annihilation at the hands of Chairman Drek
and the Blarg.
Merchandising
"Ratchet and Clank" could be a
merchandising cash cow for Insomniac if
they played their marketing cards right
given the fact that they will soon have
a beloved trilogy of "Ratchet and Clank"
games to their credit.
Most Japanese video games release the
official soundtrack to coincide with the
game. Unfortunately, American games
rarely come with a soundtrack. "Ratchet
and Clank" falls into this category. It is also
a shame to create such endearing
characters as Ratchet and his robot buddy
Clank and then not market them as toys for
children. Given the technology which drove
the Furby to financial success, Clank has
the potential of becoming a fantastic
interactive toy. Ratchet at the least would
make a wonderful plush toy with his large
expressive puppy dog green eyes and
catlike physique. All those gadgets,
weapons, and items would make a nice
collection of accessories for the Ratchet
action figure to utilize or toy weapons
which any young boy would love to play
make-believe war with in his backyard.
Insomniac failed to tap the "Spyro the
Dragon" merchandising opportunities, so it
is a shame they are repeating this mistake.
Perhaps they should take a lesson from
Nintendo or Squaresoft, the two video
game kings of subsidiary spin-off products.
Skill Level
The skill level required to play "Ratchet and
Clank" is no more complicated than most
platform games. However, thanks to its
user-friendly interface and gentle learning
curve, even the smallest child can over
time acquire the necessary skills to
effortlessly manuveur through the game.
The fact that the missions are laid out in
clear, simple fashion, there are elaborate
maps to each planet, and a very
straightforward action-based fighting
system contributes to helping the player
achieve the required skill level.
Although Insomniac feels that they have
transformed the platforming genre
overnight with their fantastic game, they
have actually only enhanced a pre-existing
established base. The characters still move
through levels, collect items such as bolt
and gold bolts, fight boss battles, and
obtain new weapons and items with which
to ease their increasing difficulty which
they face with each new level which is
unlocked. Any player who has had
experience playing platform-based games
will be able to intuitively grasp this game.
As to accomplishing game-specific tasks
such as mini-games or boss fights, there is
still skill needed to win. However, a player
expects to die a few times until he grasps
the fine details and strategy of the
particular challenge presented to him.
Otherwise, without some difficulty, the
game would become incredibly boring and
stale.
Technical Design
Alex Hastings, the Vice President of
Technology at Insomniac boasts that
"Ratchet and Clank" pushes the technical
limits of the PS2's capabilities. "We've
written immense amounts of code. In
Assembly Language more than about one
hundred thousand lines of code. More than
the PSOne by about ten percent." Hastings
adds, "It's a busy world. Many ships and
planes make this world real and alive."
It was Brian Allgeier at Insomniac who first
conceived of the idea of having a battle
between Ratchet and some Blarg troops on
a moving train. "I wanted to have this
section that was like something out of an
action film," he boasts. But a great video
game is based on realistic physics. Since
the physics of the train battle were
complicated and unique, it turned out to be
"a programming nightmare." However,
that nightmare turned into players' wildest
dreams as Insomniac managed to pull it off
flawlessly.
Ted Price credits the visual and technical
success of their games to the fact that not
only is each game a collaborative team
effort, but because his team learns both
the design aspect of games as well as the
programming and elements of storytelling.
Allgeier recommends that future game
designers study computer programming,
art, and literature classes which cover the
elements of narrative and character
development. According to Ted Price,
"Good designers have a good blend of right
brain and left brain. We are our own unique
beast."
Peter Hastings is one of Insomniac's game
programmers, but he's also part of the
collaborative design team for both the
"Spyro the Dragon" trilogy and "Ratchet
and Clank." Not only did Hastings program
the Morph-o-Ray which allows Ratchet to
turn his enemies into harmless chickens,
but he programmed the code to make it
work properly. Allgeier points out that a
"game designer had to ensure that the
design functions, and, if not, to
problem-solve on the fly. There are always
thousands of details that need to be taken
care of. Even though you plan, lots of
things break." It is evident that the
experience, enthusiasm, willingness to
learn, and technical expertise of the
Insomniac team has produced a game
unparalleled on the PS2.
Media Comparision
Compared to the linearity of other
entertainment media such as books,
magazines, television, and movies, video
games are truly an immerse and
interactive experience in which all the
senses come into play such as sight, sound,
and touch (thanks to the vibrating Sony
PS2 Dual Shock Controller). Books can have
the advantage of complexity of plot and
depth of character development while
movies showcase their stunning visuals and
sound, yet both merely allow a simple entry
point and ultimate exit point from their
worlds. The person absorbing these
experiences takes a passive role as a
visitor from another planet.
However, the player entering a video game
world owns the experience not only in his
interaction and control of the virtual
universe, but in his branching paths of
adventure while navigating the story,
landscape, and architecture. Combine this
with the numerous decisions at any given
moment which may lead to death for the
player or possibly a less than desirable
ending to the game, and one comes away
feeling a power akin to God. Is it little
wonder that the password for an invincible
status in many PC games is the word
"GOD"?
"Ratchet and Clank" capitalizes not only on
the technological complexity of the
Playstation 2, but also in its clear
understanding of providing the player with
a living, breathing world which is very much
alive with danger and adventure. Although
it is necessary to complete certain tasks in
the game to unlock story elements and
open new planetary coordinates on the
intergalactic map, one can pretty much
explore each new level (i.e., planet) at his
own pace and direction much like one would
go on a trip to Paris and explore the city at
his own pace. The player feels a certain
sense of ownership in his conquest of each
world.
Whereas a book or movie is experienced
for the sake of discovering the three acts
of the storyline and the morals of the
hero's journey, a video game such as
"Ratchet and Clank" is a means which
justifies its own ends and, as such, the
experience of playing the game (or
replaying it for that matter) is equally as
enjoyable as actually beating it. Would
"Ratchet and Clank" be as effective a story
were it a book, a comic book, an anime, a
live action movie, or a Saturday morning
cartoon? The answer is simply: NO! Could
"Ratchet and Clank" utilize its subsidiary
rights and create a franchise with toys,
movies, comic books, a Saturday morning
cartoon series, an official web site, and an
interactive CD-ROM as supplementary
media enhancements to the original game
environment? Absolutely! As far as I'm
concerned, it's a merchandising goldmine
yet untapped. With all that said, the "Ratchet
and Clank" series is a true success story.