Reviews// Ratchet & Clank Future: Tools of Destruction

Posted 29 Oct 2007 00:01 by
I've spoken to people who prefer finding one weapon they like in Ratchet and Clank games and sticking with it, but frankly that sounds like a slow and annoying way of getting through the game. The weapons that become available are many and varied, and I found picking the right one for a given situation rewarding. Why spend ages plugging away at a shielded enemy when you've got a handy Shock Ravager (electro-whip jobby) at your disposal to do the job so much more quickly?

A nice new feature for the weapons selection is the ability to upgrade them at a Gadgetron weapons vendor using Raritanium crystals. In previous games, upgrades have been achieved through repeated use of a weapon – and that option's still there – but now players can get the same result through spending their hard-won crystals. As well as being able to upgrade the amount of damage done by a given weapon, elements such as range, ammo capacity and amount of bolts earned through its use can by increased.

As in previous games, the challenges thrust upon you are pleasantly varied. There's nothing outrageously new - you'll still face flying challenges, different vehicles, arena combat, a few big boss battles, space combat and the like – but as in previous games they serve to keep gameplay from becoming tired or repetitive.

The motion-based functionality of the SIXAXIS has been harnessed for some of the different gameplay elements. Flight using the Robo-Wings, for example, is manipulated by tilting the controller. It's tricky without being frustrating and serves to break up the more straightforward action/platforming elements of the game. Like pretty much all PS3 games to date (the obvious exception being Lair), motion control certainly isn’t core to the gameplay mechanic, but it does complement the game's core elements nicely.

Bear in mind, also that with DualShock 3 soon to arrive on the scene, Ratchet and Clank: Tools of Destruction, is already rumble-ready.

The space combat, frankly, got on my tits. The cross-hairs slid far too easily across the screen, and the constant switching from rail-driven gunning to free(ish – your ship is stuck with direction it's flying in) flight felt clunky. The sections jarred, basically. Why insert sub-par space combat when you're doing such a good job of the ground-based action and platforming?

The maps are detailed and spacious, with extra areas to explore if you're that way inclined. Locales range from cloud-based cities to planets of molten rock to pirates’ caves.

Although, as I said, this game is primarily meant to emphasise fun over challenge, there is depth to be had for those looking for re-playability from the different stages. As in previous games (that phrase just keeps popping into my head...) there are those highly desirable golden bolts littered across the terrain. More thorough gamers can march around racking up their bolt count to buy better kit once the level's primary missions have been completed. This stood out particularly on planets such as the Planet Mukow battle arena (kill stuff for cash!) or various worlds where Leviathon souls can be collected and traded with a (ridiculously mobile) smuggler.

Furthermore, trips back to previously visited worlds with new gadgets and doodads will yield access to previously inaccessible areas and rewards.
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