Reviews from

in the past


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.

My love for this comes mostly from my nostalgic premonitions and overall feeling for the game. It reminds me of cozy fun by the heater in icy cold weather and long afternoons of fun. Therefore my take won't be unbiased and critical of it's flaws cause I'm oblivious to them.

For me the voice acting is the best in any ps2 game and the emersion in the areas and topography, of the different planets, made me feel i was in completely new world, and made me loose myself in it. I loved it with all my heart. Furthermore the ingenuity and creativity of the weapons, the enemies, the balancing and bonus content all add up in a wonderful experience never to be experienced again. I am yet to play a game as delightedly simple but, yet engaging, as Ratchet & Clank: Going Commando.

I'm giving the rating based on what I remember from this game, will update when I finish this replay. I remember the story not being great and the Clank sections and electrolyzer "puzzles" being very annoying

I've currently just finished all of the Annihilation Nation challenges


Yeah yeah yeah, more cool guns, Captain Quark, yeah alright. Its more Ratchet (and unfortunately also more Clank segments as well). As the story gets more "unnecessary" the less I care in response and start to treat this as more of a series of interesting combat scenarios.

Much better than the first. This is my favorite of the trilogy.

Ratchet and Clank: Going Commando is what I would call one of the most perfect video game sequels of all time! It improves on literally everything the first game did, while introducing some new mechanics like the weapon leveling system and strafing. Call me nostalgia blind, but I love the ship battles, giant clank sections, and hover bike races as well. I also believe this game has the most creative and coolest planets in the series history.

I also find this to be the most replayable game in the series. Seriously, I could play this game over and over not get sick of it.

The only thing that's kinda meh is the story. Though considering the troubled development early Ratchet games had, it's understandable why it turned out the way that it did.

One of my all-time favs when i was a kid

They took the first one and fixed everything that was wrong with it

You can strafe now and the guns are better but they do make you collect 100 crystals in an empty field full of enemies twice, and the story was weak (nobody is playing for the story so who cares).

Better than Ratchet and Mid the original, marginally.

My favorite game in the series. I'll admit the plot isn't great, but everything else makes up for it. The gameplay, humor, and your arsenal of weapons/gadgets make this the best overall package.

I feel like the pacing of the planets and the flow of gameplay are also the most rock-solid they've ever been and maybe ever will be.

Where the series truly found its footing and became amazing. Some dodgy difficulty spikes towards the end and as well as an anticlimatic ending take away from it, but other than that fucking stellar

Migliorato dal punto di vista delle armi, ma a causa di questo è diventato molto più action del predecessore.
Rimane comunque stupendo (anche se la trama è più un incubo febbrile che altro).

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.

Not quite to the same heights due to a weaker story and villain, but still great and has some really exciting levels and weapons.

8.8/10

It's really hard to go back to the clunky aiming, imprecise platforming, and unresponsive camera featured in this game. I know it opens up eventually into some zany stuff but the core traversal is just so stiff and unrewarding compared to other adventure games. Also, despite being very visually imaginative and colorful, it still feels drab somehow?

Probablemente mi juego favorito de toda la saga.
Es el juego en el que mas se nota la mejora entre uno y otro. Los controles y la cámara mejoran muchísimo respecto al uno.

This review contains spoilers

The international arms race has reached beyond the stars. Galaxies are in constant battle for no other reason besides an almost primeval incentive to destroy and conquer. Ratchet & Clank: Going Commando is primarily a satire on the military-industry complex that began gradually subsuming all of America's foreign affairs back in the early aughts; Megacorp presents a capitalistic takeover that stretches far far far outside of Earth, and pitting the player in the shoes of the corporation's most capable and destructive lackeys sets up a meandering plot where the running gag suggests oblivious culpability.

There's a real Ah-a! moment as soon as the assumed villain mentions the player's capitalist devotion, offering a mode of tragic irony unique to games, to keep us invested without doubting our intellect. From there on, the klutz of a CEO, Fizwidget consistently kookily edges Ratchet and Clank down an endless path through barren landscapes once lush with Life, and the ruins of Megacorp's fallen predecessor, Gadgetron. The cutscenes infer the comic, while traversal offers something subtly harrowing to consider.

Truly, Going Commando houses one of the most fully-realised, thoughtfully-constructed game universes on the PS2. Each planet the titular duo travel to is itself is a dazzling display of deliberate level design and worldbuilding. The weapons and gadgets are a joy to unlock, learn, and level up (it was the premier era of minigame inventiveness), and bolts once again prove a deviously cunning take on currency and XP systems. Going Commando is RPG-lite, and by the final epic boss fight it's clear how intuitive the player-character's development is in tune with the player's own sense of accomplished play.

The world of Ratchet and Clank is dominated by industry and metal; bolts lay the foundation of this boundless capitalist kingdom. By reveling in the carnage of the gameplay and the money-hungry delight of retrieving bolts, the player relinquishes to the chaos of this galactic wild west, a planetscape trapped in stasis by the explosive effect of its own ebullient incentive. Ratchet may have matured since the first game, as a man and a soldier, but his mindless destructive tendencies still indicate an id unleashed (typified whenever he dons a devious smile after pulling out a massive gun).

It's a shame then that the climactic plot twist all but contradicts the underlying sly satire of it all, positing the greed-driven CEO as a cartoon villain in disguise, seemingly just to rope Qwark back in for the sequel. The real Fizwidget is freed during the final cutscene, and from there, everything seems to go back to normal after the credits roll, or so we can infer.

Going Commando's driving plot, involving a race of uncontrollable monster pets, funnily encapsulates consumerist America's obsession with rapidly-evolving technology at whatever cost; the final reveal disregards the entire point. Regardless, this sequel stands as a mightily fulfilled exercise in brainy brawlers; a suitable exemplar of sixth generation developers' devotion to craft and concept. The revelry is the mode is the message.

The middle child of the PS2 ratchet games.

Going Commando fleshes out the original, most importantly by adding strafing, making the combat a proper aspect of the game (no more spinning around), but also adds leveling a large variety of side activities, expanding on racing and the arena minigame, which would become a staple.

Ratchet 2 is a controversial one. The series was still looking for its footing, so it was still trying a lot of ideas. Even if a lot of what they tried here was a miss, it laid the foundation for all the later games, which will become very formulaic in how they are designed. Your opinion likely depends on whether you value creativity or refinement more. For better or worse, ratchet 2 is the turning point.



Sequels undergo growing pains, but many innovate all the same. Going Commando builds upon the original game's design in a plethora of ways, many of which became instant series staples, others reverberating throughout the history with resurgence after resurgence of mechanics. Another galaxy, and another battle: with Megacorp, as represented by Abercrombie Fizzwidget. As in your face as names always are in R&C, plot twists and hijinks ensue over the course of the game, ensuring a variety of areas, including the first free-roam planets, space battles, arenas, racing minigames, and more. Entirely new Nanotech mechanics and leveling up weapons all come together to bring forth a brilliant sequel to a gem.

*(Give it up for Thugs-4-Less!)

The perfect sequel. Nothing but improvements.

it alright. the ship segments suck ass, and so do the clank ones. I'd prefer if we just strengthen the main gameplay instead of adding in gimmicks like those.

Pros:
R&C 2 gives us more weapons to experiment with, with the game including some of the original ones. The adventure players go through in R&C 2 definitely develops Ratchet and Clank's relationship significantly. I love the ending with Captain Quark and the numerous Jak and Daxter Easter eggs hidden throughout. The jokes and mood of R&C 2 have the same vibe as R&C 1, which I love and hope to keep seeing.
Cons:
Enemies have the same tone and feel monotonous. The worlds are filled to the brim with enemies. The worlds themselves do not feel as alive as in the first game. On top of this, the soundtrack was not as good as I hoped it would be. The overall plot and story felt somewhat like filler. Each time you would complete a world, you would have to spend a lot of the bolts earned on story items, which stops players from being able to buy more weapons and test them out (40k bolts for an item once!). On to my biggest ick now, the difficulty spike. The game starts out nice and simple, being easy. Around 3 hours, the level design of the world felt as if it had no testing (creating very frustrating segments), with very hard courses of countless enemies swarming you with endless rounds of bullets (while also hoping they do not respawn infinitely). The game has improved with checkpoints since R&C 1, but still lacks in that department.
Overall, this was a pretty disappointing sequel with few merits. Most of the time, I was frustrated beyond belief. It felt like Jak II all over again...