Ratchet and Clank 1 shares a lot of the same quirks as the first Crash Bandicoot game, created by the teams contemporaries, that of being the first. There is a sense of being on uncertain grounds and throwing everything at the wall. The player is thrown between rail grinding, shooting and puzzles within the first hour. A lot of the early game quests feels like after thoughts, you often travel to a planet solely to get a tool to solve a puzzle on another map. On several places the way to advance is to ignore the obvious path and go exploring. What makes the game so fascinating, is that it all works.
The game throws you from planet to planet, from play-style to play-style at a truly breakneck phase, yet never feel rushed. No one mechanic never truly comes to overstay its welcome. Like with the companies other start title Spyro, are these segments not nearly as jarring as one would expect.
The narrative of the game is primarily moved forward by the acquisition of data-bots. Small floating robots with screens for mouths, that sometimes, but not always runs away from you. These robots gives the player a cut scene tangentially related to the next plot beat, as well as the coordinates needed for the player to reach the next planet. More then once is the acquisition of these robots not tied at all to the main objective of the game.
A striking example of this narrative stricture is at the x research star base, where Ratchet suggest they should got to find a scientists to interrogate, in order to find the big bad, the owner of said space ship.
The player does indeed find a scientists on the station, and talk to him, but instead of getting any form of information out of him, the player is forced to buy a pair of grind boots to progress. These frequent hurdles exits throughout the game, and often requires the player to find more bolts, the games currency, or save up the bolts they find naturally. The problem being that these same bolts are also used to buy weapons, and ammunition, some being prohibitively expense. Teaching the player to early on be fiscally conservative with their bolts.
The data bot needed to progress is placed in a seeming side path, a quest to find rare tech. Thankfully the map design is made in such a way that the players vision first lands on the shuttle used to travel to the seemingly optional side quest. The game early on presents the player with these side paths, but only some are in fact optional.
The game is understood drastically differently if its either seen as a single game, or as the first game in a series. The first game in isolation has a strange sensation of trial and error, and unfinished ideas, but also of novelty and strangeness. When put in the context of the sequels does the vision become more clear, and the strange choices become more apparent and put in a larger context, just as with Crash Bandicoot and Spyro.
This era is full of games that never got the chance to leave this stage of novelty and strange experimentation. Glover and Rosco McQueen likewise falls in this genre of experimental third person platforms, all tying their creation to lesser or greater extent to the innovation that was the dual-shock controller. A revolution halfway trough the lifespan of the PlayStation one, it drastically changed how the players could navigate and look around a virtual space. No longer limited to workarounds like Z targeting that plagued so many Nintendo 64 games.
Many of these experimental games never got the squeal they needed to fulfill its promise, Ratchet and Clank was one of the exceptions, it got not only a sequel, but an entire series. It is trough this lens that I will return to Ratchet and Clank next.











