Monday, January 8, 2024

Why I Love Ratchet & Clank: Going Commando

Insomniac is one of my favorite developers working in gaming, striking this perfect blend of ambition, polish, and a "gameplay first" philosophy that still holds true to this day. Ratchet & Clank: Going Commando might be the most Insomniac game ever made, a maximalist hodgepodge of systems, mechanics, wacky levels, weird setpieces, and oodles upon oodles of side content that somehow manages to coalesce into something completely unforgettable.

In terms of its story, Ratchet & Clank: Going Commando is a pretty interesting entry in that first PS2 trilogy. Both the first and third game have stories that really take themselves seriously with evil villains that threaten to destroy some part of the galaxy, while Going Commando's story is about chasing down a mutant pet, with the main antagonist being Captain Qwark himself rather than any larger threat. As a result, Going Commando is a far more comedic entry than usual which means I think it's probably the best possible showcase for the writing style that made that initial Ratchet & Clank trilogy so special. The PS2 Ratchet & Clank games are pretty well-known for their biting satire and social commentary, but it feels like it's up to eleven in Going Commando, and aside from Deadlocked, the series would never feel this sharp again. Going Commando balances this satire with vastly improved characterization over the first game. Where Ratchet in the first game felt like an annoying teen who thinks he's cooler than he actuall is, Ratchet in this game sounds more like an actual heroic and likable protagonist, but he still has a slight mean-spirited edge to him that makes him interesting. As a result, while Going Commando's story is by no means one of the series' best, I think it strikes the best tone out of any of the Ratchet & Clank games.

In terms of the core gameplay, Going Commando is also fantastic. Ratchet's weighty movement was already well-established in the first game, but Going Commando finally adds strafing which makes combat way more fun and enjoyable. Going Commando also really improves the lineup of weapons Ratchet can use, they feel way more varied and wacky this time around. GC probably has some of the most memorable weapons in the entire franchise, actually, with the highlights being the Bouncer, Lava Gun, Sheepinator, and Plasma Coil. Going Commando also introduces some RPG mechanics to the franchise where you can upgrade your weapons by using them, and upgrade your Nanotech by simply playing the game. It's yet another brilliant addition to the series that encourages the player to use every single weapon in their arsenal, compared to the first game where there'd be no use for some of the earlier weapons by the end of the game. Ratchet & Clank's typical Challenge Mode also got a big improvement in this game since the bolts you collect are now multiplied, making it easier to buy the more expensive stuff. Pretty much every gameplay change Going Commando makes is for the better.

On top of that, Going Commando has some of my favorite level design in the franchise. While later Ratchet & Clank games would progressively get more and more linear, Going Commando strikes the perfect balance between the exploratory feel of the first game with tighter, more action-packed platforming sequences. Oozla is such a standout early stage for this exact reason, it's built around a central mechanic where you hop across these Nessie-like creatures floating in the swamp, which in turn facilitates a ton of platforming. Going Commando's planets also manage to be super varied in terms of what you do within them. Some planets are more platforming focused while others are more combat focused. Every once in a while, you get to visit a more exploration-focused planet like Tabora with a large open space where you can look for collectibles. There's some solidly fun Clank-only sequences, wall-walking and rail-grinding, grapple hooking, vehicle-based sequences, physics puzzles thanks to the new Tractor Beam, there's a lot of variation in what you're doing and the vast majority of it is a ton of fun. Most of the planets in Going Commando are a blast to explore, but the highlights are probably the Maktar Nebula, Dobbo, Boldan, Siberius, and the aforementioned Tabora and Oozla.

But I didn't even get into all the side content. Ratchet & Clank: Going Commando has a metric ton of side modes and missions. I already mentioned the postgame Challenge Mode, but there's also all the Platinum Bolts that you can collect to buy weapon mods, skill points you can complete to unlock cheats, a whole bunch of unlockable minigames, a Monsterpedia/bestiary to fill out, and of course, the "Maxi-Games". Going Commando has a few Maxi-Games which really feel like entire games in themselves with how fleshed-out there are, ranging from hoverbike races to space dogfights to my personal favorite, the arena battles. There are a ton of these side missions, the arena alone has like thirty different unique combat encounters, and the space battles in particular have their own dedicated upgrade system. The first Ratchet & Clank didn't have anywhere near this much side content, and it really helps Going Commando feel so grand and large.

That being said, it took me quite a bit to vibe with Going Commando's gameplay loop, actually, especially compared to the more straight-forward first game. You can't power through the game and expect to have an easy time, you're eventually going to be underpowered due to either a lack of upgrades, weapons, or both. The space missions in particular, you'll need to get some upgrades for your ship since there are some mandatory dogfights scattered throughout the game. You are going to have to engaging in the game's many side content and optional systems if you want to stay ahead, you may even have to grind. Once you get yourself into that mindset of engaging with everything Going Commando has to offer, though, it all suddenly clicks. Going Commando didn't just add RPG elements into the series, it is an action RPG, through and through. These side missions tie the whole galaxy together, you're encouraged to go back and revisit older planets and characters, it's not just a linear journey but a full-on adventure. It all lends the game this addictive reward loop where you're constantly becoming more and more powerful and you're constantly unlocking more and more side activities, weapons, missions, and collectibles. Going Commando will take a long time to go through especially if you also want to do the Challenge Mode, but if you just let yourself get immersed into the game's impressively well-realized world, I promise you will find one of the most satisfying 3D platformers of its era.

And I didn't even get into Going Commando's best unlockable, the thing that makes it all worth it. Ratchet & Clank: Going Commando introduces the Insomniac Museum. This is a secret area you can visit that's essentially a developer room, modeled after Insomniac's own office. You can visit most of the cubicles and find a bunch of unused objects and developer tools, some of which you can even interact with and customize. On top of that, there's a whole bunch of developer commentary outlining a lot of the work that went into this game. I can't understate how much I love the Insomniac Museum, it might be my favorite reward in any game ever. I'm always down for when developers are willing to show gamers the ins and outs of game development, and Insomniac Museum showcases an impressive level of transparency on Insomniac's part. The location is so lovingly crafted and filled with so much charm, you can really feel the team's passion for this game seep through every wall. Some of the sequels also have an Insomniac Museum, but none of them quite hit the same.

As far as presentation goes, Going Commando looks pretty good too. The PS2 Ratchet & Clank games have a very distinct art direction to them, with cartoony characters juxtaposed by these super muted and technological environments. I love how big each planet feels, each cave and base you explore feels massive. The voice acting is also top-notch this time around. Jim Ward as Qwark and David Kaye as Clank were already perfectly cast in the first game, but with James Arnold Taylor now cast as Ratchet, they form an incredible trio of voice actors that really help bring these characters to life. And of course, the soundtrack is pretty stellar too. While the first game still probably has my favorite Ratchet & Clank score, Going Commando balances the mysterious atmosphere of that game with a newfound intensity. I hate to keep bringing up Oozla but that planet's theme really sets the tone for Going Commando's sound, it's so dramatic and exciting.

There has been a lot of recent games that claim to send the player on an adventure through space. They can go anywhere they want, do anything they went and each planet feels entirely distinct. While Going Commando may not have the same transitions that a Starfield or a No Man's Sky may have, it manages to capture that feeling of freedom decades earlier. Ratchet & Clank: Going Commando tosses you into a dense galaxy filled with stuff to discover and encourages you to engage with all of it. Do the missions, find the Bolts, level up all your weapons and Nanotech, beat the races, win the arena battles, conquer the dogfights, get all the skill points, beat the Challenge Mode, and you will continuously be rewarded with more bolts, more weapons, more upgrades, and more things to do. It also happens to be a phenomenal entry in the Ratchet & Clank series all on its own that strikes a perfect balance between exploration, action, platforming, minigames, atmosphere, and satire. The sheer scope of Going Commando is staggering, and against all odds including a reportedly rushed production, it somehow managed to live up to all of that potential.

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