Ratchet & Clank: Size Matters

I've played the first four Ratchet & Clank games (Ratchet & Clank, Ratchet & Clank: Going Commando, Ratchet & Clank: Up Your Arsenal, and Ratchet: Deadlocked). I find the first three have excellent replay value for me. (The fourth one less so; it's a good demonstration-by-example that technical excellence does not a playable game make. I find its story unpleasant enough that I don't replay it nearly as often even though it's as technically excellent as its predecessors.)

There are numerous later games in the R&C series. Fairly few of them are options for me, though, as I'm not willing to pay for consoles I can't run my own code on. I have a Dreamcast, which I've done some playing around on, and, once the Independence Day bug came out, I got myself a PS2.

One of the ones that is an option is Ratchet & Clank: Size Matters. I've been trying it out for the last few days.

Teal deer: I doubt I'm going to bother finishing it. The story looks at least as interesting as the Insomniac games' stories, but the controls are just...shoddily done. Not shoddy in the sense of crashing, but in the sense of not having put resources into the details that, at least to me, make the difference between a user interface that is transparent, helping me control the character, and a user interface that I feel I'm having to fight with to get the character to do what I want.

For example, when turning the camera, the Insomniac games make it easy to both turn the camera a tiny bit by just nudging the joystick and turn the camera a lot relatively fast by pushing the joystick clear over to the side. I'm speculating here, but I suspect there are two things involved here: one is that they're using the information about how far off-centre the joystick is to affect the angular speed and the other is that I suspect they cap the angular acceleration. They also put the resources into playtesting to tune the relevant values until the result is a joy to use.

High Impact Games, the outfit who did R&C:SM, didn't. Or, at least, if they did, their playtesters' preferences are very drastically different from my own. The way the camera jumps around makes me feel as though (a) the distance by which the joystick is off-centre doesn't matter (a tiny nudge produces the same angular speed as a full-range motion) and they cap the angular speed but not the acceleration. I'm not sure those are accurate, but that's about what it feels like. The effect is that the camera is very jumpy.

Another example: text is uniformly almost too small to read, even though there's plenty of screen space available to make it larger and/or use a more readable font.

I thought perhaps I just needed to get used to it. It's now been long enough I don't think that's the issue here. I suspect that if this story had been told on top of Insomniac's engine and UI, I would like it a lot. But I constantly feel as though I'm fighting the UI as well as the game enemies.

So, I can't really recommend Size Matters.

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