Reviews from

in the past


One of the most paradoxical sequels I have ever played. Mechanically a huge improvement on the first game, which adds in features that make total sense for a sequel and refines what was there. It is also much worse than the original and made me raise my star rating for the original.

There is so much here that I love: the opening, first few levels, refined combat and the great sense of humor remain in tact, the fact that Clank isn't with Ratchet at first because he just wants to stay at home and kick back is incredibly funny, and I have to say that the first half of the game lives up to the hype and is where the game is at its absolute best. The combat can offer more unique challenges due to strafing, the platforming is as tight as ever, and the dialogue maintains that snappy wit that made the first game so enjoyable to get through.

The second half of the game, after the Thief's identity gets revealed, is a very dramatic nose dive to the finish line, leading to an interminable final level and shit boss fight before the game just runs out of steam.

A lot of it has to do with the game being over-designed. During development they found that players were favoring weapons, so weapons could only level up once, the hope being that it would make the player have to use more of the weaponry on hand. The problem here is that by the end of the game, EVERY WEAPON that isn't the Minirocket Tube or Plasma Coil is not worth using. Lancer, Blitz Gun, Mini Nuke, all become completely irrelevant in the end. So they essentially took different steps to get to the same problem.

The final level will just become the player picking enemies away with the plasma coil and minrocket, running back to the ammo vendor to refill, and going back to do it again. It becomes as unengaging as the final level of R&C1 being sitting in a corner using the visibomb to deal with every enemy. But at least every tool in R&C1 CAN be used! They don't just completely fall off at a certain point, the game allows you to try whatever method works, whereas Going Commando strong arms you into one playstyle.

I should note that this game was made in about 10 months, which is fucking crazy and irresponsible for a publisher to insist on something like that, and the fact that the game is this good and this packed with content is nothing short of miraculous. But its story being strung together haphazardly and levels becoming very uninspired makes it very apparent that at a certain point a game just had to get done. The story still has the great satire on capitalism and consumerism that defines this series, and is very biting and funny in regards to that, but the actual narrative thrust goes nowhere and the ending is a total flatline. It's like they just ran out of time to actually round things out, compared to the original having an actual for real ending that is the culmination of character arcs.

The biggest issue with the story is not only that Ratchet has been sanded down a little. Nowhere near as dramatically as he will be in 2016, and he still has definition here, but I can't help but find the more dynamic and changing character in the first game more compelling, as we see him become heroic and learn a lesson. Here the game strains to find something for him and Angela to do when they talk but is incapable to extract any character from it whatsoever. WASTED CHARACTER!!! AH!!!

I want to compliment the battle arena though. That is a great idea and is a ton of fun, implemented perfectly and is easily the highlight of the game and a great way to play with the weapon sandbox.

Back to my ANGER!! The hang-glider stinks, throw it in the trash. The tractor beam is so worthless they might as well have not even bothered. The snowbeast yetis are worse than anything in the first game, it's alien to me how no one realized what a stinker they had on their hands there.

That's the biggest issue, is that the shit here is stinkier than anything in R&C1! The bad bits of Going Commando are fucking horrible. Giant Clank might be the worst thing ever put into a game, whenever an enemy knocks you back the camera swings towards Clank, messing with the perspective to such a degree you have to readjust. Bad! The regular Clank sections are still as unnecessary as ever, slowing down the pace to a grinding halt. Stupid! Why do ammo boxes only ever give me visibomb ammo? I am in the middle of the final boss that takes a fucking hour to beat, I need ammo for the guns that actually work on him!!

Oh, and the charge boots. The fucking CHARGE BOOTS. In a game with some really punitive checkpoints, having a device that is basically designed to blast you right off the sides of cliffs is a Dick Move. There's no way to stop it once its started, and you will always do it by accident while throwing your wrench, it's like a troll gadget. You have to turn it off so you don't accidentally kill yourself while playing casually, but you have to turn it back on to zoom through the empty, flat levels when you need to refill on your Minirocket Tube ammo.

I have been nothing but incredibly negative here, and I think the game earns it with some truly nasty design choices, but it's just too well made to truly deserve less than 3 stars. I played through all of it, had fun generally, loved the world design and art direction just as much as the original. I still think it's leaps and bounds better than any of the Jak games, and most PS2 platformers for that matter. I think back to some of the minigames in the first Sly Cooper and am tempted to give this 5 stars just for not being that game, but given how good Ratchet & Clank was, it's hard to not find the ways this one takes a step back to be a massive leap backwards.

Waaaay better then the 1st one. Lots of fun.

why did they start naming these games like this

like who asked for "Ratchet and Clank: We're gonna fuck you in the ass (with guns)"

I really love this game even in spite of the snow yetis. This is the game that introduced the now standard feature of weapons that evolve with use. The game's just bigger in scope compared to the first and the shooting is improved with some much needed features like the ability to strafe while shooting. This game also starts the tradition of a hidden museum that features developer commentary and content that was cut from the game. It's a lot of work, but I wish more games would do something like this.


i need to emulate and finish this because i never got to finish it as a kid but i loved it

Its funny going back and playing this after playing Rift Apart since it feels like it is doing so much more than Rift Apart with so much less. This is despite the fact that for 2003 this is what a big budget triple AAA game looked like. Going Commando probably tries the least out of the PS2 era games to have a compelling story but damn does it build on the original so successfully as a game that every Ratchet and Clank game to this day is still essentially Going Commando with a new story and fancier graphics.

Worse then the first one better then the third one

An almost perfect sequel that fixes every problem I had with the first game.

Strafing was a master stroke addition to the series, but more importantly than anything else, Ratchet is now fast and responsive and only moves when you're actively giving inputs, fixing every problem the first game had with platforming and combat. The health upgrades, weapon upgrades, and armour are also welcome additions. On top of all of that, the game has a banger soundtrack.

I don't have much to say about the gameplay besides that it's still tons of fun and I love revisiting this game every couple years.

My only criticism is that in trying to be bigger and outdo its predecessor, like many other platformers of the time, it's a tad bloated and not all of the new features are good. The arena was good enough to become a mainstay of the series, but other additions like the vehicle races and Giant Clank battles range between okay and annoying. Ship battles are a good idea, but feel a bit awkward to control in this game, and were improved in later entries. The collectathon exploration levels are another idea with a lot of potential, but needed fleshing out more. The desert environments these levels take place in are very dull and become monotonous fast. The PS3 Ratchet games executed the idea much better.

There are also a few too many weapons. Some of them aren't very useful and it's better to save your bolts, but new players won't know ahead of time which ones to skip.

But taking all of this into account, I think this game did a better job of growing and evolving the series than its contemporaries such as Jak and Sly did. Although those series introduced some very unique and interesting ideas too, the new mechanics added in this game were a lot less awkward and clunky than some of the new mechanics in those games, making this one much more replayable for me.

Going Commando is my second favourite in the series after Deadlocked and these two are by far my most replayed games in the series.

Esse é o melhor jogo da saga. Melhorou tudo do primeiro, só peca um pouco na história, mas ele tem tudo, arsenal muito bom, muito conteúdo secundario como arenas, corridas, as seções com a nave, cada planeta tendo sua atmosfera e inimigos diferentes, tudo isso mantendo o humor, boa gameplay e boas musicas do primeiro jogo, esse é o jogo quase perfeito da saga, uma pena que nos próximos eles sempre tiveram que sacrificar conteúdo pela questão do tempo de desenvolvimento

A vast improvement over the first game in so many ways, it's so much more fun and enjoyable. Hit points constantly upgrade with the XP system, no longer limited to only 8 hits, you get armor that can decrease damage, and many minigames that award large amounts of bolts are included so it's no longer a necessity to grind via glitches.

Though things like the RYNO 2 and final armor are still massively expensive. I also found the end game to be weaker than Ratchet 1 with a surprisingly abrupt ending after such a huge twist. Space shooting segments were meh too with controls that were just way too twitchy.

A really nice game, a bit dark for my taste. The improvement from the first game is insane tho.

This game was my entry into the R&C games, yeah the story isn't great but the comedy is there and this game never fails to make me laugh.

I can never watch the "And I need it delivered" cinematic with a straight face.

Considering that I did a re-play of this game this year and beat it again, and the less I say about Greblin the better.

Pretty much improves on the first game in every way. better character and combat controls, more interesting weapons, and more interesting planet designs with some decently fun mini-game like levels thrown it to mix things up. Latter part of the game drags on a little bit, and a few planets feel like you spend 10 minutes there and immediately move on. But over-all great action platformer.

My absolute favourite of the original trilogy, spents many hours playing through the arena, such a good game.

The shooting is better than the original with cooler and more fun weapons, as well as an improved camera and strafing. It also retains the strategic weapon choice aspect of the first game and that's great. Of course the evolving weapon system is really cool as well.

The checkpoints got better compared to the first game, bolts and ways to get them are more plentiful. The health system is also more lenient which is good.

But that's just about it for the improvements. The story and humor are worse than the first one, and the planets are less memorable. There is also less emphasis on platforming in favor of more shooting segments which I didn't like.

The fun parts of the game (shooting, platforming) are constantly being interrupted by annoying minigames. Seriously, almost all of them are bad. The space fights, the levitator, the glider, the infiltrator, the electrolyzer - all shit.

The game becomes much more annoying after Boldan with very spongy enemies, I recommend the Meteor Gun + Lock-On mod combo, the shield and the Heavy Bouncer to make it tolerable (I sadly tried the shield way too late but it helped).

Also, there are many sections with seemingly impossibly hard enemies or constantly respawning enemies. I recommend that you treat the game as a speed-run and just skip past the enemies, most of the time it just works.

The game has a lot of "that part"s like the Snivelak boss, or Grelbin as a whole, or the respawning enemies on Damosel etc etc. People say that the original is unfair but this was worse. I know the game had a troubled and short development period so I can't be too hard on them for those though.

That might be a skill issue but I think the high bolt prices on the weapons and the upgrade grind discourage me from experimenting as much as I would have wanted, so I didn't realize just how useful some weapons are before I stumble upon that info on the internet.

I might sound overly harsh on this game, but in the end the great core gameplay is still there, and for every downgrade there was an upgrade so the score is just a bit lower than that of the original.

I remember this one being super hard in spots but that might just be because I didn't understand how to deal with RPG leveling systems in games. This is the one where they really start to nail it.

Second entry in the Ratchet series. A masterwork of gameplay and innovative shooter/platformer mechanics.

underwhelming plot and final boss aside, this game is everything that you want in a sequel and more. one of the best video game osts ever made with scintillating action-platformer gameplay to boot. it's also genuinely hilarious. one of the best games on the ps2 and a must play for anyone

Another childhood game I can't rate

GOING CUM?!?!?!?!!
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This game fixes every problem with the first game. From the upgraded movement mechanics to the gravity boots not being terrible to use. Weapons are diverse and fun to use. Only reason its not 5 stars is having to stop the fun boots-on-the-ground combat to the ship sections, which are way too hard and not fun. There isnt too many though and playing through this game will be enjoyable for 90 percent of it

Sin duda, el mejor juego de toda la franquicia de Ratchet y Clank. Ofrecía una historia desenfrenada con un humor para todos los públicos. A nivel jugable cogió todo lo que no funcionaba de la primera entrega y lo mejoro de tal forma que se convirtiera en el estándar de toda la saga. Juegos posteriores pulieron mecánicas y añadieron nuevos elementos, pero nunca llegaron a ser tan rompedores como esta entrega. A nivel personal, creo que solo la entrega de Ps3, Armados hasta los Dientes, puede competir con esta.

Es un juego al que le habré echado decenas de horas, solo o con mi hermano. Aunque siempre he sido más de Jak and Daxter, la continuidad que se le ha dado a esta franquicia me ha llevado a cogerle un cariño similar. Son juegos que ofrecen diversión a raudales sin complicaciones y que da igual las veces que lo repitas y repitas, pues es imposible no divertirse con ello.

Ratchet and Clank: Going Commando is almost a classic,

There's so many platformers that, given the opportunity for a sequel, want to reinvent themselves in some way in order to create a new identity. Usually it's this identity that acts as a sort of second chance to prove to the audience that the character has something to offer that the player and the publisher maybe didn't see initially. If the gameplay shifts in some significant way, then it's likely an attempt to grow the story and world so that it gives the IP some long-term staying power. Though ultimately I don't think many would argue that the best platformers are almost always direct sequels to their original title, building on what made the first so appealing. Even within the console generation that Ratchet and Clank exist, I think you'd have a hard time making the argument that Sly 2 is a worse sequel than Jak 2, unless you really like Jak 2 and hate Sly 2. What I think makes Ratchet and Clank 2 such and interesting case study is that it kind of has it both ways.

While on the surface, especially if you haven't played in a while, this game looks and feels like a direct sequel it really does change the dynamic the player has with the characters and their mechanics. By simply adding a strafe button, more enemies and gauntlets, and a leveling mechanic the core experience has shifted from a Platformer With Guns to a Shooter With Platforming. And of course the platforming still exists and is fine, but if you play the game again after years of not touching it, seeing it mentioned for a moment in video essays, and trying to remember what it was like, it becomes super clear that while the series wasn't shifting from it's core appeal in most ways, it definitely changed the essentials enough that I think you could safely say the genre the game lies in is different now. And to me that's really exciting, I like that Ratchet and Clank 2 embraced the more gun-focused gameplay and explored that part of its identity rather than keep to its platforming roots, because to be I think the series (from a gameplay perspective) ended up being a lot more interesting in the long run. I think it's the reason I keep coming back to the series, because there's no other game that really does what Ratchet and Clank does with the same level of polish and depth. Ratchet and Clank has carved out its own little niche that I think explains fairly well why this series has continued for as long as it has while it's peers didn't. Jak strayed way too far from its core appeal and unfortunately picked a lane that already had better contemporaries. Sly chose to keep its cards so close to its chest that the series' creatives had to make the call to close the book because none of the new ideas they were throwing at the series were really working. So to see Ratchet and Clank all these years later still getting not just sequels, but sequels with thoughtfulness and effort put into them, it makes me really happy. To be honest though I believe that the peak of this still really lies with Ratchet and Clank 2.

The sense of exploration and story progression that platformers tend to do well with is still here without too much unfunny garbage and the weapons are some of the most creative in the series. Considering the year they had to work on this I think the team here created nothing short of a miracle. The planet variety is on point here as well. Places like Dobbo and Damosel really flesh out the manufactured reality that Megacorp has managed to fully realize, while it's headquarters in Yeedil puts a nice pin in the hyper-capitalistic theming the first two games orbit around. Going Commando is truly a spectacular game and still the best the series has to offer in terms of engaging gun-play, variety, and exploration. I think if it wasn't so rough around the edges re: the technical art, this could've been considered a modern classic.

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Would you get the same experience watching the game?: If you played the first game maybe, but no not really at all. The leveling mechanic for weapons is too satisfying to really get through video alone.

- Good
- Nice mechanics, building on R&C 1
- Pretty terrible story
- High replay-ability


A case study in how to do a sequel. Iterates and improves on literally EVERY single mechanic and element from the first game. We start to get something approaching a real narrative, the character moments are actually funny this time, enemies are even more over the top and animated. Weapon upgrade system gives you an incentive to actually use everything, and some upgraded weapons are definitely prerequisite to beating the game. The gladiator fights are a great addition, the racing sections are straight up just improved, the flying sections are.... There. Weapon black market upgrades are a fun wrinkle to add but don't do much. If you're looking for Beholders, guess what? This game's got em. Play this shit!

Edit: my biggest complaint with this game besides the kind of shitty final boss is that some zones have sections with endlessly respawning enemies that you're apparently just supposed to run through, which is never directly communicated to you in any way and is PRETTY confusing in a franchise where the goal is often blowing up wave after wave of enemies. It isn't fun to try to avoid being shot in the back as you flee from these endlessly respawning guys, and there's no real reason why these few encounters made it into the game. There's also an issue with the second planet where you can collect crystals for bolts, which is that the yeti enemies are absurdly fast and tanky and make searching for crystals extremely tedious and deadly, as opposed to a difficult challenge. This is, again, heightened by the fact that they endlessly respawn in huge hordes!

Para que os hagáis una idea, se me rayó el disco y me he acabado jugando el juego entero en dos días para recuperar el progreso perdido, y aún así tengo ganas de más. Es un juegazo, divertido a rabiar, entretenido con ganas, con muchísimo carisma y humor. Qwark sigue siendo un personaje y cómo se le nota. Y el fontanero diciendo "nos vemos en un año o así" es que me mata.
Por dios, es una pasada.

A real step forward towards the franchise they wanted to become, pushing more towards a run and gun game compared to the first.

Guns feel much better here and the addition of strafing makes the combat flow well.

A weaker story and villian hold it back compared to the first with planets that don't stand out as much to me.