Ratchet and Clank, or Ratchet and Clank (2016) as we’ll soon refer to it, is a re-imagining of the series’ first game from 2002. It’s not a remake because it ties into the recent film, which is based on the 2002 original. To make things clear: you’ll play through levels which are sometimes faithful depictions of those found in the original game, and sometimes slightly or wholly reimagined, while the story has been altered to closely fit the events depicted in the movie.
The setting is playful spacefaring science fiction. Ratchet, a mechanic of the Lombax race, is called to action when diminutive robot Clank crash-lands on his backwater planet with terrible news: Chairman Drek of the Blarg intends to tear apart populated worlds to create a new planet to replace his race’s polluted home world. The pair set off to join the idolised Galactic Rangers, led by heroic Captain Quark, in a romp through some of the planets you’ll remember from the first game.
The first thing to strike me playing thorough Ratchet and Clank was just how beautifully those planets are realised. It’s probably worth mentioning that the 2002 original got me into console gaming in the first place, and while it’s been years since I completed a whole playthrough, it was fascinating to see familiar planets and sequences rendered with current-gen technology. It’s the closest to that “playable Pixar movie” holy grail that’s been sought after for years.
Bright colours from a diverse palette pop in crisply realised alien planets. Cityscapes and less developed locales alike are alive with detail and moving parts that emphasises the feel of a vibrant and lively universe. The trademark wacky character designs are rendered with care, with delightful animation; smear techniques add expressiveness and punch to animations found in enemies’ attacks and your wrench’s swing. This all combines to build one of the most visually impressive games that can be found on consoles.
Ratchet and Clank uses the reimagined worlds from the 2002 original as a stage for you to traverse and shoot-up vertical playgrounds with your quickly-growing arsenal of guns and gadgets. Along with the spruced-up level designs, this gameplay is similarly tweaked to account for the decade of experience Insomniac accrued making Ratchet games. Shooting aims your shots to wherever you’re pointed while you freely leap about the level, but you’re encouraged to hold the strafe button to lock the camera into more standard over-the-shoulder shooter mode. Jumping in this state makes Ratchet leap in whichever direction you’re moving, allowing him to dodge incoming fire while returning assault in kind.
Ratchet controls well, with each movement feeling tight and well-measured. These games have always controlled well, and Insomniac hasn’t re-invented the wheel unnecessarily; you’re still a leaping agent of death with a helicopter/thruster- equipped robot strapped to your back and a penchant for collecting bolts for currency, so if you found gameplay from previous Ratchet games satisfying then you won’t complain here.
A big part of the Insomniac style comes from the aforementioned arsenal of weaponry you’ll acquire as you strafe and flip through the game’s hurdles. You’ll acquire bolts from slain enemies and smashed crates that can be traded in at Gadgetron vendors in exchange for some new tools of destruction. This release features weapons from throughout the series (the Groovitron, Mr. Zurkon, and multiple variants of the RYNO appear amongst more alumni) , as well as some original entries like the Pixelizer, which turns enemies into voxel versions of themselves. The care that’s gone into this game is even more apparent when you take weapons like the Pixelizer and the Groovitron into account- the latter forces enemies to dance for a short time, for which each enemy in the game has their own dance animation. It would’ve been nice to have seen some of the more interesting weapons from the 2002 original make the cut, like the Tesla Claw and the Suck Cannon, but you’ve still got a diverse array of interesting weapons to play with that gain XP to become more potent with use.
There’s also a modding system for your weapons that’s tied into a secondary currency you’ll find in your travels, the illusive Raritanium. These crystals can be spent at Gadgetron vendors to unlock nodes on extensive upgrade trees for each gun- you’ll pay one crystal of Raritanium to activate each modular upgrade that’s represented as a hexagonal node. These range from a slight increase in effective range or item drop rates to more potent mystery upgrades that you’ll need to surround with bought mod nodes to unlock.
All the gunplay can get really rather hectic. There’s often a lot of enemies and particle effects onscreen at once, and I often found myself confused in the hubbub which led to a few frustrating encounters. Death tends to land you just before the start of the current encounter, and I’m unsure whether that helps or harms the experience- it does lessen the pain of waiting to jump back in and meet the challenge, but you’re also robbed of much reflective downtime and the fight starts to feel trivial when setbacks of failure are so lenient. For the most part though, encounters are well designed for players to experiment with their full range of weapons and abilities, and frustrating sections whose strife can be drawn back to level design itself are few and far between.
It is useful to take a break from all the action though, and Ratchet and Clank offers a smorgasbord of distractions and accompaniments to the core gunplay. Jetpack areas, though sparse, kick the vertical aspect of gameplay up a notch by making use of a jetpack acquired midgame to explore sprawling vistas. Rail-grinding returns, which functions as calming eye candy as you leap between airborne rails and bat away explosive mines to progress through and explore levels. Flying missions put you in the pilot’s seat of your ship, pitting you against scores of enemy craft with your machine gun fire and barrel rolls.
More substantial are sequences where you’ll play as Clank in rare occurrences where he’s separated from Ratchet. These are the slowest-paced sections of the lot, where you’ll solve simple puzzles centred around picking up and programming little robots to help you reach your goal. Juggling multiple helpers, switching them between bounce-pad, battery, and bridge-building modes might only gently tease your brain, but it’s a welcome change of pace that only sticks around long enough for you to be ready to jump back into action once again.
There’s even a couple of collectible-shaped diversions to chase. Gold Bolts return, hidden treasures which can be used to unlock fun rewards like cheats. You’ll also find Holocards from defeated enemies and nooks and crannies of the game world. Collect trios of these and you’ll unlock content ranging from concept art to Omega versions of weapons for the Challenge Mode (this game’s version of New Game Plus). There’s a lot of this side content for fervent players to track down, and it’s another indicator of the amount of effort that’s gone into making this game a worthwhile product.
Sadly, where Ratchet and Clank’s triumphs in the gameplay and visual design departments shine, the game falls flat when it comes to its narrative elements. While levels from the 2002 game are re-rendered almost verbatim, the game’s plot is a far more faithful adaptation of the movie’s version of events. In fact, cut-scenes here actually turn out to be sequences lifted straight from the film- your PS4 even alerts you that it’s stopped recording footage because you’re watching “blocked material”.
This means that the script from 2002’s Ratchet and Clank is mostly scrapped in favour of the film’s version of the characters. Ratchet is no longer a street-smart, selfish cynic, but rather a stereotypical bright-eyed Yes Man that answers the call to heroism without question. And Clank is no longer really a character at all, in stark contrast to the logical yet naive persona found in the original game. Our protagonists are weirdly quiet out of cutscenes, and most of their cut scene-based dialogue is blandly expository. As cliched as the tropes the original game leaned on are, at least those characters felt like they broke into the third dimension. A lot of the jokes from the original game made me laugh or smile even when I watched a supercut of the cutscenes in preparation for this review. By comparison, this game offers boring facsimiles of once-interesting characters that feel like they’re reciting a bad script in need of a first pass.
Even the series’ tongue-in-cheek humour is weakly represented here; it seems like this game can’t wait a single minute to bleat another ill-conceived jibe or unimaginative referential joke in your direction, and it gets tiring after a short while.
There’s a really weird disparity of continuity between the game and its film footage cut-scenes, too. Later on there’s a scene where Clank springs a sudden plan into action. When asked what he’s doing, Clank turns to the camera and says meaningfully, “I’m improvising”, to which Ratchet smiles and gives a nod of recognition. This moment lifted from the movie is referencing some exchange that’s only found in the movie, and it sticks out like a sore thumb amongst a number of direct contradictions between events from cut-scenes and the game proper.
It leads to a sort of disconnect between the player and the game. The bland script, the constant stream of misfired jokes, the constant tension between the gameplay and the cut-scenes. In spite of the slavishly reimagined levels, designs and mechanics, the crucial narrative cocoon of the game has been sacrificed to resemble the film, like so many tie-in games before. Ratchet and Clank (2016) is a riotous ten hours of fun whose characters and story just won’t stick with you after the fact, and that’s a shame when you think about all of the love that’s obviously been poured into the game’s design.