Ratchet & Clank Future: Tools of Destruction



Game Info

Publisher: Sony Computer Entertainment America

Developer: Insomniac Games

Platform:  PS3

Genre(s): Action, Platform

Players: 1

ESRB Rating: E10+ (Everyone 10 and Older)

Release Date: October 23, 2007

Intro: 

The intro shows a futuristic planet with flying airships and immediately gives players a sense of Ratchet's enthusiasm and longing for adventure.  Effectively setting up the goal of the game, it is evident that neither Ratchet, nor the player, will be waiting long to get back into the excitement of futuristic battle.

Getting Going:

Previous players of the franchise will have no difficulty in getting around in this picturesque game.  Players unfamiliar with the franchise, however, will have to look at the manual and screen guide for controls and icons, as these items are not part of the play tutorial.  The new and experienced players alike should find a lot to do and ease of movement right from the start of gameplay, however.  Those with knowledge of the franchise may be delighted to find that items they had to earn or find previously such as gravity boots are already in Ratchet's bag of tricks.

Fun:

There is so much to see and do in this game that players can't help to be entertained.  Future offers play options for almost every player type from the time it is loaded in the player.  Those who prefer to run and gun will enjoy the Combuster while those longing for a frag fest might find the Fusion Grenade more fun.  For fans of melee fighting, there is also the standard wrench which can be Comet thrown for range fighting or to gather items while staying at a safe distance.  Explorers will find many, many items to be smashed into oblivion. 

Visuals:

While boxes stacked everywhere may not create an image that every item in the game is themed, there is so much to look at and destroy in this game that players won't have time to lament the lack of uniqueness in the crates.  In fact, what the crates lack in theme design is overshadowed by the creativity Insomniac has put into other environmental treasures.  Who else would think to put gears, nuts and bolts inside of jungle plants?

Sound:

The sound effects are fun and add to the pacing.  The only complaint here is in the lack of ducking. Many game instructions are given amidst battle so that the player has the sense that they may be missing important tips.  Be sure to turn on the subtitles if you don't want to miss anything.

Intelligence:

There are a lot of gameplay options here.  A nice feature of gameplay is the multiple ways to accomplish a task and the ease of weapon-switching on the fly.  Gameplay flows easily from one section into the next.  The enemies aren't too easy to pick off, nor do they fight aimlessly.

Immersion:

Immersion comes easily in a game this epic.  Available in High Definition with Surround Sound, the player is drawn in.  Players will still be following an avatar around on screen. The game is more about battle and collection than about story.  The visuals are cartoon-y.  And yet, hours can slip away easily in a game this stunning.

Cameras:

There is, for the most part, a 360 degree viewpoint in the game.  Cameras control easily as necessary.  The game is occasionally too fast-paced for a camera angle switch and then one is not provided.  Sometimes, however, there is a sense of loss of control in which the ability to see where you're going would be nice.

Controls:

Ratchet and Clank Future makes full use of the SIXAXIS controller.  At times, players will free-fall, using the manipulating the controller to avoid flying traffic.  Ratchet jumps, climbs, strafes, flies, shoots, throws grenades, throws his wrench, crouches, high jumps and double jumps easily with little thought required.  In other words, the learning curve for the controller is very low while on-screen instructions offer reminders for controls not used as often. A control menu is also at the player's finger tips via the start button for a refresher as needed.

Ideas:

The greatest thing about Ratchet & Clank Future: Tools of Destruction is that there are so many player decisions while the gameplay itself feels simple and carefree.  Insomniac has done a fantastic job of creating a game in which the play styles are seamlessly integrated in any one playing session so that it doesn't feel like you're playing with a running dialogue in your head of decisions.  Prior to playing this, I felt as if decisions and a running dialogue were essential parts of immersive play, keeping the player involved in a game.  It would seem as if lack of player decisions would make the player less invested in the game.  In Ratchet & Clank games, however, the decisions are less noticed during play. Instead it feels like the player is continually responding to a constantly changing environment.

Memory:

Oh, it's on!  I don't only feel as if I want to finish this game.  I want to play every game in the franchise.  Thanks a lot, Insomniac!