for a non-insomniac ratchet title, i'll give the devs some credit. High Impact Games did a solid job at adapting the "classic R&C" style and vibe to a portable system and having it look and play just as good as the prior PS2 games. shooter controls are a little clunky for the PSP, but it's still somehow leagues better than the ratchet trilogy ports on PSVita (where you use the rear touchpad to strafe instead of the dpad like here).

unfortunately Size Matters is still not as good as the mainline games. i can forgive the short length since this is ratchet's first go on a portable system, but even with that in mind, holy shit this game is kinda relentless in how difficult it is. just in terms of the main combat, you're going to have to spend a lot of time grinding if you want your weapons to have any impact beyond that of a wet paper towel. enemies can also down you in a matter of hits regardless of armor, especially on challenge mode runs. i don't even want to start with the side missions; i'm convinced that whoever designed those hoverboard challenges is never going to see the light of god.

also for as much as i criticize the direction of the future/modern games' story, size matter's story is. kind of really unhinged? and insomniac has apparently said this game is canon to R&C's lore despite not being IG-made? so yeah, a lot of the stuff here has some really weird implications in the grander scheme of things? um?

in spite of all it's flaws, i still can't give size matters a whole lot of flak for what it tried to accomplish. it did a solid job, and honestly dedicating the project to dan johnson (rest in peace) in the credits was really sweet. though considering this game's difficulty and the fact that HIG's website has a leaderboard of people who beat the game in hardcore mode (play through without losing a single life), gods do indeed walk among us and i am not one of them.

Reviewed on Dec 06, 2022


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