Ratchet & Clank: Going Commando

Ratchet & Clank: Going Commando

released on Jun 27, 2012

Ratchet & Clank: Going Commando

released on Jun 27, 2012

A remaster of the PlayStation 2 Ratchet & Clank: Going Commando, featuring 720p HD with support for 3D graphics and PlayStation Network trophies.


Also in series

Ratchet & Clank: Full Frontal Assault
Ratchet & Clank: Full Frontal Assault
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Ratchet & Clank: Up Your Arsenal
Ratchet & Clank: Up Your Arsenal
Ratchet & Clank: All 4 One
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Ratchet & Clank Future: A Crack in Time
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Reviews View More

The second installment takes the great standards set and make them better.

Even better story telling, the introduction of leveling up weapons and great replayability are all included.

It's not very often that I encounter a sequel that retroactively makes me appreciate the original more, but that's definitely the case with Going Commando.

Don't get me wrong, Going Commando isn't a bad game at all; far from it, in fact, it's just a very different game when compared directly with its predecessor. Where Ratchet & Clank 1 felt like a whirlwind adventure with two underdogs reluctantly thrust into the role of saviors of the galaxy, Going Commando is a much more action-heavy romp, with the duo tasked with uncovering a corporate conspiracy with as many explosions and bullets as possible.

That is to say, Going Commando feels much more combat-focused than R&C1. Because of the simple addition of strafing, the action immediately feels much more enjoyable than in the original game. This is complemented by a larger and louder arsenal of weapons, as well as significantly more enemies to fight in each encounter. It's a welcome change of pace from the last game's style of combat, which I found to be sluggish, and yet it still didn't quite click for me here.

It does feel better, sure, but in turn, I believe it trades in something that the original did better and more frequently, which is a rewarding sense of discovery and exploration.

The platforming and puzzles are still there, sure, but they come across less like you're exploring and uncovering alien vistas and more like obstacles that you have to traverse in order to reach the next combat arena. It's a slight change in approach, but it comes close to making Going Commando feel more like an intergalactic shooting gallery than the intergalactic adventure of the first game.

Speaking of a change in approach, Ratchet himself also sees a bit of an overhaul here. In addition to establishing a permanent voice for the character in James Arnold Taylor, his attitude shifts from cocky jerk to optimistic hero in this one. You'd think this change would be for the better, and it kind of is, except it feels more like a replacement than an improvement.

Though I had my issues with Ratchet in the first game, at least he had individuality and much more of an arc. The resolution of that arc came later than I would have liked, sure, but at least it was discernible. Here, he's more of a generic hero, like an accessory. He's like Sherman to Clank's Mr. Peabody, to use a bizarre comparison.

Because of this, Going Commando's story is a lot more pedestrian and, again, generic. I suppose you could argue that perhaps story shouldn't matter in a game like this, but you still need motivation to drive the player and the gameplay itself forward, but here it's not really present.

I came into Going Commando expecting a new and improved sequel that addressed my complaints with the first game, but unexpectedly came away with a deeper appreciation for it instead. Regardless, Going Commando is still a decent yet unfocused and formulaic follow-up that still provides fun and thrills despite its setbacks.

6/10