Ratchet and Clank: Up Your Arsenal Retrospective

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Watching this right now! Love this dude's videos. He's thorough and imo very objective / impartial, even though he clearly loves the franchise.

👍︎︎ 27 👤︎︎ u/detumescentballoon 📅︎︎ May 27 2021 🗫︎ replies

UYA and DL Revival Discord Group: ONLINE SERVERS BACK UP:

https://discord.com/channels/711614240120766474/744693694489296957

👍︎︎ 18 👤︎︎ u/blitz14krieg 📅︎︎ May 27 2021 🗫︎ replies

Beat it over 100 times! Hell, beat me. Going Commando is my fav of them all.

👍︎︎ 12 👤︎︎ u/Trax852 📅︎︎ May 27 2021 🗫︎ replies

*TheGamingBrit boxing a sandbag with the image of The Golden Bolt*

👍︎︎ 11 👤︎︎ u/HardTranceScythe 📅︎︎ May 27 2021 🗫︎ replies

Love this guy. Can’t wait for Deadlocked

👍︎︎ 8 👤︎︎ u/Elementlegen 📅︎︎ May 27 2021 🗫︎ replies

Fucking subscribed. Lol

👍︎︎ 8 👤︎︎ u/j2tronic 📅︎︎ May 27 2021 🗫︎ replies

Been waiting for this one, awesome video!

👍︎︎ 6 👤︎︎ u/0rly_D 📅︎︎ May 27 2021 🗫︎ replies

These videos are so great. I've been waiting anxiously for the UYA Retrospective after watching the first two. UYA came out my sophomore year in college and I made some great online friends playing the multiplayer mode.

👍︎︎ 4 👤︎︎ u/scizorious 📅︎︎ May 27 2021 🗫︎ replies

His retrospectives are very good, very fun to watch

👍︎︎ 3 👤︎︎ u/501stPyro 📅︎︎ May 27 2021 🗫︎ replies
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If you forced me to name a favorite video game of all time, it would be tough, but more often than not I think I’d say Ratchet & Clank: Up Your Arsenal. This, perhaps more than any other, is the game of my childhood, a title that I’ve beaten well over 100 full times. There was a time where I would come home from school, my homework already done for the day, and I would sit down and do a full playthrough before I went to sleep. A game that took the explosive stakes of its predecessor and ramped up the intensity even more, with sprawling battlefields, a complete story with more on the line and a menacing, all-time great villain - every single thing that Ratchet & Clank 3 did, I loved...as a kid. But when I look at Ratchet 3 today, do I still feel the same way? Are all the things that the younger me adored the same things I seek out with a Ratchet game 15 years later with a different perspective? Or, in Insomniac’s pursuit of perfecting their ultimate vision for this trilogy, did they maybe push a bit too close to the sun, losing some of what made the first two games tick and shifting towards level designs and styles that I actually didn’t care much for in future titles? And after dozens of hours of research and conducting interviews with developers, speaking on their time with this culmination of the Ratchet trilogy, uncovering previously-unreleased info about its cut content and development issues, can I today reconcile my love and nostalgia for this game with the sky-high expectations and heavy workload of making three full titles in three years, a pressure that drove so many Insomniac employees to leave within a few years of this game’s release? This is often considered the best game in the Ratchet & Clank franchise, and as I said, it’s probably my most coveted game of all time. But as we’ve gone through already with the first two games, I don’t make exceptions, we’re going to break down this game and its development, and put it together again, raising it up and letting the light shine even on those dark crevices. This is Ratchet & Clank 3: Up Your Arsenal. The story of Ratchet & Clank 3 begins in much the same way that the development story behind the game does. After saving two galaxies in two years, our heroes are, well heroes, they’re celebrities, they’re household names. Ratchet is enjoying the high life in the duo’s Megacorp apartment, while Clank’s a movie and holovision star now which is pretty cool, donning a suit and fighting criminal masterminds on screen as Secret Agent Clank. And the fame certainly hasn’t gone to the sidekick’s head at all. When Ratchet flips the channel, he finds that his old home planet Veldin is under attack by an alien Tyhrranoid army under the command of the evil Dr. Nefarious. Now, hopefully our world doesn’t have a Dr. Nefarious or alien invasion, although I wouldn’t complain about a Secret Agent Clank show. Behind the scenes, a third Ratchet game was a foregone conclusion well before the second game was finished, and Insomniac was enjoying the limelight as one of the foremost and most respected studios in the industry. Going Commando had been developed in less than a year, a game that was 150% larger than the original according to Insomniac, and as pre-production began on what would become Ratchet 3, an outline was crafted for a game that would be 150% larger than that. The studio’s upper brass seemed to know before Going Commando’s release that it would be their highest-rated game to date, and they were already itching to top it. So, Insomniac underwent another hiring spree, now reaching nearly 120 developers that would be dedicated to just this project. All the while, a smaller separate team was already designing ahead for what would three years later become the PlayStation 3 launch title, Resistance: Fall of Man, having to stab in the dark and guess what that system’s hardware specs would even look like, and in the background work also began on an in-house level designing tool to facilitate better coordination between level designers and programmers. Many of these new hires, some fresh out of college, were huge fans of the first Ratchet & Clank game, brought in to work on Ratchet 3 before 2 had even been released or at least before they could have a chance to play that game for themselves. But what does a game 150% larger than the massive Ratchet & Clank 2 even look like? Well to start, Up Your Arsenal technically wasn’t a one team project, it was two, because early on it was decided that Ratchet 3 would be Insomniac’s first online game, featuring a full multiplayer mode that Sony could use to market the new PlayStation 2 broadband adapter for the original PS2 model, as well as the new Slim PS2 that included broadband support natively. With none of Ratchet 3’s systems in place yet, the multiplayer was developed separately from the main campaign using weapons from the first two games, and later roped back into the main concoction. And that multiplayer also needed to work both with four-player splitscreen offline as well as two-player splitscreen online, which required a complete rework of just about everything that Insomniac had ever done. Additionally, following Insomniac’s narrative struggles in the first two games, it brought on its first dedicated writer, Brad Santos, to weave a wider, more cohesive, and more coherent tale that would pay equal respect to the first two games and wrap up the trilogy. And feeling like there was little left to do in the Bogon Galaxy, Insomniac, like our heroes, decided to come back home, to revisit many levels from Ratchet 1 and build a larger world. A game that was only slated to have about an hour of cinematics and cutscenes, lining up with the first two games, Up Your Arsenal ended up with over 100 minutes of these cutscenes, biting off far more than initially intended thanks to a more involved script. Incidentally, biting off more than intended as far as animation goes is kind of an Insomniac staple at this point, with the studio frequently underestimating how much time, effort, and money the cutscene work will take, which can sometimes lead to a bit of corner-cutting. To reiterate, this team in three years had tripled in size from 40 to 120+, having made two games in back to back years; it was now working on two games simultaneously, one on next gen hardware that hadn’t yet been finalized, and the other a two-team project featuring the completely untested water of PS2 multiplayer; and despite Ratchet 2 already cutting it pretty close to the deadline, Insomniac yet again only gave itself a year to make an even larger game whose scope continued to increase even midway through production. Full-steam ahead is a massive understatement, it might even be a bit weak to describe the project’s goals as “insane.” And that’s not me editorializing, Insomniac’s Chief Creative Officer Brian Hastings said as much in the game’s Post-Mortem, saying “We knew we were taking on the most ambitious project we had ever attempted, and we began to think we had bitten off a little too much this time around.” And yet, when Up Your Arsenal released a week ahead of schedule somehow, it blew away everybody. Ratchet 3 to this day is Insomniac’s highest-rated game thanks to all of that dedicated work, thanks to having a designated storywriter so that the writing didn’t take a rushed backseat to the more important stuff, thanks to its incredible suite of features, larger battlefields, more vehicles, its array of side characters, thanks to Insomniac’s hiring of a dozen more QA testers, thanks to an unprecedented 9 play-tests and focus tests, and thanks to the unified efforts of everybody at the studio, determined to get this game right no matter what it took. Also known as crunch. That’s not my word choice, that’s again Brian Hastings. The animation team crunched to finish the much more packed 100 minutes of cinematics, because everybody had underestimated the screenplay and nobody timed it all out. The new hires were effectively crunched in their training process and thrown right into the fire, because Up Your Arsenal quickly fell behind schedule. Insomniac outsourced the online lobby system to another studio because they’d kept putting it off to work on more important features. That part is because Insomniac dedicated just one programmer at first to work on the multiplayer, who they then pulled off of the online for a bit to help make sure Going Commando didn’t get delayed, you’re probably noticing a pattern here. This game was a lot, and even a few weeks before it went Gold, just like so many games before and since throughout the industry, nobody inside the studio was really sure whether it would come together or if it’d be an absolute unmitigated disaster. I’ve spoken to a number of developers that worked on Ratchet & Clank 3 about their time on the project - some programmers, some designers, each with a wholly unique experience that I’ll share with you in their own words, to the best of my ability. What I can say right now in my own words, based on these interviews as well as the rest of my research and more importantly by playing the game for the 100-somethingth time is that I don’t look at again, probably my favorite game ever the same way anymore. But that’s not because of comments or allegations of crunch, it’s not because Insomniac is secretly some evil corporation - to the contrary, it seems clear to me that they’ve learned many lessons thanks to these early Ratchet projects and that today they likely take better care of their employees than most of the rest of the industry. If they didn’t, we would know by now. The reason I think my opinion on the game has shifted a bit is because thanks to this pursuit of bigger, better, and more, and because everybody was so fully invested in making this project work, even if it meant staying late or cutting some optional content or any number of compromises, nobody really had the chance to step back and wonder if it was all the right kind of “more.” Even as a kid it was unfathomable that this game could be made in a year, and that’s because it was an unfathomable feat. But playing it as an adult, as much as I loved the story, as much as I loved the weapons and the upgrades and all of the rest of the things we’ll be digging into, it starts to homogenize, we lose many of the branching pathways that planets would give you. We lose the platforming or puzzle sections that broke up the combat, because platforming was a dirty word in the mid-2000s. And although I loved the insanely polished gameplay and combat, I think Insomniac took Up Your Arsenal a little too much in that direction. Unlike with my retrospectives on Ratchet & Clank 1 and 2, I can’t walk you down memory lane planet by planet, interweaving discussion of new mechanics with analysis the level design and story beats, because almost every level is a linear combat encounter. Many of the things I would praise in this game, I already did in Going Commando. So instead, we’ll work through the game’s fantastic story, mostly planet by planet as I’ve done before, and we’ll talk about the journey that led to this game coming together, against all odds, we’ll talk about those compromises that were made to get to what’s considered the pinnacle of the franchise, and we’ll talk about why I’ve started to look at it a bit differently today. When Ratchet and Clank land on Veldin, our heroes meet the new Galactic Rangers, an elite group of robot troopers currently tasked with stopping the Tyhrranoid invaders. Okay “new” might be a bit of a stretch, it turns out they’ve been around for a while and were just nowhere to be found during the events of Ratchet 1. Also, ”Elite” may have been a stretch, I guess Ratchet is their commanding officer now. Whatever, they gave us two guns, so I’ll consider it an enlistment bonus. One of the things you’ll quickly discover in Up Your Arsenal is that these Tyhrranoids make up the majority of the game’s enemies, a contrast from the first two games where most planets had their own unique creatures for Ratchet and Clank to fight. This was a dual effort to tie the story together with a unifying foe, an evolution of Thugs-4-Less in Going Commando, as well as a way to save time and resources that could be better spent on other features instead of designing enemies you’ll only see once. Even as it was, a few Tyhrranoid enemy designs were already cut because of a lack of resources. Throughout the game we’ll see four ranks of these aliens, with their strength indicated by their number of eyes. The little one-eyed grunts will only take a wrench hit or two, while the four-eyed generals will need a lot more firepower. And more firepower is Up Your Arsenal’s specialty, as the name would imply. Although there are actually fewer weapons here than in Going Commando, 20 compared to 24, every weapon in Ratchet 3 can be upgraded to level 5 instead of just once. We start out on Veldin with the Shock Blaster shotgun and the Nitro Launcher bomb...uh, launcher. And the game takes no time at all giving you access to more weapons - by level 2 we’ll already have a third of the weapons unlocked and by the end of Act 1, we’ll be able to purchase 15 of the 20. Whether we’ll have the money, that’s a different story. In case throwing weapons at you doesn’t give you confidence in the game’s ability to raise the stakes, after Ratchet fights his way through Tyhrranoid mechs and fighter ships, blasting through his old neighborhood and even into the wreckage of his garage home from Ratchet 1, you’ll rendezvous with another Galactic Ranger squadron and lead them on a HALO jump deep into enemy territory. Within five minutes of picking up the controller, you’re jumping out of the back of a dropship and freefalling with your own militia past enemy missiles, it’s a complete adrenaline rush. Now, something I rarely see discussed is that it’s never actually explained why Nefarious is attacking Veldin. Even though Ratchet just happened to land right by his old house, it doesn’t appear that this Dr. Nefarious, whoever he is, is concerned with our hero at all. Veldin throughout the series is described as a worthless backwater planet, it’s obviously just a convenient excuse to get our heroes back home. Just kinda interesting. This second stage of Veldin’s invasion gives us a primer for one of Up Your Arsenal’s key gimmicks, the sprawling battlefield arenas that we’ll be frequenting throughout the game. These function as a great technical showcase, solid worldbuilding, and another smart optimization move, allowing the game’s designers to repurpose many of the large multiplayer maps across multiple missions featuring these Galactic Rangers battling the Doctor’s Tyhrranoid army. While this area specifically isn’t reused elsewhere, it’s just a taste of what’s to come. After driving off the Tyhrranoid invaders, Ratchet and Clank are put into contact with the Galactic President, Bill Clinton. You heard me. Alright this cutscene has got to be the most densely-packed with humor in the entire franchise, it’s not even two minutes long and it leaves me in stitches. We’ve got Bill Clinton being a fan of the fictional Secret Agent Clank character, somehow not remembering Clank or his “chauffeur” Ratchet as the two that saved the galaxy two years ago likely during his term in office, the whole “sidekick gets all the spotlight and praise” bit with Ratchet being blown off is always a great shtick especially when Clank just leans into it, the President’s top-secret report on the only man to face Nefarious and survive is an exaggerated, made-for-TV history channel documentary, and barely 10 minutes into this game we get a dick joke, followed by the President insisting that whoever this jackoff is, they’re the only person that can possibly save the galaxy...in front of the two guys that have saved two galaxies in two years, including this one. It’s just, A+, this is why you hire a writer. As we move into the first proper level in the game, this jungle on planet Florana, we run into some of the usual third-game syndrome that tends to hit so many iconic franchises. The first game introduces everything and stumbles in a few spots, the second game fixes almost everything up and sets the tone going forward, and the third game tends to struggle to introduce many new features that don’t end up feeling like gimmicks. In this case, Insomniac had been struggling to think of new, meaningful types of crates that could complement the regular crates, ammo crates, nanotech, and explosive crates that had all been here since game 1, and the metal crates that were in 1 but barely used in 2. The two new ideas are pretty gimmicky timed powerups that only last 30 seconds. We have the Inferno crate, which makes Ratchet temporarily invincible and allows you to kill enemies in one hit with your wrench; and the Jackpot crate, which grants you a 2x Bolt multiplier similar to the multiplier you get in Challenge Mode in Going Commando onward, except here you can’t increase it past 2x by killing enemies, and it isn’t taken away from you for taking damage. Neither is really used more than a handful of times or to really meaningfully impact gameplay much, but they were cool enough ideas to be included, and that was enough for Ted Price to buy a case of beer for the person that thought them up. There was early on a third new crate type that would permanently level up your weakest weapon by one level, but that actually took away from playing the game so that was cut pretty early, and honestly that’s for the best since I usually avoid even the Inferno crates, since using them means you’re wasting enemy experience you could be earning for your weapons. Florana gives us access to two new weapons in the shop, our standard blaster weapon which is just kind of a blaster, and the plasma whip, which has a much more interesting story. While playing around during pre-production, programmer Tony Garcia wanted to design an enemy that used a whip with realistic animations, inspired by Soul Calibur’s Ivy. However, to save the already-swamped animators time, he developed a whip that was coded to flow and react dynamically based on enemy and player positioning, although it didn’t react realistically due to hardware limitations. But after the work that went in, and based on how impressive the whip looked when tested on the Chainblade boss from Ratchet 2, it was instead implemented as a really cool weapon for the player to use. Funnily enough, realistic whip physics were then tested by the team working on Insomniac’s PlayStation 3 engine, and somehow that was reworked back into this game on weaker hardware as an enemy weapon. So two whips made it into Up Your Arsenal that reacted differently to their environments, and later in the first PS3 Ratchet game, a whip weapon was included again, but that one didn’t revisit either of these dynamic styles, instead being hand-animated and ending up rather boring. Funny how that worked out. After fighting through the dense jungle, or just skipping the level with a well-placed jump, Ratchet and Clank run into a dense character. If the blurry silhouette wasn’t clear enough, the former hero that we’re looking for is none other than Captain Qwark, driven so insane by his two consecutive failures at the hands of our duo, or maybe just the crotchetizer tests, that he’s secluded himself to a life as a the leader of a monkey tribe. That life includes bestiality. In his simian haze, Qwark makes the duo trek through the path of death, and then fights them head-on, becoming submissive once defeated as he sees Ratchet as his new leader. With Ratchet, Clank, Qwark, and his monkey companion Skrunch all crammed into the tiny ship, the group heads to the Starship Phoenix, the first proper hub world in the Ratchet franchise. The Phoenix addresses many of the smaller issues that Going Commando had, for one giving you a reliable location where you can purchase armor upgrades at any point in the game, rather than sprinkling only a couple vendors on specific planets. It’s also home to a virtual reality arena where you can gain experience for your weapons and health, an onboard video game system that we’ll talk about later, and the Gadgetron weapons vendor on this command ship lets you try before you buy, which is really cool. But even cooler, this vendor lets you scan your memory card for a Ratchet & Clank 1 save file, and if you’ve got a save from after you spoke to the Gadgetron President in that game, you’ll be given a permanent 10% employee discount, just as he promised you’d be eligible for after two years. Don’t you just love continuity? After many missions you’ll travel back to the Pheonix as a way of debriefing both Ratchet and Clank as well as the player, giving you a place to anchor yourself to the story, and most importantly for the more imaginative younger players, giving you a place to connect more with all of the game’s side characters. Some of the Galactic Rangers are patrolling the ship’s deck, different characters will occasionally chime in over the intercom, and a bit later in the game, we’ll be able to just hang out on the bridge and listen to flavor dialogue where different crew members make small talk. It’s these little pieces of worldbuilding that made me absolutely fall in love with this game back when I first played it, even more than the first two. Even if they were throwaway lines and even if this is a basic hub, it added an extra sense of place that got me wondering what other stories could be told about Ratchet and Clank’s expeditions as Galactic Rangers. It’s the kind of home base that lends itself incredibly well to a serialized cartoon series, a good opening and closing location to serve to reset after every adventure, when I was 9 or 10 I wanted a model of the Phoenix, I wanted action figures to play with and act out my own dumb Ratchet & Clank adventures, hell I even sent Sony a letter at the time, suggesting they make a toy line out of this game and its sequel Ratchet Deadlocked, thinking of all of the possibilities. One of Sony Computer Entertainment’s representatives even indulged some dumb kid and wrote me back, politely declining the idea of course, before making an action figure line a couple years later anyway. I’m not saying they took my idea or anything obviously, I’m sure they got a few dozen letters just like mine, but I am saying that if they did take my idea they’d have made some bangin’ Starship Phoenix and customizable Annihilation Nation or Dreadzone playsets, and they never did. Cowards. Shortly after landing on the Phoenix, Qwark and Skrunch are placed into the starship’s convenient zoo enclosure, and Ratchet and Clank prepare to formally meet the Phoenix’s captain, Sasha, but when they enter the bridge they find Sasha responding to a distress signal from President Clinton...who happens to be her father. Which makes Ratchet’s earlier comment a little awkward. Dr. Nefarious’s troops have invaded the galactic capital on planet Marcadia, breaching the Presidential compound, and the good doctor releases a warning shot to the galaxy, and what a perfect introduction to this character. In his transmission, Nefarious announces his plans to decimate every organic life form in the galaxy, as a part of his goal to head a robot uprising. And he’s even got his butler Lawrence doing sign language interpretation for any deaf robots out there, what a nice guy. With at least a bit of an idea of who they’re up against now, our heroes rush to the capital city to meet up with the Galactic Rangers and secure the capital. Although the first level Florana was a split from Up Your Arsenal’s high-octane Tyhrranoid-fighting introduction, a sort of cooldown to allow for some necessary exposition, Marcadia reaffirms that whether the pace is fast or slow, Ratchet 3’s level design is taking a drastic shift from the first two games. Rather than separating different gameplay focuses into distinct pathways, Insomniac began chaining them together in a linear sequence, effectively taking their design philosophy for just the final levels of the first two games and implementing that across almost every level. On Veldin, we fought through two phases of invasion back to back; on Florana, we made our way through the jungle, and then walked the PATH OF DEATH, before our boss battle against Qwark; and here on Marcadia, we’ll be fighting through the capital city, before taking on our first series of sprawling Ranger Battlefield missions, and then finally culminating in a puzzle section inside the Presidential Compound. With a few exceptions, every level in Ratchet 3 is chained together in this linear fashion, and even those exceptions depend on what your meaning of the word “branch” is. Two of those branches are optional series of Battlefield missions that only unlock after you’ve finished the main level, one of them is the crystal hunting excursion that returns from Going Commando, again unlocked only after you’ve finished the level, leaving three levels that actually have multiple branched paths. For comparison, Ratchet 1 and 2 each only had four or five levels that didn’t have multiple separate paths. I say all this to highlight one of the larger sticking points with Up Your Arsenal: While so many fans adore it for being that complete package that both Ratchet 1 and 2 struggled to be at points, others lament that this game’s great story and gameplay improvements came at the cost of, to them, that irreplaceable feeling of exploration and variety that made Ratchet, Ratchet. You cannot go wrong with any of these games, but over time Up Your Arsenal’s popularity has wavered a little bit because of its linearity. Me personally? I jump back and forth, because I did love that almost light-Metroid approach that Ratchet 1 and 2 had at times, I loved how Going Commando was able to raise every single stake except for maybe the main villain - and I love that Up Your Arsenal raises its stakes in a very different way, including that main villain. While the vast majority of levels may be linear, that they’re broken up into these little segments enhances each level’s feeling of importance, it makes shorter levels feel bigger, better, and more meaningful to the overall story, and not just because of the occasional extra loading screen to mask that the levels were too big to be contained in just 32 megabytes of memory. Let’s take Marcadia for example, the initial linear rush through the city only lasts a brisk five minutes, bookended by quick cutscenes featuring the Rangers. You’ll have just enough time to test out the returning Suck Cannon or the new Infector weapon that turns enemies against one another - both weapons you can buy starting when you reach the Starship Phoenix - or maybe you’ll use the time to level up one of your current weapons once, but otherwise this is a quick in-and-out string of fights. After that, you’ll only spend about ten minutes clearing the Presidential Compound in the game’s first series of Galactic Ranger missions, with this whole set of missions reusing this one little oval courtyard that happens to double as a map in the multiplayer. You won’t really notice the repetition though because the missions mask it well, whether you’re being thrown into a turret and destroying waves of dropships, running back and forth across the battlefield clearing Tyhrranoids, staying close to some Rangers making repairs, or running back and forth again across this little map, but this time blasting more ‘noids with the Rangers’ help, turning Bolt cranks to activate the perimeter defenses. Between the mission variety and the Rangers’ funny combat dialogue and anecdotes, these ten minutes blow right by, and before you know it you’ll be meeting with the President, and then moving into the Planetary Defense Center to restore the city’s shield system, where you’re given the new Refractor Gadget. With many of the Insomniac designers’ ideas exhausted by the back-to-back of the first two games, designer Mike Stout turned to a tried-and-true inspiration: Zelda. The Refractor’s gimmick was directly inspired by the Legend of Zelda’s Mirror Shield, allowing you to redirect laser beams including some enemy attacks, and I’d argue its Zelda inspiration is part of what makes it one of the better gadgets in the series. I mean after all, if you’re gonna take, take from the best, right? The Refractor sections are simple to grasp, quick to execute, impossible to mess up since the puzzles only work one way, and yet they still make the player feel like they’ve actually done something, even if that something is just moving a beam of light slightly. And once you’ve completed all of the puzzles, you’re rewarded yet again with another cutscene, the fourth one in just this level, where Ratchet and Clank run into Big Al for the first time since Ratchet 1, the latter giving the duo a Qwark vid-comic that might be just the key to jog Ape-Qwark’s memory. By funneling the level design together in this way, yes, we lost some planetary exploration, but we gained a more focused mission structure that better fit the plot, and it helped us gain a plot whose quality wasn’t a common point of debate like with the first two games. No matter which game is your favorite of this trilogy, it’s just about unanimous that this game’s story earns high marks. And with cutscenes acting as semicolons just about every time the game jumps from one section to the next within a level, you can see both how these raised stakes bring the best out of the levels...and why the animators struggled to finish all the cinematics on time. And what’s perhaps more interesting is that Up Your Arsenal despite aiming for a shooter-platforming balance, lost much of that platforming focus. This was the point at which Insomniac felt it had really hit its stride and where the studio had discovered exactly what made a great Ratchet title. This so-called Ratchet checklist would be tweaked and tuned over time, but internally this was the first time the game featured the full checklist, including a well-written buddy story, ensuring that Captain Qwark was included from the outset, focusing on these vibrant worlds, and of course that trademark whimsical Douglas Adams inspired humor. For those of you that are too young to recall that name, Douglas Adams was the second US President. But other focuses of this little internal checklist include weapons that were both creative and strategic, an attempt that is clear here with weapons such as the Infector, but maybe not a successful attempt since the more strategic weapons tend to be outclassed immediately. And while a shooter-platforming balance was touted as a key ingredient in the Ratchet formula, Up Your Arsenal is undeniably more of a shooter than a platformer in almost all of its main levels - really, the main platforming we’ll see in most levels is in the form of the strafing side-jumps to dodge and duck between enemy fire. That is, that’s the most platforming we get in the main game, but there’s an entire platforming game within a game in Ratchet 3: That Captain Qwark Vid-Comic we just received. While Qwark was an early focus of Up Your Arsenal to avoid another last-minute rewrite like Going Commando, the gameplay of Qwark’s vid-comics ran into some notable struggles. In addition to acting as another way to forward the story and give us backstory about Qwark, Nefarious, and their early battles, these sections are the main chunk of gameplay variety that Up Your Arsenal sees besides the Ranger missions. Initially conceptualized as their own Mega Man X-styled side game focusing on Qwark, and later lumped into Ratchet 3 as a game within a game, with bits of backtracking, puzzles, and four different weapons that Qwark could swap between as if he was a little mini-Ratchet himself, these 2D sidescrollers ended up going through a major redesign due to their over-ambitious scope. As Insomniac had run into in Going Commando with its space combat and racing, designing a minigame that feels true to the world of the larger game can require the same amount of work and polish as designing an entirely separate game itself - and considering that there was also an entire multiplayer mode being designed separately from Ratchet 3 as it was, as well as new versions of racing and space combat being ground-up redesigned from Going Commando, and those Ranger missions that required weeks of work to put together thanks to a ground-up rework of the game’s enemy pathfinding, at a certain point it’s not feasible. It also helped that the game’s target audience, kids aged 10 or younger, first off by and large wouldn’t even know what Mega Man X was at the time, and that some of these kids apparently struggled during focus tests with the subpar original designs of the 2D platformer gameplay. Remember that sidescroller gameplay on consoles had been dwindling during the early 3D era, and that the Nintendo DS came out after this game; even with the great sales of the Game Boy and GBA, there were more kids that hadn’t played many sidescrollers than had, and on top of that given this game’s constant struggle with development timelines, it just wasn’t possible to rework the original gameplay design in a more user-friendly way without going well out of scope. In the game’s secret Insomniac Museum showcasing cut content from Ratchet 3, you can find the much harder original version of this first Vid-Comic, with multiple branching pathways that you needed to explore to unlock the main path forward - and you can find another cut Vid-Comic level that was much heavier on the platforming, the original test level for this gameplay approach. Both of these are frankly not really all that fun, even a seasoned platforming fan could run into trouble on these, and since it wouldn’t have been smart to lock progress to a secondary game mode with which many kids would struggle, the gameplay was dialed back into a far more basic platformer. With a slimmed-down version of Ratchet’s main gameplay, Insomniac ensured that players could easily transition back and forth between these Qwark vid-comics and the main attraction, and Insomniac worked in further incentives so that players would look at these Vid-Comics as a positive instead of just another side gimmick. Each Vid-Comic has a Skill Point challenging you to beat it in under a certain time limit for example, and somehow the Vid-Comics pay you real Bolts for beating them - or as I like to call it, a reverse microtransaction. If you collect all 100 of the Qwark tokens sprinkled throughout each Comic, you’ll get a Titanium Bolt for your troubles, which in this game are used to buy different skins for Ratchet. With far more forgiving checkpoints than the rest of Up Your Arsenal, you’ll never have to worry about dying or losing the tokens you’ve collected thus far. And if you find the hidden Green Qwark token in these levels, you’ll gain a permanent health increase that tracks across each episode of the Vid-Comics, encouraging at least a little bit of exploration, even if it wasn’t nearly as much as originally scoped out. These were some of my favorite parts of Ratchet 3 growing up, because they were just the perfect bit of variety sprinkled in at just the right story beats - and since this is the most platforming that the game had and I love me some solid platforming and collecting, it scratched the itch enough that when I was younger I never really thought about how combat-heavy the main game was compared to the first two games. Plus, with such ridiculously exaggerated, Qwarked-up stories that even the Vid-Comic narrator scoffed at, they fed well into the rest of the game’s humor. This first Vid-Comic for example opens with Qwark supposedly fighting off a spaceship full of robotic pirate ghosts, a plot so asinine that the narrator refuses to read it, I mean who would actually make that? But, somehow this dumb plot is enough to jog monkey-Qwark’s memories in the real world, and soon enough he’s back to his old self...for better or worse. In fact, in the time it takes Ratchet and Clank to fight through a death course and some arena battles for the hit game show Annihilation Nation, Qwark’s already cleaned himself up, he’s rewritten his own personal history so that instead of going insane he was actually “protecting wildlife,” and with President Clinton’s blessing he’s taken over the war on Nefarious. Annihilation Nation is Up Your Arsenal’s main arena, a destination that like the Phoenix we’ll come back to a couple times as the plot necessitates. In this case, Ratchet and Clank head there to obtain the Tyhrra-Guise gadget, an updated Hologuise from Ratchet 1 that instead changes Ratchet’s appearance to that of one of Nefarious’s alien henchmen, convenient for those high-stakes break-ins. While they’re here, they can also grab the second Qwark vid-comic which isn’t needed to progress the story, and complete a number of extra challenges to earn bolts and experience. Along with the VR arena I mentioned earlier, these two feature in total about twice as many missions as the arenas from Going Commando, although a good chunk of these are death courses rather than regular arena fights. The death courses are half-Wipeout styled platforming obstacle courses, and half fighting against robot gladiators along the way. They all follow similar paths with slightly changed parts, but on top of the sleazy game show vibe they give off with cameras flying in your face and the fake suspense of being forced to go through door number 1 or 2, they’re different enough and spread out enough that they’re a fun distraction. And, again, more jumping to balance out all the shooting is a plus with this game so I’ll take ‘em. The regular arena challenges are great too, with new round types that’ll pop up like the sleeper round in which Ratchet is constantly losing health, or one where you’re forced to randomly change weapons. Annihilation Nation is also home to two new bosses, one a tag team fight against a brother and sister duo, with the sister using that physics-based whip I mentioned earlier, and another against a brain in a jar controlling a flaming scorpion tank. By the time you first head to this arena, you’ll already have eight weapons either available for purchase or already in your arsenal, and by the time you come back a few levels from now, that’ll be up to 13; since Up Your Arsenal is really forward with unlocking weapons but simultaneously really stingy with its weapon prices, it’s best to to clear out the arena as soon as you can, because otherwise you’ll be playing catch-up the entire game both with bolts and weaker weapons, and with fewer Bolts you’ll be forced to wait on buying the upgraded Armor sets, and with fewer combat encounters you’ll be leveling up Ratchet’s health less - essentially, the arena is expected to be part of your playtime here, not just a bonus like in Ratchet 2. Even with the 10% Gadgetron employee discount, I usually can’t afford the Spitting Hydra until after a few challenges, even though it’s available for purchase as soon as you get to Level 2, and once you get to the arena you’ll have to spend 54 to 60 thousand more if you want the Agents of Doom, an upgraded version of Ratchet 1’s Glove of Doom. And trust me, you want the Agents of Doom, because as they upgrade they unlock shoulder-mounted laser cannons and eventually explode in a nuclear eruption when they charge into enemies. The Annihilation Nation arena is incidentally the main place you’ll end up using the Inferno Crate, since you’ll be invincible while in Inferno mode, and this giant invincible disco-ball turret thing is a pain in the arsenal. Once you decide you’re done with that detour, you can head back to the Starship Phoenix, where Qwark establishes a new super-group of elite soldiers, the Q-Force. And by “elite,” I mean Ratchet and Clank who do all the work, plus Qwark, Helga, and Al who pretty much only ever sit there, Sasha and pro hoverboarder Skidd McMarxx who actually help out a couple times, and Skrunch the monkey, who’s somehow the most helpful one besides Ratchet and Clank themselves. Essentially, it all sounds like a Ratchet & Clank fanfiction, bringing back in a bunch of characters from the first game and throwing them together in a ragtag group for no reason, which kid me loved, and well actually adult me loves this too, because it’s all just played so well that it works. Qwark unveils the first of his brilliant crayon-drawn infiltration plans, and from there Ratchet and Clank head to Nefarious’s underwater base on planet Aquatos, where players get to deal with an escort mission. Fellow Q-Forcer Skidd decides to show up and help the duo by hacking into parts of the base’s mainframe, but since he’s such a wuss you’ve gotta defeat every nearby enemy before he’ll move forward. Well, at least he doesn’t take damage. One touch I love about this level is that most of the enemies you’ll fight are the Amoeboid monsters that make their first appearance since Ratchet 1. This won’t make much sense at first, but if you play the second Qwark vid-comic, you’ll find out that Nefarious created the Amoeboid monsters during his first attack on the galaxy, and that he happened to be responsible for the infestation you fought through in Blackwater City the first game. It’s an awesome little double-punch of lore that rewards you for putting the dots together. After escorting Skidd through the first part of the base - featuring, fun fact, the only underwater swimming sections in the entire game, which is probably fair, since I don’t know what else you can do with swimming sections after the first two games - he runs off when he gets frightened by Slim Cognito - y’know, the guy from Going Commando that sold you weapon mods. Apparently he fled his old galaxy after selling a...uh, well, you know what I’ll let him tell you. But hey, he’s offering us some of our old Megacorp guns from Going Commando so a sale’s a sale - and if you have a Going Commando save file, he’ll give you them for free! For now we can get the Miniturret Glove and the Lava Gun, and a couple times near the end of the game he’ll call Ratchet back to let him know he can buy some new weapons that “fell off of a truck:” the Bouncer, Plasma Coil, and Shield Charger. Hearing that the Bouncer and Plasma Coil are back is good news, but the better news is that unlike the weapons that were carried over from Ratchet 1 into 2, these guns were rebalanced with Up Your Arsenal in mind, so they’re actually useful. While I still love the Bouncer and I actually think the Plasma Coil is better in this game than in Going Commando, the Lava Gun is the most noteworthy of these, as it’s a little note from Insomniac saying “hey we listened, sorry.” In Going Commando, it upgraded to the Meteor Gun, and completely changed the basic utility of the weapon, but here it will instead evolve into the Liquid Nitrogen Gun at Level 5, still spewing the same liquid spray as the Lava Gun, but instead freezing enemies solid. The Miniturrets when upgraded will begin teleporting to follow you, and they’ll start shooting at crates when no enemies are nearby, which are both great upgrades to keep them useful, although they did get a bit of a nerf damage-wise compared to the previous game. The Shield Charger...well, you actually can’t get that until the last level of the game, so it’s not really that useful until Challenge Mode. After putting it in Slim Cognito’s slot, Ratchet and Clank split up and work together in one of the coolest sections of the game, as we jump back and forth between the two as they help one another break into Nefarious’s inner chamber. Not only is this probably the best Clank section in the PS2 saga of Ratchet games, it’s I’d argue the best one all the way until 2009, in part thanks to Clank’s new banana gun, which he can use to lure Skrunch the monkey onto switches or to distract enemies from Clank. Skrunch is a great way to spice up what would otherwise be the same old gameplay that we exhausted in Ratchets 1 and 2 using the returning Gadgebots. Again, nobody really had any great idea of what to do with Clank at this point. Skrunch isn’t actually the reason that this section works so well though, in my opinion; instead it’s the stakes behind the Clank gameplay. As Clank works his way through the upper path, we’ll jump back down to the lower path and take control of Ratchet, who uses his new Tyhrra-Guise to blend in with the little aliens and talk his way past the gates in their language, Tyhrranese...which is just burps and farts. Naturally. The Tyhrra-Guise minigame, like the Clank gameplay, isn’t really that great on its own, this is just an average little rhythm minigame that’s saved by the hilarious written dialogue between the Tyhrranoids and Ratchet. Seriously, somehow writer Brad Santos was able to sneak in a line about Amoeboids Gone Wild, including the line “you won’t believe what those slimy coeds will do when the cameras are rolling.” I cannot believe that line made it through. But somehow, the sum of these two decent-at-best parts works to become a greater whole. Maybe it’s because what would otherwise feel like two pointless stealth sections has a direct purpose - we see Ratchet get the Tyhrranoids to raise a bridge so that Clank can advance, and we see Clank unlock gates for Ratchet to get through - AND unlike a similar back and forth section in Ratchet 2, we see this teamwork all in real-time, as the camera pans between our two heroes, who finally kind of feel like equals during this section. It’s one of the few times in the entire Ratchet series that we get to have Clank working side-by-side with Ratchet rather than being just a backpack or going off on his own, and it’s just about the only time it happens outside of the co-op games. As a result, it’s far and away the most important that Clank feels in the series, again probably until 2009. Well, 2008 if we count the Secret Agent Clank game. And speaking of Agent Clank, it helps Clank even more that these sections feel like actual stealth sections that could take place in his fictional films and shows, it almost feels like his Agent Clank character maybe helped him out a little bit in training for moments like these. It may not have trained him, though for the revelation at the end of this level: That Dr. Nefarious is the biggest Secret Agent Clank fan in the galaxy. With some encrypted coordinates now in hand, the duo heads back to the Phoenix, or if you’d like to take a detour, they spend some time hunting for Sewer Crystals to sell to the Plumber. If you’re wondering what Sewer Crystals are, they-the-...they’re poo. In an attempt to bring back the crystal hunting from Going Commando, while also saving resources, the crystals are thrown into a series of indistinguishable sewer tunnels, where the only enemies are Amoeboids, and Big Amoeboids. At 2,000 Bolts per turd, I’d call it a good way to earn Bolts, but where Going Commando’s crystal sections were invigorating changes of pace thanks to their wider level design, in a game full of wider Battlefields this is an uncharacteristically claustrophobic slog, to the point that even finding your way to the central sewer line which will bring you back to the start of the area can take far longer than it needs to. We’ll call this another casualty of time and resources, although part of it is that one of the area’s designers immediately pawned it off to somebody else when he realized it wasn’t gonna turn out well. Following Qwark’s next hairbrained plan, Ratchet and Clank join the Galactic Rangers on a fight through the Tyhrranoid home planet, Tyhrannosis. With a name like that and such a similar red-brown color scheme, Sony should count itself lucky that it didn’t receive any letters from Lucasfilm. This is easily the most experimental planet in Up Your Arsenal, beginning with a HALO drop deep into a Tyhrranoid mortar encampment before opening up into an almost Haloesque battlefield, where you’ll drive a machine-gun-mounted buggy across the wide map to take down four enemy bases. It’s such an oddly refreshing breakaway from anything Ratchet had attempted prior, and it’s successfully able to simulate this huge planetwide conflict even though the only friendly soldier you’ll run into is Skrunch, who mans the buggy’s machine gun. Each of the four bases spread across the map open up their own unique combat encounters, ensuring that none of the four feel like retreaded ground, and once the massive anti-air turrets at all four bases are destroyed, the Galactic Ranger dropship can move in to take this invasion to phase 3 of 4. Inside the Tyhrranoid hive, we get the single most Zelda boss fight in the entire Ratchet franchise, and it just so happens to be one of my favorites too. I mean, right down to the Tyhrranoid Queen’s introduction it feels like a love letter to Ocarina of Time’s Gohma, all we need is the boss’s name to pop up as text and for this thing’s weakness to be her eyes. Obviously fighting it isn’t going to be a Zelda affair, but thanks to the arena’s grid structure and her attacks, she’ll be a very pattern-focused fight, as you’re pumping her full of lead while constantly backing up and jumping to dodge her sweep attacks. When you’ve dealt enough damage, like any good Zelda fight, the Queen breaks into her second phase, but first we pan away from Ratchet and into the perspective of one of her eyes, still controlling our hero as he flees her missile barrage from her point of view. Again this sort of thing when I was younger? Mindblowing! And after a harder second phase in a more open arena, with no pillars for you to use to hide from the Queen’s machine gun attacks, you’ll finally defeat her...only for Qwark to take all the credit and public adulation, of course. There’s still work to do here on Tyhrranosis if you want some extra Bolts, as the Rangers are invading the Kavu Island combination Tyhrranoid base and multiplayer map. This string of missions acts as a basic primer for one of Ratchet 3’s multiplayer modes, taking you from your allied base all the way around the crescent map to destroy the disco ball turret things that protect the enemy base. Along the way you’ll even get to try out the new Hovership, and as a treat you’ll get to fight these homing launchers that fire missiles directly up into the air, offscreen so that you can’t see them coming back down to hit you. With no fair way to dodge their attacks, this missile launcher was the second recipient of the Snowbeast Award, which you’ll recall from my Going Commando retrospective is the tongue-in-cheek reward given out within the studio for the worst feature that shipped as part of an Insomniac game that year. It probably says a lot that even when it comes to these Ranger missions, the big new gameplay gimmick that was meant to carry Up Your Arsenal a bit, I’m not talking a ton about the game’s combat itself, because anything I could say I’d already exhausted just by saying “it’s Going Commando but a bit better.” For one that’s a massive testament to how amazing Going Commando is, that the best they could do and what’s often called the best Ratchet game is “more of that one.” But it’s also a testament to Up Your Arsenal’s unique position behind the scenes. According to programmer Tony Garcia, who had worked in quality assurance on Ratchet 1 and as a programmer on Going Commando and Up Your Arsenal: “One of the things about Ratchet 3 that was very interesting was that the team working on Ratchet 3 was pretty young in a lot of areas. I don't have the numbers, exactly, and while there were a lot of veterans on the team, I do believe that we probably had more very new to the industry types working on that game than we had on the previous projects. In addition, because we were now working on the third game in the franchise, we were also breaking some interesting new ground in that people who were coming on board the team were coming in as previous fans of the franchise, which wasn't something that had been possible on 1 (obviously) or 2 since it turned around so quickly.” With a team made up of not only less experienced workers, many fresh out of college, but also of fans of the Ratchet franchise already, fans that again keep in mind likely couldn’t have played much if any of 2 before they’d been hired to work on 3, it feels to me that the team was put into a bit of a unique situation, where the current Insomniacs knew exactly the game they wanted to make - a bigger and better Going Commando - while the new blood was working on the sequel to the sequel of the game they’d loved, working with the people that had made that game leading by example, without having fully played the game that bridged the two. To draw a comparison, this would be like a college student who played and loved The Legend of Zelda: Ocarina of Time, getting hired to work on Majora’s Mask just a few months later, even though they hadn’t even gotten past the kid Link part of Ocarina yet - except remember that I noted earlier that the onboarding process for new hires was greatly accelerated thanks to Up Your Arsenal almost immediately running behind schedule, so now that college fan doesn’t even get a full, proper training before being thrown into the fire. Sprinkle in a bit of the design team running out of many interesting ideas for new gadgets or puzzles, and you start leaning even more into the third-person shooter side of the game than I think was already intended to begin with. And this is compounded by the fact that a small handful of senior Insomniacs had already moved onto early work for Resistance, leaving current programmers to mentor the new junior programmers. According to one programmer I spoke to, nobody at Insomniac ever told them this was the plan, it was just assumed that by seating new blood next to the old guard that there’d be some mentoring. In practice, this meant according to this programmer that they had to keep answering questions while fighting to get their own work done on a continually shrinking timeline. Already, it’s pretty clear to anybody listening that the weight of the project may have been cracking some foundations, and as tends to happen, developers started cutting tiny corners wherever possible to save time or resources. And if this all wasn’t enough to doom a game, there’s another wrench here too: At one point early on in the project, one of the company’s most senior programmers, Ricardo Rodiguez, suddenly left Insomniac, leaving a large hole in his absence and surprising many of the former Insomniacs with whom I spoke. Although I wasn’t able to discern the reason he suddenly left, due to some sort of legal issue or settlement surrounding his departure, I suspect that his departure may have been part of the reason that the game fell behind earlier on in development. Before he left Insomniac, Rodriguez according to one ex-Insomniac I spoke to seemed like he might have been scouting for talent, and in 2004 he founded High Impact Games, a developer that would end up hiring many former Insomniacs, and the company that produced the two PlayStation Portable Ratchet titles, using many of the ideas that were left on the cutting room floor during Rodriguez’s time at Insomniac. Rodriguez at High Impact was supposedly adamantly opposed to crunching or unrealistic development timelines - so could he have been trying to take a chunk of the studio with him to greener pastures out of frustration with management? I can’t say definitively of course, but that’s a theory I’ve had. And let’s peel back even more than that, near the start of this retrospective I mentioned that it was during Up Your Arsenal’s development that an in-house level editing tool named Luna was also being worked on, as well as a separate scripting tool programmed in the Lua programming language, that won’t get confusing. Both of these were attempts to make it easier for designers to implement their designs directly into the game themselves. These according to every programmer I spoke to were NOT incorporated into Up Your Arsenal’s development, and instead a designer would work closely with a programmer to bring their designs to life, just as had been done in the previous two games. I would say that from the outside looking in, this sounds like a great way to play the telephone game back and forth, but I don’t have to say that. Programmer Tim Trzepacz, who worked on Ratchets 1 through 3 and had a pedigree running back to the Sega Genesis days, told me that the back and forth between programmer and designer was very inefficient. Trzepacz had tried multiple times to optimize this during his time across the trilogy, to make the tools more powerful so that designers could fine tune on their own, or even to make the programming work more intuitive for designers that maybe were less experienced coders, but that these efforts went ignored or worse by upper staff. Instead, from Ratchets 1-3 at least, and my understanding is that Deadlocked was designed this way as well, the Insomniac workflow included a designer providing the work to a programmer, with some designers collaborating more and making it a fruitful back and forth flow, and others dictating their designs and then figuratively or literally hovering over a programmer’s shoulder as the latter placed every object in a level one by one. If you were a junior programmer, you might be doing more of that grunt work of placing the level objects, all while still learning what you’re supposed to be doing from a more senior programmer, who’s also potentially dealing with a designer over their shoulder for the work they’re doing. If a designer’s work...well, didn’t work that well, they could go back to the drawing board and try to work together, or, as was allegedly sometimes the case, they could dig their heels in and make things harder for their programming partner. And none of this is factoring in the art and animation teams, still crunching away at cinematics and level art and sometimes spilling over into discussions of whether it would be possible or worth it to, say, add proper lip syncing to the Q-Force dialogue on the bridge that only a percentage of players would ever see. As can happen in any workplace, occasionally arguments got heated within the studio, but thankfully it doesn’t sound like they ever boiled over TOO much. Those animators were probably also counting themselves lucky that there was never a plan to include the Rainbow Afrolizer as a functional weapon in this game. Instead it made it into Act 2’s first cutscene as a little reference; once Ratchet and Clank have returned to the Phoenix, and with Ratchet regaling his fight with the Queen Tyhrranoid, Dr. Nefarious and Lawrence breach the ship with a hologram transmission. After Dr. Nefarious gloats at how informidable the Q-Force looks and then reveals that like President Clinton he, too, thinks that Agent Clank is a real Secret Agent, the transmission is traced back to planet Daxx, named after some loud-mouthed rat creature. This planet as Nefarious’s weapons facility had been home to many diabolical tests, including a device that forced a rainbow afro onto the target’s head, and forced them to dance uncontrollably. Don’t worry, I’m sure we’ll never see a dancing weapon again. Daxx is one of the few levels in Up Your Arsenal that evokes its predecessors’ branching paths, which may be in part because this level was another product of a crunched timeframe. The planet’s designer, Colin Munson, ended up in a situation where he had to map out the design for three or four levels all in one five-week timeframe, when traditionally each level would take five weeks on its own. With his time more focused on other levels, he decided to more or less copy homework from one of Going Commando’s most internally-praised levels, Dobbo. The similarities are clear, between the similar enemy designs and even some chunks of the level really evoking Ratchet 2’s testing facility. Ironically, despite this being an intentionally half-assed level, this one earned him the most praise over the ones he’d prioritized. Fate can be cruel. There’s not much I can say about Daxx as a result. It’s a good place to use the new Holoshield launcher that unlocked in the previous level, thanks to the amount of enemy fire all funneled at you from one direction, but the Holoshield isn’t as useful as I’d like in this game as it takes a really long time to earn experience from absorbing enemy attacks. There’s a neat platforming section where you’re running and using your new Hypershot gadget to avoid this attack ship destroying the ground below you, and the boss fight against it is neat. But otherwise, both in terms of design and story, Daxx has always felt a little bit fillery to me. One of the three routes is just a path to the Charge Boots, the path through the facility leads to you learning that the reason you came here, the plans for Nefarious’s secret superweapon - the Biobliterator - were actually moved to the next planet, and after defeating the attack ship on the third planet, you’re told to go right back to Annihilation Nation to progress. The saving grace of this level is, of course, one of the best and dumbest cutscenes in the entire series, featuring robot popstar Courtney Gears. I’ve realized over time that any time I stop playing Up Your Arsenal, it’s right around this string of levels in Act 2. All of my old saves stopped not long after Daxx on one of the subsequent two or three levels, I think because the game starts to stretch a bit thin here, and we’ve seen almost everything it’s going to have to offer besides story. Right around now you’ll have access to 75% or more of the game’s weapons, and only one of the remaining few is an all-new style of gun. As I’ve already said, I’ve beaten this game a hundred times, so if I want my fill of Up Your Arsenal, it makes sense that I might only play the stellar first act and get out in a couple hours before it starts to get stale. But even still, when I think back, this is always where I stopped after I first completed the game. Which is even more interesting since one of the two story forks here is one of my favorite levels in the game! That would be the Obani Moons, a two-in-one level featuring both of the spherical mini-worlds that appear in Ratchet 3, custom gravity and all. The first is a really quick-but-fun Refractor section where we relink a series of satellites, following the laser as it arcs across the curved horizon, followed by a full-scale Ratchet level mapped onto one of these spherical moons. This is exactly what I wanted out of the spherical gravity when I played Ratchet 2, to see a level with proper combat encounters against more than just a couple basic enemies, and this delivers and then some. Even if the neverending combat is starting to drag the game’s pace a bit, I always try to make it at least to the end of this level just because it’s a personal favorite of mine - at least until it ends, because we hit a wall. With the third of this trio of moons protected by a forcefield, and Skidd for some reason here trying to break in with a crowbar, we have no choice but to leave for now. Across the way down the other story fork, we head to the arena, where Clank offers to book Courtney Gears in an episode of the Agent Clank show, and then we go to the Agent Clank set and play a level in the character of the Secret Agent, with a director yelling at us and all. We even get a Giant Clank fight which...yeah, there’s a reason we never see Giant Clank again after this in the Insomniac Ratchet games, the gimmick’s already run dry. However, Courtney Gears is actually in cahoots with Dr. Nefarious, and maybe in bed with him? Imagine those two going at it, gross. Ratchet, meanwhile, is at his trailer waiting for Clank to finish shooting, completely oblivious to his friend’s capture. The ensuing fight with the Tyhrranoids that invade the set because of course they do is fine, the level gimmick of working through a bunch of Hollywood lots and warehouses is an awesome vibe, but it’s again just kind of more combat, with a few of the Hacker gadget puzzles to break up the shooting. At the very least, I do like the Hacker, it’s a more involved gadget than the ones featured in previous games, even if it’s clearly just Tempest. Hey, I didn’t know what Tempest was at the time so I was fine with it. But even though this level is far and away where I’ve stopped playing Up Your Arsenal the most, it’s home to my favorite weapon in the game, the Rift Inducer, which fires out a black hole that sucks enemies up. The ability to fire multiple of these rifts at once and watch as they warp space and time, inching ever closer to one another, before combining into an even bigger black hole is just so cool, and watching enemies flail as they circle the drain, man it’s such an incredible set and forget weapon that I never forget it, I end up staring at the carnage and chuckling. I’m a healthy adult, don’t look at me like that. But don’t forget, this whole Courtney Gears saga has been a slight detour from our main goal, even if it did loop back in thanks to Nefarious grinding Gears. Nope, still gross. At the end of the level, Ratchet finds Clank, who’s acting a little bit...different, but hey Clank somehow found Nefarious’s exact location and escaped I guess. We won’t get to find Nefarious yet though because of course, we’ve got another detour to go on, it’s been a whole hour without some Ranger missions. The Rangers are under siege in Blackwater City, which on paper sounds like a great way to revisit one of Ratchet 1’s best levels, but in practice it’s just a random multiplayer map that’s Blackwater City in name only. After saving the Rangers’ behinds yet again in a handful of missions, one of the rangers gives Ratchet a pair of gravity boots, because I guess Ratchet was in such a rush at the start of the game that he didn’t pack his bags. Good thing this game doesn’t have any Grind Boot tracks, or else he’d have been screwed. At the very least, this is the dumbest lead up to the New Item jingle in the trilogy, I love it for that alone. Depending on your playstyle, you might tackle this Blackwater City fight a bit earlier, I usually do it in this order because Blackwater City is easily the least enjoyable of the Ranger side ventures, clearly the one most shoehorned in as padding. Like with most of these Ranger missions, it’s just short enough that I don’t mind it too much in the moment, but when I step back to look at it more critically, these little “just short enough” moments add up enough to lead to me tuning out here so often. Not every multiplayer map needed to be brought into the single-player, and the thing is, they actually did know this, because 6 of the 10 maps were multiplayer-only, including a callback to Ratchet 1’s planet Hoven that I almost expect to find out was originally meant for the campaign too. While we’re on the subject, now’s as good a time as any to talk about Ratchet 3’s online mode. As I mentioned earlier, Up Your Arsenal was one of the first PS2 games to feature online multiplayer through the PS2’s broadband adapter. With no real idea of what online design would entail, the multiplayer component of Up Your Arsenal was put together by a small, separate team that rapidly fluctuated in size, starting with just one programmer and a couple designers, and ending with a much larger crew. At one point, the multiplayer beta tests were pushed up a month from July to June 2004, because the studio realized that they’d have no time to implement changes and consider feedback in the few weeks before they had to start printing discs. Half of Insomniac’s 16 QA testers ended up working full-time on the online mode, all while nobody was even sure what the multiplayer’s player base would look like. I’d venture to guess that the vast majority of people that bought Ratchet 3 maybe played a couple rounds of the splitscreen multiplayer, but never got to or cared enough to bring the game online. But the thing that’s worth noting is that while today so many players look at the multiplayer and wonder “man why would they even spend their time on that? Just make the single-player larger!” - myself included until recently - if you look at the context, Ratchet 3’s multiplayer is historic. I checked just about every single console game that had released up until this point and by my count, it’s only the third console game, ever, to feature simultaneous split-screen and online play, meaning that you can play with a buddy on your couch, while also online with 6 other players. You might be thinking one of those first two was Halo, but Ratchet 3’s release date being pushed up a week actually means that it was released a week before Halo 2, and thus Halo 2’s multiplayer. Star Wars Battlefront beat both of them by a few weeks, and before that the first console game that I could find with split screen online was Tribes: Aerial Assault, which mind you came out before the PS2’s broadband adapter so you were playing that with a 56k modem. So while you might question at first why so much time and so many resources were dedicated to making essentially a separate game that only 5% of players may have even played, it was more than worth trying, because there’s a universe out there where Up Your Arsenal is the big breakthrough in console online multiplayer instead of Halo 2, and that’s just incredible to think about, even more-so when you remember that Ratchet 1 came out a year after Halo 1, and here this third game is out right before Halo 2, beating it to the punch. It’s a shame that so many of us didn’t get to try the online much when it was active on PS2, because the main Siege mode is really cool, and the fast-paced Ratchet gameplay translated into a PVP battle is a sight to behold. In Siege Mode, you’ll work with your team to capture a series of nodes across the map, by defeating the defense turrets and turning a Bolt crank. Once a node is yours, you can spawn there upon death, and more importantly, it brings you closer to the enemy’s base. Each team has a slightly different base in terms of defenses, but both have these giant disco gatling gun turrets as their main defense. Once you make it into the enemy base’s interior, you have to destroy the power core to win the mode. All the while you can find the nine weapons spread around the map, all but three of which are weapons reused from 1 and Going Commando, since the multiplayer was developed ahead of and separately from the main game, before 3’s weapons were even designed. By killing enemy players, the weapons will even level up just like the main game, and the buggy and hovership are available in some maps too, with each allowing for a driver and a passenger to help shoot at or bomb enemies. Gadgets like the Hypershot and Gravity Boots are available for swinging across gaps or walking on magnet paths to flank enemies, and the Hypershot especially is useful since some parts of maps are destructible. It’s incredible how ahead of its time the multiplayer was, at one point there was even a planned killstreak that would drop in a giant mech to wreak havoc on the enemy team. It was cut because the PS2 just couldn’t handle the extra strain, but Ratchet 3 came close to beating Titanfall to the punch by over a decade. I’m just saying put Ratchet in Apex Legends thank you. I was fortunate enough to play some rounds back on the PS3 port before those servers went down, and although it was a bit different thanks to a number of bugs and exploits being tweaked or removed, and although I wasn’t great since only 50 people really played the game still and they were all folks who played the game since the PS2 days, Siege mode was still a blast. Not many modes since have captured the lengthy back and forth wars of attrition, probably for good reason, but still. After all of these detours, we can finally return to that third Obani moon - yeah, remember that? - where after a short and sweet gravity-based section that even calls back to Ratchet 1, we’ll find that Courtney Gears has kidnapped Skidd and turned him into a robot, on the set of her music video about committing genocide against all organic life. Well, hey, at least that’s good brand synergy. After Ratchet takes down Ms. Gears, the now-robot Skidd is transported safely back to the Phoenix, and Ratchet and Clank rendezvous with Qwark near the last known location of Nefarious’s ship. It’s a trap. This game’s already copping so much from Star Wars so I’m allowed to do it too. Somehow Qwark gets past all of the security and leaves it for us to fight because, hey, more combat is always nice, but as Clank foreshadows, this ship is actually set by Nefarious to self-destruct. Qwark stays behind to try and retrieve something important and Ratchet waits as long as he can, but with time running out, Clank ejects their escape shuttle, leaving the villain-turned-villain-turned-hero to die in Nefarious’s trap. After a somber funeral on the Phoenix, Big Al gives Ratchet the fourth and final episode of the Qwark Vid-Comic, which Ratchet plays to get an idea of where Nefarious might attack next: Metropolis. Actually, it’s kind of funny, because Al immediately pops up with a cranky help desk reminder to play the Vid-Comic, not 30 seconds after sobbing when giving it to you. Jeez, dude, I’m going I’m going. For as weak as this act can be thanks to all of the back and forth runaround and the maybe-kinda-sorta starting to stagnate combat, Metropolis brings us into Act 3 with a bang. For one, rather than drag out the reveal that Clank has been brainwashed or something, we get a cutscene on the way to the city that shows Nefarious revealing to the real Clank that Ratchet’s been none the wiser while working with a Nefarious-built evil imposter named Klunk. That’s a good start, but even better is that unlike Blackwater City, Metropolis is a full, proper level, and more importantly it looks and feels like the same city that defined the energy of Ratchet 1 and really the entire franchise. And after invoking that feeling of being right back at home, in a classic level, Ratchet 3 jolts your system early into the level when Nefarious unveils the Biobliterator: A giant Death Star that turns the entire planet’s population into subservient robots. All however many billion creatures, even the Tyhrranoids that already worked for the Doctor, instantly under his dominion. Nefarious isn’t just another Drek, who happens to end up one planet ahead of Ratchet and Clank; he’s not a Qwark, who has a plan but tends to stumble the whole way with execution - he’s been actively leading them astray from the moment he first appeared, feeding them into his traps, even if those traps fail somehow. It’s sinister, and it’s even more of a gut punch that Nefarious actually succeeds. And after you get to this Biobliterator scene, every Tyhrranoid you’ll see from here on is a robot, even if you go back to previous planets to clean up Titanium Bolts. Although that’s such a small touch, swapping the enemy textures quickly after a certain triggering point in the story proved a monumental effort, to the point that the PS2 discs had to be printed with some of this data on the innermost part of the disc; otherwise, the game wouldn’t load everything fast enough between planets. This is another one of those hacky tricks and smart corner cuts that made this game work despite pushing the PS2 past its limits, and it’s these platform-specific tricks that would prove troublesome later. It’s probably about time to pull that bandaid off and talk about the Ratchet & Clank Collection, a PS3 port of the original trilogy of PS2 Ratchet titles, developed by a studio named Idol Minds. The studio not long after this project adopted the working name Deck Nine and is now at the helm of the Life is Strange series. Thanks to so many of these little cheats that Insomniac worked with constantly on this trilogy, Ratchet’s always been a bit of a pain to work with unless you were using an actual PS2. Even playing Ratchet & Clank via hardware emulation, using a PS2 disc on a fat PS3, caused problems, emulating them was awful until relatively recently, and even then there are some issues with shadows on some games. A best-case scenario would have made these games a pain to remaster, but this dozen-or-so member port team had nothing close to the best-case. Insomniac’s archiving process, just by virtue of its crazy development schedule, hadn’t been that great during the PS2 days, meaning that to begin with Idol Minds had to rebuild much of the trilogy’s asset database from the ground-up. Since these sorts of HD Collection ports aren’t exactly well-budgeted, and since Sony supposedly at this time had a weird policy about what a remaster’s developers were permitted to change from the source, Idol Minds was left a bit handcuffed. On top of that, somebody at Sony Computer Entertainment wanted Idol Minds to rebuild Ratchet 3’s multiplayer with a new online server structure. And to top that all off, despite an initial Fall 2012 release date in mind, for reasons that have never been given, Sony bumped the Collection’s release date up in Europe only to June, cropping 2-3 months of potential polish work. Keep in mind that none of this is factoring in the downloadable version of both the whole Collection, and each game individually, which would require slightly different tweaks to account for all of those little tricks Insomniac used - three games on a Blu-Ray all can’t share the same spot at the innermost part of a disc to load more quickly, but Idol Minds could allocate data in a different way when a game was bought separately on PSN. The things that made these games work on PS2 are exactly the same things that led to the ports sometimes being broken, and it’s a miracle that Idol Minds was able to keep the damage mostly to cosmetics. The end result is that Ratchet 1 more or less came over totally fine since it had the most time that went into it; Going Commando ended up with a couple issues such as the weird oversized floating helmet during cutscenes, but is fine enough; and Up Your Arsenal got the worst of the trilogy, both thanks to the multiplayer requirement and the shorter timeframe. Which, I guess is fitting given that that sentence could also describe the PS2 version of Ratchet 3. Now, I’d love to give you some firsthand verification of this or the direct story of why these ports struggled so much, but sadly the team at Idol Minds responsible for this port comprised fewer than a dozen people, and they’re all just about ghosts. After hours of searching every lead I could find, only one of them even had any online presence at all, and any attempts I had to contact these developers or the studio directly were met with silence. So until somebody can reach these folks, my decade-long research to try and get answers about this port’s issues comes down to a combination of my own recollection of the release date fiasco, and the suppositions of a couple former Insomniacs - I actually remember first finding Mike Stout and Tony Garcia’s developer let’s plays back in 2012 when I was first doing some of this research, so in a weird way this rough port is heavily responsible for this retrospective being so thorough. Funnily enough, if not for these ports, rough as they may be, and without Idol Minds having done the legwork to rebuild Insomniac’s archive for Ratchet 1, Insomniac may likely not have been able to reuse the exact level meshes in 2016’s reimagining of that game - which means THAT game would’ve looked much different too if not for the HD Collection, but we’ll talk about that when we get to that game. Moving back to Metropolis here, this tends to be one of the more challenging levels in the game, as the new robot Tyhrranoids take more damage because of that built-in armor, and pack more of a punch because...robot bullets? It’s a huge leap tonally from the rest of the game thus far too, with the Biobliterator looming in the horizon, floating around as it presumably converts more of the city into robots. For once, you really feel like Ratchet and Clank failed, like you failed. You really have to earn your victory on this one, but when you do, we get another one-two punch of awesome boss and awesome callback. On the very same trains that acted as a setpiece in the first Ratchet & Clank, you’ll take on Giant Klunk, because of course Nefarious made sure to give him a giant form. The fight isn’t exactly hard per se, since he’s mostly just throwing the same bombs with shockwaves that most bosses in this series have had, but it’s a system-pushing sight to behold as Giant Klunk flies between the front and back of the parallel trains, with the city flying by behind you. During moments like these especially, man, you can’t get better than this with a Ratchet game. And even once you’ve saved Clank and destroyed Klunk, that feeling of failure still lingers, because Nefarious’s plan completely succeeded - Klunk was disposable, the entire city of Metropolis is in shambles, Captain Qwark is dead, it’s about as bleak as Ratchet can get. Whoa wait, did Ratchet just say that being a robot is worse than being dead...to a robot? Goddamn, that somehow made it worse. You can take out some of your frustration by helping the Rangers clear Metropolis of robo-Tyhrranoids after this, if you’d like, but otherwise all you can do is admit defeat and regroup at the Phoenix. And y’know what, credit again to writer Brad Santos, because the game makes sure to straddle the line between the situation’s gravity, and bringing in a little levity. These are still really weird jokes to make four years after the guy left office, but I guess when you’ve been working nonstop for 3 straight years cranking out games, some references are bound to date themselves a bit. Aside from the usual jokes though, Ratchet 3 tends to keep this darker tone for the entire third act up until the conclusion, almost harkening back to Ratchet 1 a bit. Sadly, the rush also does show a little bit here, and it can take away a little from one of 3’s shining achievements: Its ability to conclude Captain Qwark’s character arc. Naturally, it’s been obvious that Qwark’s not actually dead, since y’know, he’s in almost every game since, but for a brief moment in 2004, there was a chance, you could actually believe it. That moment lasts no more than like an hour though because it only takes two planets to discover that Qwark’s alive. After Metropolis and with Nefarious’s whereabouts yet again unknown, Sasha, now back in control of the Starship Phoenix, sends Ratchet to the crash site to look for any evidence of whatever Qwark was looking for on Nefarious’s ship. Nobody thought to look for survivors or anything earlier? Jeez. The bright side is that this plot point might take longer for some players to discover than others, because fighting through the ship’s wreckage can be a nightmare if you don’t know what’s coming. If your weapons or health are underleveled, or if you haven’t purchased one of the more recent sets of armor back at the Phoenix, you can expect a lot of deaths, and a lot of spawning right back at the start of the level. By this point though, you should have more than enough of your weapons leveled up to max or at least close, and even though using a maxed out weapon is sort of wasting experience you could be gaining with another one, you’ll definitely want to abuse your Level 5s here. At least this difficulty spike is understandable with respect to the story - after all, Nefarious packed the ship full of troopers to kill Ratchet, Clank, and Qwark. Well, not Clank since he had Clank, but I guess he was alright with Klunk being collateral. It makes for a unique level aesthetically too, so even though I used to hate this level as a kid, it’s grown on me over time. And, if you look carefully enough when exploring the destroyed hull of Nefarious’s cruiser, you’ll find the Nano-pak, a really neat piece of gear that stores extra Nanotech that you might pick up when you’re full on health, and dispenses it if you’re ever close to death. While Ratchet and Clank do actually find that Qwark was looking for something, an encrypted data disk specifically, they also find his boot tracks in the dirt, and they discover that he escaped and took a cab...somewhere. But before we can find out what’s on the disk, the Rangers need help one final time, this time on planet Aridia, another throwback to Ratchet 1. If you didn’t know any better, you’d think this was meant to be the final game in the series, with how much love it throws back at the first two! Aridia also unlocks our final weapon in the main game, the Qwack-o-Ray, the game’s morph weapon which turns enemies into ducks. Later it turns some foes into bigger ducks that’ll fly around you and divebomb into enemies, and the rest of the ducks will shoot out fiery exploding eggs, Kazooie eat your heart out. After trekking through multiple missions on yet another multiplayer map, including one where you’re tasked with assassinating several Tyhrranoid generals which is pretty brutal messaging for a Ratchet game, the Rangers reward you with this game’s token last-minute gadget that’s only used once, the Warp Pad. Another casualty of time, the Warp Pad was initially a glove-based gadget that would let you teleport anywhere you could throw a Warp Point. So, imagine Ratchet 1’s Bomb Glove, except anywhere you could throw a Bomb, you could teleport. Since the idea would’ve been easy to work into the game, everybody involved put it off for a while, and then realized oh dear god wait, can you imagine how easy it’d be for any player to break the game or get out of bounds and soft lock themselves, and if Sony finds any sort of out-of-bounds softlocks they won’t let us release the game until it’s fixed? So, instead the Warp Pad was cut back in scope immensely and can only be activated on specific Warp Points, of which there are only a couple, and only on our next level, Qwark’s secret hideout, which Ratchet and Clank discover thanks to a secret fifth Qwark Vid-Comic. Qwark's hideout is mainly notable as one of the few multi-path levels, with the optional path giving you a Gadgetron PDA, fitting considering Qwark’s side gig as a PDA salesman - and because it has the third and final Clank section of the game. Conveniently, Skrunch the monkey is hiding in a briefcase in the middle of this random asteroid, too, because Clank wouldn’t have gotten far without him. The level itself is another one I’ll chalk up as just fine, it’s mostly combat as usual, this time against hundreds of terminator-styled Qwark robots. The main reason to push through is that at the end we get the catalyst to what I’d argue is Qwark’s final piece of development in the series. Even though he’s been in almost every game since, often prominently, he gets pretty badly flanderized after Up Your Arsenal, and that’s a shame but it does make sense. One of the strongest facets of Ratchet 3 is that it pays off the fact that this trilogy, at first completely unintentionally, is more of a story arc for the Captain than it’s been for our titular heroes. When we first meet him in Ratchet 1, he’s a past his prime wash-up trying to cling to any money train he can; in Going Commando, he’s so driven by his need to be that hero, by his need for the fame and adulation, and maybe a bit by revenge, that he’ll rig a galactic crisis just to save it; and in Up Your Arsenal, when he’s had the chance to truly redeem himself, he comes so close to that redemption, only to tuck his tail when his life is in danger. We’ve seen Ratchet go from idolizing him as a younger kid to making his life’s goal revenge on Qwark, to laughing him off as some buffoon, to in some small way trusting and maybe even respecting Qwark in this game. And many players will feel the same way - yeah he’s obviously the actual villain of Ratchet 2, and that’s a bit inexcusable for the character, but when push comes to shove here in 3, he does the right thing. His horrible plans somehow end up working perfectly and they’re always spot-on even if they’re drawn in crayon. The Q-Force he picked is actually a pretty competent squad despite looking ragtag. And even though he recognized his mortality and fled from it, he actually was trying to help save the galaxy in the moments before Nefarious’s ship self destructed. So for him to turn away from everything he’d done, from all that progress he made, that actually hurts, not just the characters, but us a little bit too. It’s in this moment that we’re a little bit of both Ratchet AND Clank, frustrated that yet again Qwark’s awful narcissism would bring him to do the wrong thing, but because this is a kid’s game, confident that at the end of the day, Qwark will come around and as Clank says, be the hero that he’s always wanted to be. For now we’ve gotta leave Qwark alone, because we’ve got more pressing matters. When Ratchet gets to his ship, he finds out the Phoenix is under attack and the crew is in danger. What ensues is another kind of harrowing level, where we fight our way with a handful of Rangers through our home base, our safe haven, to rescue our friends. If the game was going to have a hub, it had to have a hub defense mission, and this is some perfect execution. Except I’m not sure why they went with the robot ninjas, that feels a bit...off. It’s a shame, then, that what WOULD have ensued on this level was meant to include a space combat level, where Ratchet would dogfight his way around the Phoenix Star Fox style, taking down enemy dropships and robots trying to breach the outer hull. However, space combat for reasons that to date haven’t been fully explained were cut entirely from the game. Today’s the day to change that, because I spoke with the programmer tasked with working on the space levels. Considering space combat was featured in both of the first two games in some capacity - its absence here is pretty loud, and there’s absolutely a bit of a hole left behind when the game aiming to be bigger than its predecessor had to crop back multiple features present in that predecessor. This game after all features almost everything that the previous games did, as part of the goal of being bigger and better - we have spherical worlds with their own custom gravity, Giant Clank is here, there’s even a spot in the Phoenix where you can purchase ship upgrades. It’s limited to only colors and aesthetics, but that the cosmetic store made it into the game without the accompanying gameplay has always been odd to me. And even though almost every other piece of cut content from Ratchet 3 made it into the game’s Insomniac Museum, including the scrapped racetrack in a semi-playable state, the space combat was never even mentioned. That’s in part because, according to designer Mike Stout, the space gameplay never made it past the devkit, and thus never made it onto any of early builds nor the 1700 discs that had been burned during Up Your Arsenal’s development. It was at least playable, but it was early enough into development that it never had proper art made or implemented. Stout, who I’d like to note was not responsible for designing the space levels in 3, recalled to me that these sections were meant to be similar to the on-rails Star Foxesque sections that later appeared in the PS3’s Ratchet & Clank Future: Tools of Destruction, and this sounds similar to the concept that programmer Tim Trzepacz described to me, as the programmer tasked with bringing Ratchet 3’s space combat together. Trzepacz described a style where you would be “chasing a string of enemy ships through an asteroid belt in a circle,” and later, a design where you’d be flying above and around the Starship Phoenix, fighting off attackers during the ambush later in the game. When I showed Trzepacz a clip of the Tools of Destruction space gameplay however, it apparently didn’t look quite like what he was tasked with making, based on the designs he’d been given to work with. To him, and apparently to others within the studio, the on-rails sections just didn’t seem good enough to show to Sony during an early demo showcase, or that good at all really. Trzepacz was given a month to turn the space combat around - a design in which, remember, he had no say, as a programmer that had to answer to the designer - and the pressure certainly didn’t seem to help. This, he told me, was the third time he’d been given such an ultimatum during his three year stint at Insomniac. Just under a month later, Trzepacz made it clear that he couldn’t make the prototype work in the time he was given, and he departed the company later that week. That this was the third time he’d allegedly been told in no uncertain terms “make this work in a month or else” had me very concerned about what’s been for most of my life my favorite game developer, the crew that consistently released games that I enjoyed more than most anything else. And again, I want to make it clear that at no point in this retrospective have I personally insinuated that excessive crunch occured, I’ve only referred to it when directly talking about an employee’s words to me or the public. Many of the ex-Insomniacs I spoke to leveled the crunch pretty evenly compared to their other employers since in the industry - nothing too bad necessarily, just about what you’d expect near the end of a project. Likewise, there’s a strong chance that this retrospective will receive testimonials in the comments from other Insomniacs with whom I didn’t speak - after all, even with all of my research, there are more than 90 people I couldn’t reach, and I had blind spots where I couldn’t obtain interviews, such as the multiplayer crew, the Idol Minds remaster team, artists, management of course, et cetera - and some of these people may vouch that Up Your Arsenal’s development was more or less fine - but crucially, that’s from their perspective. Especially across different specialties, developers will invariably have their own experiences during production, just as invariably, their own experiences cannot discount others’. We’ve heard stories of people being called back in late at night because something with their work went wrong, and stories of programmer Tony Garcia staying at the office and working for 72 straight hours to clear up his bug list, and these stories started to concern me more and more with every thread on which I tugged. When I asked Garcia about that crunch period, he made it clear that nobody at Insomniac had asked or pushed him into doing that - it was something he did, in his words “entirely on my own for some pretty dumb and misguided reasons at the time.” When somebody higher up noticed, they stopped him right away. According to Garcia, that bug crunch didn’t even make much sense looking back because they weren’t in any final stretch to finish the game or clean it up, and the game would’ve been just fine if he hadn’t done that. But this is where the development team’s relative age and experience is important. As Garcia noted during our conversation, he was only three years into his employment at Insomniac, and even though he was so new relative to some of the folks that had worked on Spyro, he was in some sort of position to set an example for the dozens and dozens of new hires that had come in between Ratchets 1 and 3. While Garcia didn’t say this part to me directly, the Snowbeast award came to be specifically because so many new hires complained to him about the Snowbeasts from Ratchet 2 - a situation where fans are talking to the artist directly about his work, except those fans are colleagues now. If you’re this fresh, young developer eager to prove yourself in the industry, working at a studio that made one of your favorite games just a few years ago, and you see those same developers working day in and day out, you follow in those footsteps. One of the former Insomniacs I spoke to, who worked on multiple projects, told me they worked 12+ hours a day on weekdays, and then on top of that an additional 12+ hours over the weekend, effectively working seven days a week for their entire multi-year tenure at the studio. According to this employee, they were given a small salary increase at one point during their time there, which placed them just above the threshold at which they were no longer guaranteed overtime for those extra 40 hours a week. Now if you came in and saw that as a new worker, you might not know about the alleged avoidance of paid overtime, you’d just see somebody working incredibly diligently every single day and think that’s the normal here, without knowing that that person was going through hell every day. And if you overheard CEO Ted Price say that if you’re not working weekends, you might not have a future at the company, as one former Insomniac recalled - guess what, that’s the normal to you, and you’ll want to step up to stick around. And if you saw people sneaking in little hacks such as printing discs in a specific way to load the Tyhrranoids’ robot textures on earlier planets, or a workaround to patch the game’s multiplayer, on a console that didn’t allow for patches, by writing updates into the buffer space underneath Sony’s End User License Agreement - that’s the normal to you. And if you saw the fancy new tech being worked on for Resistance and wanted to somehow work it into this less-advanced project, like, say, reworking the pathfinding for the Battlefield missions, that’s the normal to you. You, as a new employee, would be surrounded by some of the cream of the crop of the industry, by people like Ted Price himself that stayed long hours or overnight to get more work done even though they weren’t asked to - or the people that actually were called back in late at night because something went wrong, as one Insomniac recalled to me - you were part of a team so determined to ship the absolute best title that they could in spite of everything that went wrong during development, that you probably took part in the crunch culture yourself, because the management both set a poor example and didn’t stop it when it occurred. Whether Insomniac’s crunch was any better or worse than the rest of the industry, that seems like it depends on what the person’s role was, but it was there. None of these games could have come out if not for it. Crunch was, and this is me speaking here, professional opportunities be damned, factored into the time budget of this franchise for years and years, that is a fact, that is an undeniable fact. This is a game defined by the ambition of those who made it, and I can’t help but feel a game occasionally, ever so quietly tormented by it. The game was supposedly a disaster in the weeks leading up to its release, with one Insomniac employee expressing fear that they were going to be responsible for Insomniac’s first critical failure. This game, Insomniac’s highest rated game to this day, was a butterfly’s wing flap away from being the worst and potentially as a result last Insomniac game. And this is the trade-off with Up Your Arsenal’s ambition: A more directed and frankly better-written story led to animators supposedly having to crunch to finish the story scenes. A more focused gameplay approach finally allowed Insomniac to put together the character-action game they’d been looking to make from the jump, but because platformers were really starting to go out of vogue during the PS2 era, they actually betrayed that very template of shooter-platformer hybrid that they set as a goal. The constant barrage of enemies allowed designers to better balance the weapons, especially now that weapons could be upgraded multiple times, but almost all of Ratchet 3’s variety as a result is either weapon variety in a game where 7 of the 20 guns are standard weapon tropes, and 5 more return from previous games directly, leaving only a few that are really new outright - or a variety of combat situations, since secondary features like racing and space combat ended up cut partway through development due to either a lack of time and resources, thanks to the issues that arose from the multiplayer, or simply because they just weren’t turning out to be that fun. Because there was arguably a lighter variety, some fans felt from the jump that Up Your Arsenal was chasing the high that was Going Commando, but struggling to keep up with it after years of current developers pushing so hard to keep these games churning. And the irony of that variety thanks to all of this, thanks to the animation team being behind, thanks to the story treatment aiming to save artists the time by cutting back on the number of unique creatures, is that there’s less of a variety of enemies, in the game where you’re fighting enemies the most. And the thing is, despite how this all may sound, I love that this game has that combat focus. In the moment, when you’re playing it, Up Your Arsenal is an exceptionally paced game that masterfully puts together all of what Insomniac had learned from the first two games. There is constantly something to look forward to right around the corner, whether it’s a crazy new weapon or a twist in the story, or an interaction with a fan-favorite character. I love the perfected feedback loop of upgrading your weapons, the satisfying feeling of feeling a weapon get progressively more powerful as you shred hundreds of enemies per level. I love that weapons now give proportional experience when enemies are defeated, rather than all the experience going to whichever gun dealt the killing shot. I love that right when I might start to get bored of the more linear level design, that’s the exact moment that we’re told to revisit the arena, or when we’re given a series of Ranger Missions on a wide-open battlefield. I love that as weapons level up, they automatically gain bonuses like the acid mod or lock-on mod, rather than forcing you to buy them with secret collectibles you might not find in your first playthrough. I love that for as linear as its main level design is, Up Your Arsenal is the first game where every level was designed from the outset with secret areas in mind for bonuses like Titanium Bolts or this game’s new collectible, Trophies - no relation. Where in the first two games, Gold-slash-Platinum Bolts weren’t as planned, and instead just thrown into random areas that playtesters had accidentally found, here you’re guaranteed to have those little eureka moments more often per level. When I’m sitting down and playing the game, I’m laughing at the jokes even though I've heard them countless times by now, I’m enjoying the story, I’m having a blast. I love all of the optimizations of Up Your Arsenal...but, maybe fittingly given the game’s title, there’s always a but. I love the constant intensity of the combat in the moment, but when I step back I wish we could’ve seen some more of the little platforming sections that ended up being set aside as a result, rather than being segmented to just the arenas or the Vid-Comics. I mean, this game doesn’t have a single Grind Rail, despite those being one of the easiest ways to bring intensity without needing another fight. I love Insomniac’s efforts to throw in more strategic weapons, but I personally don’t find much use in ones like the Infector or the Holoshield, because they’re a bit too situational for how enemies usually come at you in this game. And to stretch that even beyond just this game itself, I love Dr. Nefarious, he’s an incredible character and in this game at least is the perfect combination of intimidating, formidable, and funny. As much as he’s used for laughs, Nefarious is a tragic villain in this game: A dude that was mercilessly bullied by our sort-of-hero Captain Qwark, a perfect foil for Qwark’s three-game redemption arc. But I’d really love for him not to have become a bit of a flanderized crutch for Insomniac to use in later games - and I’d have loved if his crazed evil scientist plots didn't devolve to “I want all heroes to lose.” That’s not the fault of this game, of course, but it’s something I think about now when I play it knowing the context that the rest of the series provides. And I love that Qwark by the end of the game has his come-to-Jesus moment, that he finally gets to be the hero he’s always pretended he was, but I wish that the conclusion to his character arc didn’t mean he would reset and retread from here-on out - especially now that his voice actor Jim Ward has retired due to ongoing health problems, I’d like to say Qwark’s deserved better than being just the buffoon for the last 15 years since Up Your Arsenal concluded his story. And to throw one more but out there, I love the next level, partly because it’s named the Nefarious BFG, partly because we can get the Plasma Coil starting on this planet and that thing just shreds everything to bits, and partly because it’s the easiest place to farm Bolts and break the framerate with how many Bolts come flying at you...BUT, it’s just straight-up filler. At the end Clank uses the BFG to destroy the Biobliterator only to discover immediately that a second, bigger Biobliterator is already finished and ready to go - eat your heart out George Lucas, Nefarious doesn’t even need to wait for his second Death Star. Double but...but we already knew there were multiple Biobliterators - the game told us immediately, the characters already acknowledged it, why is it a surprise now? It’s a really odd moment where this game drops the ball with the story. But it means that we can jump right to Qwark’s true redemption during the final assault on Nefarious. After Ratchet and Clank fight their way through a lengthy onslaught, pushing through corridors with waves of robo-Tyhrranoids guarding every doorway, behind every piece of cover; after taking down Nefarious...uh, okay after a fight through even more of Nefarious’s robot troops across a war-torn battlefield and past a giant destroyed Clank head which is pretty...uh, strange; after the Galactic Rangers show up and absolutely demolish the last troops in your way as a thank you for all of Ratchet’s help; and after an amazing fight against Nefarious, dodging his dozens of doppelganger attacks, jumping past his shockwave bombs that he throws in a staggered pattern so that you can’t just time your jumps formulaically, running past his anchored laser attack thing, Nefarious arms the Biobliterator, which goes into...arms and legs mode. Look, let’s not think about it too much, they were out of time and out of memory, and they’d just blown their load on making the Nefarious fight so damn good, so they admittedly half-assed the true final boss. But it’s here, with no possible way for Ratchet to win except either swerving around in a figure 8 pattern and holding down circle, or just shooting this giant Death Star with a sniper rifle a few times. Again, let’s just pretend okay? It’s here that Qwark makes his grand return, flying in his ship to distract the Biobliterator and give Ratchet a chance to fight. And it’s thanks to Qwark’s help, at least if we pretend that he did anything during that fight, that Ratchet and Clank are able to defeat Nefarious, with the Doctor and his Butler teleporting to some space rock 10,000 years away from any planets, just before the Biobliterator self destructs. And with that bang and a live screening of Clank’s newest Secret Agent film, featuring almost all of the characters we’ve interacted with over the last three games in the crowd, we end our story, and our trilogy. I could talk about the Challenge Mode or the new RYNO 3, but as with many facets of this game, they’re both pretty similar to what we already saw in Going Commando, with the RYNO acting like a combination of the first two RYNOs at first before eventually becoming a screen clear like Going Commando’s Zodiac. I could talk about the Museum some more, but aside from a few secret minigames hidden inside, it’s very much an evolution of the same Museum seen in Ratchet 2. Ratchet 3 to many acts as the pinnacle of this franchise, but many others make a strong case that it’s more iteration than innovation. But, at the end of the day, do these buts matter? Does it matter that the game feels like it has less variety than Going Commando did? Does it matter that the game was so close to collapse thanks to this top-down overambition at Insomniac, or that dozens of Insomniacs were undeniably afflicted with heavy crunch at points throughout the project, enough that despite this team being so young and so excited to be here, many of them were out of the company and some even out of the industry within a couple years of this game’s release? Yes, yes, I cannot lie, all of these buts matter, and they matter because if there’s anything we can take from these buts, it’s that Insomniac has been more open than you might expect from a game studio regarding crunch, and that the studio learned lessons from these games and from their ambition, if sadly not immediately. In this game’s postmortem writeup, Brian Hastings noted that in response to this project’s management failures, the studio had begun improving its training practices in each department, and that it aimed to improve its prototyping and planning from the outset to avoid running into issues with scope anywhere, be it cinematics or side modes. It’s worth noting that the incredible struggles with this game’s online mode didn’t come from a place of malice, it came from a genuine underestimation of what multiplayer design would take. But, these failures would serve to improve the online multiplayer for future Insomniac titles like Ratchet: Deadlocked and Resistance. Other realizations took a bit longer to really hammer home - it wasn’t until the post-mortem for 2006’s Resistance 1 that an Insomniac higher-up acknowledged the so-called star developers that would step up and bring a project together, and even after struggling with hiring and training during this project, those struggles continued well into the first PS3 Ratchet game that came out a year later, Tools of Destruction, when they were still hiring and training people on the project just three months before it shipped. Budgeting time for animations continued to be a struggle even as recently as 2016. But through each of these issues, the studio seems to have openly audited itself and admitted when it failed. Crunch is a dirty word in the games industry right now, and yet the main times I’ve used it throughout this retrospective have been in reference to when Insomniac’s third employee ever used the word himself to describe Up Your Arsenal. And yet the crunch on Resistance wasn’t as bad as it was on Ratchet, according to that post-mortem. And the crunch on Tools of Destruction based on my research, hasn’t sounded as bad as Resistance. Even as development costs have skyrocketed and projects have bloated more in scope, nothing came as close to the sun as Up Your Arsenal did, and Insomniacs, both former and current, seem to have taken from that experience and used it to improve themselves and their projects. Even the former Insomniacs that I’ve spoken to that left the games industry because of this project loved their time working on this game - they just wanted it to be a bit better managed. Does that passion from these former employees, that lamenting that they loved their work, just not the hours, excuse Insomniac’s management for allowing a toxic culture of overworking to breed? Absolutely not, and some part of me can’t look at these early games in the same light because of it. But, these failures provided at least some of the framework for Insomniac to get it right, to grow past the culture of just a handful of dudes working on a Doom clone in an apartment, to mature and catch up to the company size that ballooned perhaps faster than the management could handle. And, if Insomniac’s been about one thing besides crazy weapons in these last 15 years, it very much seems like it’s been project management, so I’d like to think that even if they almost certainly haven’t solved the issue entirely, they’ve gotten close. Regardless of your opinion on whether this game reached Going Commando’s level of quality or fell short, it’s because this game fired a shot even further out than Ratchet 2, it’s because it pushed way too close to the sun that future projects didn’t crash and burn, even if this one singed countless feathers along the way. Regardless of if you’re like me and never played the original PS2 version’s multiplayer online, and you’d rather have had a more robust single-player experience rather than compromising even a little bit - there’s another world out there where Ratchet 3’s multiplayer is looked at in the way that Halo 2’s is in our world. And regardless of how when I think of Up Your Arsenal, so much of what I love is followed by the word “but,” or how maybe I did want slightly more variety, or how I occasionally missed that exploratory vibe of the first two games, or how I wish some of the later games didn’t keep chasing at what made this game lightning in a bottle for the third year in a row - without those buts the rest of the series would likely have been developed under worse conditions, with more employees burning out or worse, breaking down. Over the last few years, whenever I’ve tried to sit down and write a script about this game, to write out my thoughts, I couldn’t get myself past that word - “but,” because there was always a but at the end of my praise. But, now, thanks to the developers I’ve spoken to, the stories I’ve heard - some I’ve been able to share, some I’ve not - I’m glad the buts are there. But, that said, I’m never doing a video this long again. See you for the 14 hour Deadlocked Retrospective. Give me money, I’m on Patreon. This video was made possible thanks to the generous support of my Patreon producers, including Goldstorm07, Vincent, Harry, James Boss, Terminally Nerdy, Wolfkaosaun, and Buckles Chucklo. If you’d like to help support the channel and future videos, you can do so at patreon.com/TheGoldenBolt. Thank you
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Channel: The Golden Bolt
Views: 79,126
Rating: 4.951046 out of 5
Keywords: the golden bolt, ratchet and clank, ratchet & clank, ratchet and clank 3, ratchet & clank 3, ratchet and clank 3 retrospective, ratchet & clank 3 retrospective, ratchet and clank up your arsenal, ratchet and clank up your arsenal retrospective, ratchet & clank up your arsenal, ratchet & clank up your arsenal retrospective, up your arsenal, up your arsenal retrospective, ratchet 3, ratchet 3 retrospective, up your arsenal development, ratchet & clank retrospective
Id: i55EWQWKQuo
Channel Id: undefined
Length: 121min 16sec (7276 seconds)
Published: Wed May 26 2021
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