The Lombax got shorter.

User Rating: 6.5 | Ratchet & Clank: Quest for Booty PS3
Ratchet and clank quest for booty is an interesting summer diversion. Besides being a big surprise when it was revealed last month at E3, it also serves as a story bridge between two high-profile projects. Specifically, Quest for Booty picks up sometime after Clank's disappearance in Tools of Destruction and leads directly into the next game (currently scheduled for autumn 2009) that is conveniently announced at the end of the credits when you conquer the final boss. Insomniac's initial PSN-exclusive foray is also interesting in that it's the first Ratchet game I've played that left me feeling a little less than impressed when it was all over.


Now, "less than impressed" doesn't mean that Quest for Booty is a bad game. That's actually not the case. In fact, there are some really cool puzzles and new gameplay elements that I'd like to see expanded upon when we get to the next title (and it extends the Captain Slag storyline from Tools, and Slag was one of that game's most interesting characters). No, what's truly behind Ratchet's lack of punch is the decision to follow an "episodic" method of design rather than the series' usual epic approach. Though the episodic format may have worked well for Siren when it was released on the PlayStation Network last month, it doesn't fit the Ratchet & Clank universe nearly as comfortably (even with its huge helping of pirate-themed silliness).

The reason being, as any Ratchet fan will tell you, is that the basis of the franchise's success has always been its mix of excellent pacing and gameplay progression supported by a deep arsenal of weapons and humor. Here, the three- to four-hour adventure doesn't allow you to enjoy the finer points of the series. The weapon upgrades are the shallowest they've been in years and, other than the "Kinetic Tether" ability given to your wrench, the munitions stash is just a do-over from the last game minus a few. Obviously, this means that there's a much smaller incentive for fans and veterans to experiment with weapons because they've already seen them in more powerful incarnations or had more of them to play with. Likewise, the shorter gaming time also means that there are fewer opportunities for the story to set things up and the jokes aren't as amusing as they normally are in the full-sized efforts.

Despite these issues and concerns, though, Ratchet & Clank Future: Quest for Booty still has enough of a pedigree to make it worth checking out anyway. The previously-mentioned Kinetic Tether, for example, adds heavier puzzle and platforming elements to the series and, in that sense, makes it a bit harder than the retail game before it. If you haven't seen it yourself, the tether is essentially a prehensile control-laser that can be used to activate spring-jumps that lift Ratchet into the air (usually towards jumping challenges of some kind) or to pull out bridges and lower or manipulate platforms that solve several "deep chasm" problems.

One my favorite ways to employ the tether comes near the end of the game. In this scenario, you're tasked with using the feature to move different environmental objects around so that, when positioned in front of a spotlight, they cast multiple shadows that can be pieced together like a jigsaw to form a recognizable image. It's creativity like that that keeps Quest for Booty fun even in its highly-downsized form, and it keeps me intrigued about how Insomniac will continue to explore the use of the tether in its next project.

Also, familiar and scaled-back as they may be, the weapons are still quite a joy to blow stuff up with. The Tornado Launcher is back, as is the Fusion Grenade, Lightning Ravager and Predator Launcher, and the control scheme (particularly lock-strafe mode) is as responsive as ever. So, while the types of enemies you'll face are more limited than before (expect to fight robot pirates and ghost pirates almost exclusively, with the occasional boss or creature-thing thrown in here and there), at least you can still light them up in a number of different ways. However, It would have been nice to see a better mix of foes that have weaknesses against certain gun types, or just a better mix of enemies in general. Even so, there's no denying the basic "twitch" appeal that the Ratchet franchise continues to maintain even when condensed.

Other interesting includes worth mentioning -- like the strategic use of glow-in-the-dark critters to help navigate pitch black caves and a fairly cool final boss battle -- add additional value to the $15 US price tag as well. Though again, due to its smaller stature, a lot of the depth that normally keeps things fresh in Ratchet's outings (vehicle sequences, arena battles, Clank's abilities, etc) just doesn't show up here. And, as a result, there is a slight air of repetition between the bigger beats (there aren't any trophies either). Plus, it's disappointing that there's no tie to your old Tools of Destruction save whatsoever. At least the visuals are still among the PS3's highest caliber, with excellent use of lighting, particle effects and texture detail.

Ratchet & Clank Future: Quest for Booty has been designed as a quick four-hour experience, but the formula doesn't fit the source material. Though its shooting and platforming sequences are fun and of a high production value, it still seems like there's something missing... and that's because there is (for obvious reasons).

Certain games are just meant to be big in scale and scope -- RPGs, 4X strategy ventures, sandbox games, and yes, Ratchet & Clank titles. Anything less ends up playing like a half-realized game. So, while Quest for Booty does provide a decent gameplay experience for a competitive price in addition to a very (very) cool twist on the already-mysterious Zoni kidnapping of Clank, it's a little too shallow for its own good -- episodic or not.