The First Few Hours: Ratchet and Clank (ps4)

[Note:  I will be on vacation next week, but unlike last week this is a for-real vacation, in a warm and sunny climate with beach access and a full Kindle and nothing on my to-do list.]

After dozens and dozens of hours in The Division‘s freezing wasteland of post-apocalyptic NYC, and a few more hours in the sci-fi nonsense of Quantum Break, I can’t help but note how refreshing it is to be playing the new Ratchet and Clank, a game where there’s more color in one scene than there is in both of those other games combined.

I have a very soft spot for action platformers, is the thing.  Even in the absence of a Nintendo-filled childhood, I am an avid fan of the genre.  Give me your Crash Bandicoot, your Rayman (2), even your Voodoo Vince.  There is a lack of self-seriousness in these games that is so goddamned refreshing; yes, you might have to kill some monsters here and there, but it’s never upsetting in the way that shooting is.  In R&C, I can fire up a disco ball that gets all my enemies dancing, and then I can blast them with my Pixelator gun, turning them all into dozens of 8-bit sprites that brilliantly explode into hundreds of nuts and bolts upon a solid whack of Ratchet’s wrench.  It is endlessly satisfying.

I’m not sure I’ve ever played an R&C game before, to be honest.  I think there might’ve been a PS3 title that I rented for a few hours, but I might be confusing that with a Jak and Daxter game:  in any event, I am given to understand that this new R&C game is a complete re-building/re-booting of the original, much in the same way that Oddworld rebuilt Abe’s Oddysee into New & Tasty.  As such, I suppose I can see that there are certain elements of the game’s design that might feel a bit antiquated, but I can forgive those sorts of things very easily; beyond the game’s ridiculous good looks (I’ve heard R&C games feel like “playing a Pixar movie”, and even after only a few hours I totally get it), it’s just a joy to play.  And it does feel very much like “play”; it does not feel like “work”.  Even going back to earlier areas to find hidden stuff with newly-acquired gadgetry doesn’t feel like grinding; I’m just happy to be out and about.

 

The First Few Hours: Oddworld New n’ Tasty

The Oddworld franchise holds a very special place in my heart, if only for the fact that it’s what got me back into gaming after a very lengthy hiatus.  I probably wouldn’t be writing these very words on this very website if I hadn’t gotten so obsessed with it, to be honest.  The Oddworld franchise is why I bought an Xbox instead of a PS2, and this New & Tasty HD remake of the original Abe’s Oddysee is one of the primary reasons why I currently own a PS4.

I’m going to be writing a longer appreciation of the Oddworld franchise for next Monday’s Gamemoir column; this post is, instead, about how this thing actually plays.

While I knew that I was buying it from the moment it was first announced, I can’t honestly say I knew what to expect.  And quite frankly, I was more than a bit nervous about playing it again.  This is a game that I haven’t stopped thinking about – or played – since 1998, and I was worried that my overly fond memories would obscure the quality of the game itself.

Let me say, right off the bat, that this HD remake is, as far as I’m concerned, the gold standard in terms of what I want in an HD remake.  This is no mere up-res with cleaner textures; the whole goddamned thing has been rebuilt in a new engine.   The game is no longer a panel-by-panel experience, but rather a free-flowing one.  There’s new voice work, there’s new animation, there’s new everything.  Even the cutscenes – which were rivaled maybe only by Final Fantasy VII in terms of sheer visual splendor – have been remade, and for the better.

And yet:  this is still Oddworld: Abe’s Oddysee, through and through.  This is still a maddeningly difficult puzzler, requiring a mastery of both physical and verbal dexterity, and even with the many added improvements (including the much-needed quicksave), it is a game where you will repeatedly and endlessly fail, often in spectacularly gruesome fashion.

It is very pleasing to see that my love of the game is not misplaced.

My only real gripe is that of the aforementioned quicksave.  It’s a necessary feature that is somewhat clumsily designed.  On the PS4, you tap the touchpad to Save, and you hold it to Load.  That being said, even if you quicksave during a particularly tricky platforming sequence, you will automatically respawn at the last checkpoint, not at the last manual quicksave; you will then need to hold the touchpad in order to spawn where you actually intended.  Not only that, but there were numerous times last night where I’d get to a safe place in a particularly tricky gauntlet and so I’d emphatically press the touchpad, thinking I’d quicksaved, only to see that I held the pad down just long enough to actually quickload, meaning I’d have to do the whole thing over again.

The aforementioned difficulty, by the way, is no joke.  It starts hard and only gets harder, and it’s somewhat selective in terms of the information that it doles out.  For example, I’d completely forgotten that I could possess enemies by chanting until I was midway through the second chapter; this very well might be why I somehow missed a bunch of secret rooms and thus sending 42 of Abe’s buddies to their doom when I inadvertently started Chapter 2.

That’s the part of the game that’s still very pleasantly intact, though.   This game encourages empathy like no other game I’ve ever played.  I wanted to save all 299 Mudokons when I played it back in the day, and I want to save them all now; they’re sweet and charming and I felt terrible seeing how many I’d missed, realizing that I’d somehow failed to check every nook and cranny in that opening chapter.  (For the record, back in the day I also tried doing the true negative karma thing and get them all killed, but I just couldn’t bring myself to do it.  I’m sure there’s a Trophy/Achievement for it now, but it’s something I have no intention of pursuing.)

I’m really just grateful to have Abe back in my life.  (And I’m really looking forward to the Vita version, because this game is an absolutely perfect fit for it.)  And I’m also glad to see that my son is taken by Abe as well.