ratchet 2 header

Starting the trend of dou­ble enten­dre titles in the series, Ratchet & Clank 2: Going Commando (or Ratchet & Clank 2: Locked and Loaded if you live in a bor­ing ter­ri­to­ry like I do) is the sec­ond main game in the series, and one that attempts to tweak the for­mu­la whilst retain­ing its core ele­ments. This time Ratchet is trans­port­ed to the Bogan galaxy to retrieve a stolen exper­i­ment by the eccen­tric head of Megacorp, Mr. Fizzwidget. This iter­a­tion onto improve­ment of a tried and test­ed for­mu­la is a core ten­ant of all the mainRatchet & Clank sequels, and most of the fea­tures intro­duced in Going Commando were suc­cess­ful enough to be retained through the rest of the series.

Much like the first game, Ratchet & Clank 2 has aged very well thanks to it retain­ing its styl­ized aes­thet­ic and car­toony action. The graph­ics are slight­ly more detailed; espe­cial­ly many of the tex­tures, mak­ing the devel­op­ing style of the series more like a fam­i­ly CGI movie than cell shad­ing. The colour pal­let of the series is always a joy to look at, and that con­tributes no small part to their con­tin­u­ing emi­nent playa­bil­i­ty.

ratchet 2 side 1Having now picked up the HD col­lec­tion at a rea­son­able price (it’s like gold dust in the UK) I can say the games look won­der­ful, but the port job isn’t per­fect. I noticed a lot more graph­i­cal glitch­es, and espe­cial­ly sound glitch­es than I remem­ber, so just keep that in mind if you’re think­ing of pick­ing it up.

All the fea­tures and col­lec­tables car­ry over from the first game in slight­ly altered forms. The spe­cial col­lec­table Bolts this time are Platinum Bolts, which can be used to acquire weapon mod­i­fi­ca­tions. These mod­i­fi­ca­tions com­bine with an expe­ri­ence based upgrade sys­tem to make the weapons feel much more pow­er­ful over time, and even­tu­al­ly lead to a pow­er­ful final upgrade with added util­i­ty and punch.

The weapons are prob­a­bly one of the most improved aspects of Ratchet & Clank 2 over the first game; they feel a lot more user friend­ly, lock onto ene­mies bet­ter (the lock-on mods are a god­send for many weapons, and I rec­om­mend pri­or­i­tiz­ing them), and have a greater area of effect for tak­ing out the mul­ti­tudes of ene­mies you’ll face. The upshot is you are far bet­ter equipped to deal with the ramped up action sec­tions of the game. The Ryno is back, but sligh­ly more sub­dud­ed in my opin­ion. It’s still crazy when you hold down fire, though.

Thankfully the game didn’t ful­ly devolve into an action shooter; the gad­gets, envi­ron­men­tal puz­zles, and prob­lem solv­ing puz­zles are all account­ed for. The game adds new gad­gets like the Thermanator which can freeze and thaw water, the Infiltrator and Electrolyzer that grant access to hack­ing style mini games, the Hypnomatic which allows you to hijack and con­trol cer­tain robots and the most bor­ing gad­gets in the series, and the Dynamo and Tractor Beam which lit­er­al­ly just move things and press but­tons. Utility aside, there is a good num­ber of things that break up the expe­ri­ence and avoid monot­o­ny. The Swingshot and Grind Boots are back, and the rac­ing sec­tions also make a return with hov­er bikes instead of hov­er boards this time around, and with addi­tion­al chal­lenges avail­able to earn bolts.

Two com­plete­ly new ele­ments are the spher­i­cal worlds and the addi­tion of round based are­na com­bat again­st waves of ene­mies. The Galactic Gladiators and the Megacorp games are some of the most enjoy­able sec­tions of the game, and show off the abil­i­ty of the game to pro­duce fast-pacing and var­ied action to test out your new arse­nal with­out warp­ing the rest of the lev­els around it. It’s a neat solu­tion for pure com­bat that also serves are a good way to boost your bolts should you require some grind­ing.


They also expand­ed and improved the space bat­tles this time. The space com­bat in Going Commando isn’t ide­al; it’s often a scram­ble to see where your ene­mies are and nav­i­gat­ing the 3D space can be a dis­ori­ent­ing, but it’s not mis­er­able and is at worst mere­ly ser­vice­able. I think this was over­am­bi­tious of them to try and pull of what essen­tial­ly amounts to a whole oth­er type of game with­in Ratchet & Clank 2,but the fact you can have rac­ing, space bat­tles, plat­form­ing, are­na com­bat, and puz­zles in the same game and it not feel like a dis­joint­ed mess is a tes­ta­ment to the skill of the devel­op­ers. A decent pro­por­tion of what is on offer here is option­al, and that allows you to move past ele­ments you dis­like to focus more on ele­ments you do like.

Whilst the game doesn’t have a mas­sive amount of direct con­ti­nu­ity to its pre­de­ces­sor it is able to read your Ratchet & Clank save file, and that gives you free access to many of the weapons from the pre­vi­ous game. Sadly the­se do not upgrade like the new weapons do, and even when you get them they are hor­ri­bly under­pow­ered. It’s nice to see them back, but you will most like­ly hard­ly ever use them.

The sto­ry and world are much on the same lev­el as the first game; there are a cou­ple of twists, some nice voice per­for­mances from the sup­port­ing cast, and a range of exotic and dif­fer­ing envi­ron­ments to explore. Megacorp is nice­ly inte­grat­ed into the world and fills the same role as Gadgetron did in the first game. I espe­cial­ly like the lev­el where you find the crum­bling pres­ence of Gadgetron who failed to com­pete in this galaxy — it’s a nice touch. The sto­ry present is still more a way of mov­ing the encoun­ters for­ward at this point in the series, but it’s nev­er obtru­sive and retains the series sig­na­ture wit and charm.

There are many great Easter Eggs in Going Commando. The game con­tains a nod to Naughty Dog who helped Insomniac out with their engine tech­nol­o­gy in the first game. In Allgon City on plan­et Damosel you can vis­it Clank’s apart­ment, and in there you see a poster for Jak and Daxter; this is a trade Naughty Dog returned in the Jak series which fea­tures a poster of Ratchet & Clank from the Going Commando era. Clank’s apart­ment also fea­tures a hid­den Sheep Invaders game where you shoot the sheep mod­el pro­duced by the Sheepinator with a Sythanoid. It’s a great lit­tle re-use of the game’s exist­ing mod­els and sounds. There is also a return­ing nod to the ever present plumber, who hands out nuggets of wis­dom fresh from the toilet-bowl.

Ratchet 2 insert 1

Ratchet & Clank 2: Going Commando also fea­tures the first appear­ance of — for me — one of the best and most unique aspects of the Ratchet & Clank series: the Insomniac muse­um. Part Easter Egg, part behind the sce­nes show­case, and part bonus lev­el the muse­um shows off cut con­cepts from this install­ment as well as the orig­i­nal Ratchet & Clank. It also shows off many of the design and test­ing fea­tures used in the game, and even gives you the abil­i­ty to make your own par­ti­cle effects and puz­zles in a fea­ture that allows you a win­dow into the devel­op­ment process. This ver­sion in Ratchet & Clank 2 also fea­tures a decent amount of voice record­ings form the team itself.

Ratchet & Clank always took the time to add things for the play­er to dis­cov­er over and above oth­er games,  and all the entries in the series are chocked full of skill-points, spe­cial col­lec­table bolts, in-built cheats, and lots of oth­er Easter Eggs. This shows the care and atten­tion Insomniac puts into each of their games; in a world of cut-content DLC and micro­trans­ac­tion cos­tumes it’s refresh­ing to be able to play a series that gives so much extra for the price of entry. The Insomniac muse­um is the ulti­mate expres­sion of that; it takes a lot of time, effort, and love as well as devel­op­ment resources to craft a whole lev­el pure­ly for the com­mit­ted fan to find.

In doing this ret­ro­spec­tive, I’ve begun to real­ize some of what we’ve lost in mod­ern gam­ing in the scram­ble to squeeze every pen­ny out of the audi­ence. We don’t usu­al­ly get the­se fun lit­tle extras for free any­more and that’s a shame.

Going Commando encap­su­lates “more of the same but bet­ter,” and that isn’t a bad thing. Whilst I like ambi­tious games I think it’s bet­ter to pol­ish and improve what you already know works rather than attempt an exper­i­ment and fail. If you add enough new ele­ments then you end up with anoth­er mod­ern clas­sic, and Ratchet & Clank 2 is just that. Despite it falling a lit­tle uncom­fort­ably between the shiny new­ness of the orig­i­nal game and its stel­lar sequel this install­ment is very much worth play­ing in its own right. It’s a tes­ta­ment to the qual­i­ty and con­sis­ten­cy of the series that there are such small mar­gins between three stel­lar games in a series.

Favourite Weapon: Sheepinator (Baaaa!)

Favourite Gadget: Hypnomatic

Thanks for join­ing me on this jour­ney through gam­ing his­to­ry. Next time we ven­ture into Up Your Arsenal!

https://supernerdland.com/wp-content/uploads/2016/04/ratchet-2-header.jpghttps://supernerdland.com/wp-content/uploads/2016/04/ratchet-2-header-150x150.jpgJohn SweeneyConsoleConsole RetrospectiveConsole,Insomniac Games,PS2,Ratchet & Clank,RetrospectiveStarting the trend of dou­ble enten­dre titles in the series, Ratchet & Clank 2: Going Commando (or Ratchet & Clank 2: Locked and Loaded if you live in a bor­ing ter­ri­to­ry like I do) is the sec­ond main game in the series, and one that attempts to tweak the…
The fol­low­ing two tabs change con­tent below.
John Sweeney
John Sweeney is a ter­ri­bly British man with a back­ground in engi­neer­ing. He writes long-form edi­to­ri­al con­tent with analy­sis of gam­ing, games media and inter­net cul­ture. He also does the occa­sion­al video game ret­ro­spec­tive with a week­ly column about Magic the Gathering thrown in for good mea­sure. He also does most of our inter­views for some rea­son, we have no idea why. A staunch sup­port­er of free speech and con­sumer rights; skep­ti­cal of agen­da dri­ven media and sus­pi­cious of unac­cou­table author­i­ty but always hope­ful for change.