DGC Ep 272: Ratchet & Clank (part four)

Welcome to Dev Game Club, where this week we continue our series on Ratchet & Clank. We talk about the late game, variety in the game in its many forms, getting things out of order, favorite stuff, and more. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:
Finishing the game?

Issues covered: what the remaster improved or didn't, finding upgrades, having to backtrack, how many weapons we have left, getting to the end of a sequence and not having a payoff, our bonus episode, the entertainment of Mr. Zurkon, comparing the film adaptations, favorite or favored weapons, throwing the wrench, getting the weapon placed in your hands when you pick it up, UI fighting design, chorded weapon wheels later, putting devices on or off the item select, silly trophies, skill points, the space battle with Quark, getting to be Giant Clank, fun being the giant monster, pounding lots of big enemies, the Gadgetron grind rail, tools for making things epic, having only two hoverboard sections, having the confidence to let your enemies look dumb, setting up the level design to make you feel clever, embracing the medium, "smart dumb fun," killer dogs, dynamic difficulty,

Games, people, and influences mentioned or discussed: Metroid (series), World of Warcraft, Fallout, Spyro (series), LEGO (series), Iron Giant, Psychonauts, Rampage, Final Fantasy (series), SSX (series), God of War, Halo (series), Jak & Daxter, Zachary, Starfighter, Republic Commando, Resident Evil 4, Mark Brown, Game Designer's Toolkit, Bloodborne, Horizon: Zero Dawn, The Last Guardian, Pokemon, Kirk Hamilton, Aaron Evers, Mark Garcia.

Note:
In LEGO games, the currency is the "stud"

Next time:
Finishing the game! and a bit of the re...visit

Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com