Quick Note: Pretty sure I have seen the game beaten without Clank in NG+. Near the end I meant to say that *I* personally didn't manage to get further than the prison without Clank. I worded it pretty poorly though, so I've removed a line from the video that implied the opposite. Sorry about that.
I've beaten the game's without clank, at the end of aranos use the mega turrets to clip through the wall next to the final door that leads to your ship. Jump around the edge and as long as you don't ever go near the door then the cutscene won't trigger. You can also skip all the giant clank sections in NG+ with the charge boots. The only reason we ever go to joba is to get the levatator, but it's not needed to beat the game. It's used in 3 levels, boldon, aranos and smolg. For boldon it's skipped with a wrench climb over the electric gate right at the start. At the end of aranos once you get to your ship then head over to the left underneath the building where you get the coordinates for gorn. Use mega turrets to clip through the wall then wrench climb up the white column. When on top then jump and hyperstrike. The added height will clip you through the floor above and trigger the next cutscene. Finally on smolg you charge straight forward from the start to the closest section, the one where you get the hipnomatic part. Once you get to the beams throw a decoy, double jump then wrench climb up the beam. From there go backwards to the large grindrail. You can use the wrench climb to make your way across the rail backwards and trigger the cutscene that gets you to grelbin. Grelbin, damosel and all the hipnomatic parts are skipped by wrench climbing up by Angelas house.
2:03 Ratchet isn't just dressing up, he spent 2 weeks training to be a commando in that ship. In the 1st game, Ratchet was mostly winging it since he didn't have formal combat training, but the weapons make up for that. Cut to Going Commando and his movement is much more crisp, meta reason being gameplay tweaks by Insomniac and story reason being commando training. It's the little touches that really make this series stand out.
Does anyone else think that they should've kept the Monsterpedia mechanic in the later installments? I always thought it was interesting getting to know the lore of each monster and what it's purpose was on the planet they inhabited.
@@NucleaRaptor There is wiki dedicated for information surrounding all Ratchet & Clank games that has been existing since the series existence lol. What purpose has some low resolution pictures with a bunch of random stats and a tiny description other then serve as an old artifact in the original trilogy? You fools just wanna keep on bash on UYA and praise everything about GC. You're slowly evolving to an annoying fanbase to be honest.
Not really. If i want some information surrounding the R&C games i just check out the wiki. It would have worked better if the Monsterpedia was evolved to like an card game, like those that are present in Deadlocked.
I don't really care that they are retconning that. Retconning happens so much in long running series both games and movies. All I care about in terms of story is that it's a good one. Retconning something doesn't automatically result in a bad story
I think the bigger issue with the "last Lombax" point isn't that it's a retcon, it's that the game then immediately lampshades it being a retcon. There are other retcons in the Future games, yet that one sticks out the most, because they deliberately drew attention to it.
Kinda sad no other games I know of copied it. Probably because it takes too long in these days where every game is rushed, unfinished and developers are abused with overtime. Adding a museum is not a priority
@@wile123456 God of War (2005) has a similar bonus area where you can look at unused or unfinished alpha models. There are even funny developer notes about every model and why they were left out of the game. Sadly it's the only game in the series that has this feature.
Even though I absolutely love Going Commando I can't help, but laugh at how the second swamp monster on Oozla manage's to be a far more challenging and engaging boss fight than the mutated proto pet.
Going Commando takes the cake for the worst final boss of the PS2 games tbh, not very challenging, ugly as sin, & the general "mood" felt like a joke, with Qwark being an idiot and all
Based on text found in the beta version of Going Commando, Qwark was originally supposed to be the final boss, and considering even he was a late addition to the game, they obviously rushed the final boss to get something in there at the last minute of development.
@@genyakozlov1316 huh that's interesting, I never did quite like the qwark "twist" in the game, felt a bit tacked on or forced, taking weight away from the final stretch of the story. That being said I'm not crazy about the protopet plot either, or at least how far it goes
@@Synthenoid_ To be fair, the game DID foreshadowed it with the few cutscenes you get where they show you what Qwark has been up to since the events of the first game.
man, I cannot stress enough how incredible the soundtrack in these games is. Keep in mind, this is coming from somebody who grew up playing mario and other nintendo games, and only recently got into ratchet & clank (I am in my late 20s), so its not some nostalgia driven thing. when I hear some of these tracks from Ratchet 1 & 2 I genuinely get the urge to replay these games right away, because these songs just get you freaking pumped, and they fit so incredibly well with the mix of platforming and shooting. Mario obviously has some of the most iconic and memorable music in all of videogames, but there is something special about the soundtrack in these ratchet & clank games that I cant quite put my finger on... its like, when hearing it you almost feel like there is something missing if you arent playing the game at the same time, and you want to fix that issue.
It should really go without saying, but soundtracks are SO important to the feel and lasting impact of the game. A banging first stage theme not only sets the tone for the rest of the game, it's what often separates a fondly remembered classic and forgettable schlock. Few things take the wind out of the game's sails as much as an anemic soundtrack.
it's like a mix of breakbeat and drum and bass and EDM, or am I talking about the first game? Edit: gave the second games soundtrack a listen, sounds more ambient
@@legofanguyvid You're right, in the first game, breakbeat and drum and bass elements are a bit more prominent than in this one; if you want to listen to something similar you guys should check out the second, third and fourth Plaid albums, which drums and quirky 'n funky breakbeat sections remind me a bit of David Bergeaud's more drum based sounds in these games. And in this OST there are some sections, like in Tabora's Mining Area, that are more reminiscent of futuristic psybient and downtempo especially in the likes of Ultimae Records releases, to be more specific, the albums that span from 1999 to the end of the 2000s, so check out that label if you want something similar (or the more contemprary Synphaera and Cosmicleaf Records if you want, why not). I'd strongly suggest to listen to the record "Cell - Hanging Masses" which sounds are VERY similar to some of the Ratchet and Clank more ambient segments; in it, there are quite some glitches and clicks that remind me of how the R&C OST complements a lot of the DIY, more opaque and lowpoly bolty look of the first 3 games (also described in TGBS's more popular video on R&C 2016).
It's incredibly lame that they didn't even try to give her character anything to do. They could've developed her past, and given us something to be really invested in.
I miss a lot of things from old ps2 Ratchet and Clank. But the biggest might probably be the funky-electro-rock OST, now replaced by generic forgettable orchestral tracks composed with the same mindset as composing an elevator track.
@@electro740 facts and the story telling and vibe from the characters lack emotion and poise. I can hardly feel rachet or rivet have a sense of cockiness or anger (not generic anger). It all feels stale in that department but the overall gameplay is fun if not annoying at times.
Thank you for using footage from the PS2 version of the game. I'm so sick of seeing RU-vid videos where Ratchet's helmet is oversized and Clank's collar glows green along with his eyes.
On the ps2 there was a wide ranging trend for sequels to be action oriented and edgy. Prince of Persia 2 and Jack and Daxter 2 being front of mind but given where we've ended up now where everything needs to be an open world game, a battle royal, or minecraft I don't think we had a lot of complain about in hindsight.
@@CornishCreamtea07 Definitely true on the action part but grimdark? The first game literally began with the homeworld of the main characters being destroyed and ended with Sora failing in his journey to reunite his friends. KH2 in comparison is more focused on humor, has much less menacing villains, and ends on a much higher note.
It still did Vivi and pretty much every FF character dirty. As a Final Fantasy fan I really struggle to enjoy Kingdom Hearts, but as a gamer the combat is incredibly fun and enjoyable, so I can enjoy it from that aspect.
One thing I love about Todano is that the outside of the missile facility has green grass and colourful trees - but the inside is a desolate landscape with dead plants and giant metal structures. I like that comparison
@@qwatschel3353 I lost track around 26. Two fun ways to do a full game: 1. Do it without ever rescuing Clank. Very hard on the last level. 2. Speed run. Beat the game in under 2 hours. This was especially hard for me because I'm a completionist. Some planets can be bypassed altogether. If you want the very best time, make a tech tree of which planets give you which necessary rewards on which paths. Then avoid the paths that aren't needed. For instance, no need obtaining the Sheepinator again. Also, saving the game after every level slows down your progress. The game keeps track of the time, even when you're in the save menu. For the speed run, it's best to just blast on through without saving.
It was always the better game for me before I heard anybody elses opinion on it , unlocking new wrenches , the exploration and variety of levels , and just the load of new things it brought to the franchise that have lived on like the arena and the whole killing monsters for rare Crystals for a quick buck make it my fav out of the first 3. A crack in time is up there too, I cant decide what the better of the two is maybe Crack
@@yobro6053 I agree! I also really enjoyed ACIT, although it's been a long time since I played it. What I enjoy in any Ratchet game is a good mixture of exploration and platforming alongside action, I think ACIT did a good job in offering exploration with all of the moons you could land on etc. :) I think A Crack in Time feels like the last Ratchet game that really felt 'inspired' to me.
Honestly I considered every new release that was made by insomniac better than the last, ending at ACIT, after ACIT it all goes downhill fast R&C < GC/L&L < UYA < Deadlocked/Gladiator < ToD < ACIT and I guess that's an unpopular opinion
I've been playing this series for most of my life and must have seen the majority of reviews and look back videos of the first few games over the years. Not a single video has even come close to this one in terms of new ideas and information to take away by the end. Between the combat design changes between games and the new game plus content I have so much to look forward to in my next play though! Thanks for the awesome video!
Personally I far prefer R&C2's approach to combat, since fighting even basic enemies could turn into kind of a drag in R&C1. The sequel flows like butter. Conversely I prefer Jak & Daxter 1, although I appreciate a lot about 2. It's a shame that Sony couldn't keep the magic going with Ratchet, Jak and Sly since I think all three have the potential to compete as system sellers, and frankly, I'd rather see a new Ratchet than a new Uncharted. Then again, one of these days you have to talk about InFamous. It and it's sequel might be the closest thing to a pure evolution of the ideas put forth in the great PS2 trilogies.
In the case of Sly it wasnt so much a Sony decision as it was a Suckerpunch one, as much as it pains me to not have a sly 4 from them, the devs just wanted to move on (kkinda like how Insomniac did with spyro). Also on the note of jak, if it werent for it, Uncharted wouldnt be a thing today.
Id say its only a drag in the first game only if you're having trouble with the "puzzle" aspect of the combat. If you can't solve the puzzle and choose the right approach or the optimal weapon for a situation, you're gonna have a bad time. Its not like the "one strategy wins all" approach like the rest of the games.
I think a lot more people prefer the run-and-gun gameplay of R&C2, and I certainly can't blame them. I like both, but I do find myself coming back more to the later games. Though that's mainly because there are more options for challenge runs
@@Ziggerath I don't think there's some puzzle around the combat of conventional shooting in r&c ,it just felt limited to strafing.There are wepons ofc that doesn't require specific moving like the tesla claw or the mega-cheese pyrocitor but overall strafing is the superior approach in almost every way from area control to greater mobility,even making almost every weapon viable is an advantage despite most of us ending up using only 3-4 weapons late-game.Most games even non-platformers adopt strafing because it gives developers more options to design the movement of enemies.However the option for conventional movement is there if someone prefers it.
6:16 the fact that Fizzwidget isn't as evil as it "should be" is a fallacious argument, if anything, it makes everything even more realistic. He can still be a malevolent character but with the deceitful charisma shown at the end of the game... So, exactly how a CEO in R&C would be.
>He can still be a malevolent character but with the deceitful charisma That would be cool and interesting, yes, but GB's point is that Fizzwidget wasn't shown to be like that. It feels underwritten.
@@NucleaRaptor Well to be fair the real Fizzwidget only had like what, 2 minutes of screen time in the entire game? That's not enough to understand his character. Maybe if there were less time constraints he would be more fleshed out.
It would be nice to come back to Bogon in one of the later games after all these years just to see that things have gotten even worse since R&C 'saved the day' years ago.
You CAN beat the game without Clank, I did this last year and I remember Aranos being the hardest part. Basically you have to wrench climb the magneboots surface in the second ratchet section (I think it works only if you don't have them) and just move right from there. Btw even if this is my favourite RaC game I still wish it was as polished as the original.
I beat the game last year trying to skip as much as i could. I made sure to go and get the swingshot and grindboots on Endako, but once i did, insomniac museum skip all the way to Boldan. That magneboot part was tough as nails though, oof.
Loved this analysis, great points as always, but personally I don't know if I really like the change in tone of this review (maybe it's because I have only seen your videos related to games that I have played and of which I am a fan), I can see that the edition in general is like more calm or focused on just giving your points of view (like a Novacanoo review), and I understand that, but compared to your other videos it's like this one feels a bit incomplete and flat... I think it's the complete lack of background music (having the excellent soundtrack of this game to accompany you!), the lack of sections to divide the analysis, even the title of the video took me by surprise since your titles are usually very creative. I hope I do not receive backlash for this comment since it is only constructive criticism, I am still a big fan of your videos, but apart from the beautiful analysis, perhaps I would have liked a more elaborate edition for this one like your take on UYA, the 2002-2016 comparison and Deadlocked
The review seems very oddly paced, the story is rushed through before the first ten minutes is done. In addition, everyone of course has their opinions, but I feel like this review seems pretty heavily biased in favour of Ratchet 1 and against Ratchet 2. Mostly in the sense that, where some might consider Ratchet 1 to be a bit more clunky in its movements and combat mechanics, this review paints those issues as intentional, strategic puzzle-based design. Overall, it feels very flat as you said yourself.
I've played Ratchet and Clank 1 I don't know how many times, as a child and adult. Yet I NEVER knew there were gold weapons hidden away that you could access on your first playthrough. This has blown my mind
6:14 I never would have guessed Qwark was a late addition. Not just were those "Before the Hero" cutscenes added in, but there were many other hints of Qwark being Fizzwidget sprinkled throughout the game in other instances. For example, before one of the asteroid levels there's a cutscene where Fizzwidget says his password is "Qwarktastic". If he was a late addition, Insomniac did a great job of foreshadowing it.
@@timeland8343 Considering the other games that would come out after this one, I like the placement of Qwark. So your main antagonists are Drek (CEO), Qwark (celebrity), Nefarious (whatever he represents...) and Vox (media empire mogul).
It’s also really neat seeing the role-reversal in the intro of this title. In the first game, Clank was the one gunning to save the day, and Ratchet wanted to take a more relaxed approach to visiting the galaxy. When this game starts, Ratchet is the eater one and Clank is the one that’s more hesitant. It shows not only that fame has changed them, but that they’ve rubbed off on one another.
Did you even mention how there was a whole optional boss rematch on the first planet? That blew my mind when I randomly found it as a kid. Secret Bosses are the best feature in games!
This game was a great improvement on the first. The strafing made it so much more manageable, making you able to actually face and actively hit your enemies. The bolt multiplier in the new game plus, great too. I really like Thugs-4-Less, especially the main guy. Holy frick is this game hard, though. The mech fight against the Thugs-4-Less guy was the most difficult part of the game for me.
As much as I love these games, your criticism about the shift away from more puzzle-like combat is really on point. The Spiderbot Glove for example was such a cool concept to me, but I was kinda disappointed that it was so under utilized. I never really found it useful in combat and only really used it for the odd Platnium bolt puzzle that strictly requires it.
I think it's important to note that Going Commando actually does a pretty good job forcing you to switch weapons despite your better defense and evasion, at least until New Game +(s). Obviously, there are different roles for most of the weapons, air/ground targets, complimentary weapons like the turret and shields, aoe/single target, close/far, etc. It's pretty typical for a large weapons selection, but a limited quick select, which includes gadgets, means you're only going to be using a few at any given time. Furthermore, since you are trying to level weapons up, you're encouraged to switch out the quick select often so that, no matter what situation you find yourself in, some bar is going up. The individual weapons don't make a huge difference if they share a role, but combine that over an entire loadout to get through one of the game's prolonged firefights, and you have substantial gameplay variation. You're encouraged to swap things out even more because some weapons just, scale like shit. The Lancer's bad relative to many other options, but it's cheap to buy and upgrade while being extremely versatile. There's little reason to use it at the end of a playthrough, but it's a cost effective use of your bolts early through the midgame. Also, because weapon EXP is earned on kills, it's reasonable, depending on how your overall bars look, to use stronger weapons to "carry" weaker ones, softening up enemies or thinning crowds. Not only does this create unique gameplay situations out of each encounter, and some weapons even seem built with this in mind. The ninja stars and lava gun for example are great at safely spreading out damage over a lot of enemies, but neither have the focused DPS required to effectively clear paths by themselves. Overall, Commando's weapons don't encourage strong macro plans that deal with problems "cleverly", but it does create a lot of variety within the twitchy move/shoot formula.
Oh fuck this is an incredibly welcome surprise, there's no ratchet and clank reviews of real substance on YT. They are mostly just summaries of the game rather than actual analysis.
If you guys enjoy the type of commentary that dives deep into what games have to offer as pieces art along with the usual "Does it play well" type of review, I recommend a youtuber Noah Caldwell Gervais. And recommend me some youtubers who are similar to TGBS, I'm always on the look out for those types!
"even as a kid I got the impression that it was a lot more streamlined and consumable" - 23:27 Good to know Brit came out the womb an enlightened critic
@TheBlazingDiamond For some reason that gives me the same energy of Dante in the beginning of DMC1 giving Trish that little mini speech on how he had demonic powers as a child
@@TheRealBlazingDiamond Lines like those admittedly give a bit of a pretentious vibe to the whole thing in my opinion. Guess I just wasn't, and didn't know, any kids who had greatly developed skills of criticism and judgement myself.
The problem you talk about at 20:48 is partially fixed in R&C3, and all subsequent R&C games. By having the weapons level up multiple times, instead of just once, it encourages the use of different weapons more often. Weapons level up more quickly, which means your less likely to get stuck if you desperately try to level one up in an ill fitting situation. In R&C2 weapons are either upgraded, or they're not, whereas the weapons in future games progress slowly, up to 5, or 10 times. In R&C2, it's actually kind of unbalanced in this regard, and encourages ditching a weapon entirely after upgrading it, as you're essentially just wasting xp that could be used to level up other weapons. This kind of defeats the purpose of upgrading the weapon at all though. In later games it's common to have some weapons at max level, and others at lower levels, but it is uncommon to have many weapons that aren't upgraded at all. Using an ill fitting, underpowered weapon later in the game usually makes it upgrade much faster, and it might even level up during an encounter which you could consider it to be "ill fitting" for. This means instead of using a weapon constantly until it's fully upgraded, you're better leveling each weapon up once or twice, before moving on to other weapons, to make sure your whole arsenal is sufficiently "upped".
Enjoyed a different perspective on this one. I have to say that I like the idea of 1 but I find its puzzle gameplay as you described more clunky and stodgy a lot of the time. It's a similar difference to what you said about Killzone actually, as much as the consistency in theming of Killzone 2 is admirable, I just can't get over the performance and controls in that game and prefer 3 as a result (not going to defend the story though). I think it shows how much smoothness and performance really does enhance a game, it could explain the longevity of Call of Duty which no matter what can be said about them nearly always control very smoothly. Awesome stuff and look forward to your eviceration/review of A Rift Apart
Yeah, I agree. I was really surprised when he criticized(?) the combat compared to 1, because I found 1's combat so tedious I never managed to finish it. I guess its just taste...
@@cameronjohnson918 it's a game you learn to appreciate the more you play it, once I started playing more strategically (on the advice in these videos), I enjoyed it more. Still, the current gameplay loop is so satisfying I just wouldn't have it any other way.
I love the Ratchet 2 story, and I love that this video really goes into detail on it. Ratchet and Clank 1 & 2 are phenomenal games to me, and I love these kind of in-depth analyses on them
I think you missed an important extra the game had: The bestiary, explaining the presence of all the enemies, what they do and why. I thought that was a nice touch and it's exclusion was sorely missed later on.
Regarding the hover in RC1, I remember feeling at the time (when RC1 came out) that it was far too situational. The only utility I found it having was on icy platforms since it offered more control. You bring up an interesting point with the puzzle-like gameplay of RC1 versus 'bullethell' gameplay of RC2. I think RC1 was a more satisfying game to play through once, but once you understood the solutions to the 'puzzles' it was less fun to play again, whereas RC2 was super fun to play over and over because the gameplay was the fun thing, rather than figuring out how to beat the levels, per se. Also, it is possible to beat RC2 without clank and without first person mode.
I remember finding out the entirety of Grelbin was made in 3 days by one junior programmer, and as a result the YETI enemies in the level weren't properly playtested. So going after moonstones meant facing these hulking tanks that come in swarms, boast massive health pools, high damage output, and ridiculously fast attacks with great range. While it was considered a mistake by Insomniac and even have an internal award named after it for how bad it was, it did certainly make those monsters memorable, and the sheer difficulty really did help sell just how hostile the icy wasteland was and how hard the game is getting near the end.
GamingBrit, you are gold. Your videos are just long enough to sit down, relax, and have a few snacks while listen to you gab about some of my favorite titles from any console ever, while also providing rational judgement and interesting facts oh my god. I was so excited to see this in my notifications tab the other day.
Game Plus (Challenge Mode) was a really cool feature. I especially loved the explanation given in the first game. The Gadgetron sales robot explained that since Drek is dead, Ratchet is now Gadgetron's single biggest customer. They wanted to sell him the more expensive weapons they normally wouldn't sell to people. And yes, the Zodiac was a major disappoint. I think nearly everyone made the mistake of saving up to get the Zodiac instead of the RYNO 2. The best feature of Going Commando wasn't the Insomniac Museum. It was the game glitches. In particular, the FPS glitch allowed you to climb nearly ever wall. When I played, I was able to do a Clank-Free run. Yes, Clank showed back up for the Clank puzzles, but he never truly reunited on the prison ship. Finishing the game without Clank is possible but it gets very hard, especially on the final planet. You need to get super creative with the FPS glitch to get past some of the initial challenges. Also, nearly all of the water puzzle on Notak can be bypassed with the FPS glitch. You showed a great example on Boldan of Ratchet getting on top of that initial tube system. By doing this, you can bypass the underground hovercar highway completely. I was glad they kept this glitch in the game when they re-released it.
One thing that almost made this game unplayable for me (and I'm surprised you haven't mentioned it) was the amount of white flashes on the screen from explosions and weapons. The upgraded Blitz Cannon, The Heat Seeking Missile Gun, The Mini Rocket Tube, and a couple others would always flash the entire screen whenever you fire or your projectile explodes. No other Ratchet game does this.
13:31 This is my favourite track in the entire series! I find it a weird coincidence that this just so happens to replace the original desert music due to what is probably a bug, when I think it actually fits the mood of the desert much better. Could this be an "intentional" bug? The developers clearly loved the track, considering they used it for the Insomnia Museum! Thank you so, so much for covering this game! I played it countless times as a kid, and I've hoped that you would review it ever since the Ratchet and Clank 2016 video (which is a masterpiece, by the way). There's a ridiculous amount of content in this game, with so much variety too! It honestly blows my mind. There were a few things I'm surprised you didn't mention, like the Impossible Challenge. I love how there was no way of knowing how many rounds there were. It's a massive gauntlet, and it felt amazing to beat as a kid. You've actually opened my eyes to a lot of flaws in the game that I've always subconsciously felt, but have never been able to pinpoint until now. The comparisons to the first game were fascinating, and I agree with a lot of the points you made about the different gameplay styles. It's still my favourite game in the series though. Thank you again! This is a fantastic video!
I always loved Going Commando more than the first game because it's one of the only games I can think of that gave you something to do but in a way that was trying it's hardest to give variety to the content you had. You had your try and true RAC combat and platforming but you also had two hacking mini games, hoverbike racing (surprised you didn't talk about that more), gladiator arenas, the museum, the crystal hunting, the clank mecha stages, the space ship battles. There was a chance for insomniac to really try out whatever they wanted for Going Commando and based on the plot itself it's sorta awesome they even bothered to tackle the game at all. The sky is the limit and they tried to go at it the best they could with variation. It's kinda indicated to me that while RAC2 might not have been as airtight and as consistent as the first game, it makes up for it by being more open with gameplay inclusions and features. I use to play Going Commando as a teen and it's still one of my favorite games ever. It had everything you could ever want to have fun. I still boot up on my PS2 from time to time to remind myself of just how great it is. And that's not to say the first one is obsolete but I actually enjoyed the first more for the plot because by GC the gameplay had practically turned out better on almost every level. I don't really agree with how you used weapons as a more tactical puzzle like it was in the first because I could run through most fights no different than any other rac game in 1 and completely not noticed. The whole point I thought of GC in particular was new galaxy, new rules. Did they need to make sense to the previous? No and that's the point. It's a stepping stone for Insomniac to just do whatever they wanted gameplay wise regardless if the results had varying success. The story and climax is nowhere near as good as the first but gameplay I just think nothing beats it and the way it transforms into a TPS is clever and challenging as it should.
The fact that some vegetation reacted to Ratchet running through it (see 29:44) is evidence of R&C1's high level of polish. That feature was axed for the sequels.
This is a fantastic review. I'm only half way through but def subbing. Everything you say has merit and a point, and you never ramble on. The visuals brilliantly display exactly what you are saying; I know that's the point but this is easily my favorite way of doing so. This is damn good content.
It’s funny Charlie because speedrunners have made a meme-Speedrun where you manage finishing Aranos’s 2nd visit without doing Clank’s second section, and this finish the game without Clank.
37:14 Actually, the developers found out about the first person wrench jump fairly early in development and chose to keep it in on the grounds first person mode needed to be unlocked by beating the game anyways, and it was really fun.
I fully agree with your opinion regarding this game which is rare since most people like the new direction that Ratchet and Clank went for. Great job as always!
I will absolutely grant that the original game was a beautiful amalgamation of ideas that worked really well, and had story and world cohesion that holds up above the rest of the series. Even if I personally enjoy replaying the later games more (particularly Commando and Deadlocked), the first is a thing of beauty that isn't replicated by later games in the series. But I do take issue with the idea that, because shooters in general exist, Ratchet & Clank shifting into a 3rd-person shooter feels commonplace, particularly because the games kept their platforming elements. True, they don't have the same level of focus or challenge, but the sheer mobility of the series gives a different overall feeling. The streamlined focus on the gunplay did lose other aspects, but I can't recall any other shooter feeling as kinetic and fluid as this series grew to be. Except maybe new DOOM The rest of the criticism is pretty fair, I appreciate how well the good and the bad is broken down in the video, and I'm glad to find more people talking about this series.
The Monsterpedia was the best thing about this game for me. I spent hours reading through it and loved how all the enemy descriptions were basically one sales pitch after another, like they were treating the player as just another consumer. Not to mention the fun fantasy of actually 'needing' security so badly that you'd actually want to hire/buy some of these things.
The first 4 rachet and clank games will forever hold a special place in my childhood memories of most favourite and most nostalgic game series that made me seek gaming as a child. That shit slapped so hard I wish more newer title fell back to that vibe man. Regardless I will be forever grateful that I got a chance to experience that side of gaming it truly was such an amazing time to be a fan.
Im a little late but i wanna express how much i’ve loved hearing you talk about this series. Its one of my favourites of all time and finally hearing someone that i feel shares the same opinions and thoughts, and some opposites ones of course, feels really good and validating. Thank you!
The lack of music in a large portion of the video is a bit odd to me since you usually do use music from the series on the background, but not in this video. Regardless I really liked the video! Cheers.
Love or hate the new gameplay changes, you must admit that the game does a great job at thematically tying these changes into the story and universe. Your health and weapons can upgrade as you use them because of Megacorp's technology, which is far superior to Gadgetron's, which is why the Gadgetron weapons can't upgrade.
That's why it annoyed me how when ratchet returns to the Solana Galaxy in r&c3 Gadgetron is suddenly just as if not more technologically advanced as megacorp and considering r&c3 only takes place 2 years after the original it doesn't make sense for gadgetron to make this leap
@@chris5306 Except Gadgetron was technologically advanced, remember how the CEO didn't give a shit about the invasion because they had the best defenses money could buy?
The never stated Megacorp was more advanced, the only thing Megacorp it has over Gadgetron is a monopoly in the Bogon galaxy, which can be seen because of how ruined the one Gadgetron shop is. Bogon still has that nuts n' bolts aesthetic that R&C1 had
@@diamondwave100 That's fair, but I still don't think it does 3 a disservice having them, like what is the point of working on a feature then proceeding to cutting it come the next game? Like, I really don't think it was a big deal having it in 3. Besides UYA has a whole range of other issues that I would say are kinda bigger
GamingBrit's cold opens make laugh every time now. The guy goes in hard and raw with that deep dive analysis. Jokes aside, this retrospective has been incredibly entertaining. I just recently acquired all the classic Ratchet PS2 games because of this channel, and became a backer after the Overblood 2 vid. Guy has emerged has one of my favorite gaming personalities next to Civvie 11 and Hikikomori Media.
Watching your videos are a treat. A lot of the old games you've covered are almost all part of my own childhood in one way or another, and seeing these slightly smaller titles being covered so well and with so much love is a really pleasant thing to see. Godspeed, from Ireland.
I really never understood why going commando and up your arsenal were fan favorites over the original game... Ratchet & Clank 1 had the best atmosphere, environments, music, chemistry, story, visuals and honestly the best weapons in the Original trilogy... I loved the way the weapons looked like they were early prototypes and kinda homemade. Don’t get me wrong I loves the PS2 R&C games very much.. when it comes to going commando and up your arsenal they did heavily improve the gameplay but they both lacked polish (especially up your arsenal). From the PS2 Games the one I always go back to no matter what is the original R&C, it always manages to out a smile on my face... I look at that game and I see passion and love put into every little detail in it. I just wish more people played it because most who get into R&C either started with Going Commando, up your arsenal or (god forbid) the PS4 reimagining.
Anyone else remember the secret way you could get inside the Insomniac Museum on planet Bolden? By taking the grind rails to the right, hitting one of the obstacles that knocks you off, and gliding towards the building on the right? Falling underneath the flooring and walking inside the building that takes you to into the Insomniac Museum. I remember trying to nail this so many times as a kid.
Mr gaming brit, I hope you read this. I discovered your channel through your ratchet videos. Time and again you have hit the nail right on the head and your descriptions of the games almost entirely mirror my own. I felt like I had to comment on this video after I heard what you said about the end-game content in ratchet and clank 2 at the end of this video. When I was a child, I remember being extremely excited about discovering the Insomniac Museum. It lit my world up and it got me so curious as to how games were created and designed and when I had my friends over I wanted to show them the insomniac museum. They were never as interested as I was, perhaps because they didn’t painstakingly play through the game 12 times like I did (or like you did). It used to be a dream of mine to one day work at insomniac games and I’d visit their website constantly and obsess over their next releases with wide eyes. These were the games that sparked my love of gaming. It gives me a strange joy to know that there is someone out there that loves these crazy games as much as I do, that knows the lore, and that put the time in to give them the critiques they truly deserve, and I thank you for that. This was a fun journey, sir. 0/10: no devil may cry reference.
I think the chopper/multi star fit more In with this game than you think. Yes it does force you to stop to throw it while on the ground, but if you are mid jump then you can throw one instantly. I think the devs put that in purposely to make a powerful weapon that has some drawbacks unless you have the dexterity to use it while also maintaining constant movement.
You can glitch your way into the starting room of a Clank mission with a Clank on your back - so in a way you can have two Clanks on the screen which is pretty cool. If you walk into the Clank that is about to start the Clank mission, the Ratchet and Clank will disappear and you become the standing Clank and "start the mission" as him. I dabbled a lot into the 1st person mode wrench climbing back in the day too.