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Ratchet: Deadlocked Review

Graphics:
9.5
Gameplay:
9.0
Sound:
8.0
Control:
9.0
Replay Value:
10.0
Overall Rating:
9.0
Online Gameplay:
Not Rated


Insomniac can't seem to figure out if less is more or more is less. Such is the hallmark of a developer with a lot of creative ideas on their hands and neither enough development time nor the ability to implement them all. The developers of Ratchet: Deadlocked fall into the old trap of trying to figure out the perfect balance for a game. The first three Ratchet and Clank games, in successive iterations, have gradually added more and more stuff: more guns, more upgrades, more challenges, more gadgets, more extras, and so on, almost to the point that the game was beginning to feel bloated. I appreciate the sentiment, as what's there is great; the problem lies in the fact that some of these concepts were never implemented to their full capacity. A quick tour around the hidden developer rooms in Going Commando and Up Your Arsenal show that there are many more cool ideas that never came to fruition.

So, where does that leave Deadlocked? Still searching, to some extent, but in other ways, it also shows measured restraint on the part of the Insomniac crew, and that eventually works in the game's advantage. Essentially, the design philosophy of Deadlocked seems to be focused around causing as much destruction as possible. That's always been a hallmark of the series, really, but it always seemed to find equal ground with the platforming elements, which are sorely missing here. That's not to say that they are completely absent, as there are a few decent platforming segments throughout the game, but the bulk of it centers around surviving enemy encounters in various ways.

It may seem like I'm being harsh, and while the paring down of platforming elements is a concern, it has also allowed Insomniac to streamline the interface and the gameplay. In other words, while the more traditional elements of the genre have been dulled, the remaining areas of the game have been honed to a razor-sharp edge. The various weapons found in past games have been distilled into ten core weapons from the basic Magma Cannon and Dual Vipers to the RYNO-incarnate supergun, The Harbinger (which is a very impressive-looking weapon, at that!). While a couple still aren't incredibly useful most of the time, it does trim enough of the fat to make a noticeable difference. If a favorite weapon of yours was scrapped this time around, there's no need to fear, because Deadlocked features Omega mods, which can be attached to the core weapons. Their properties fill in for part of Ratchet's absent arsenal by allowing you to turn any piece into a freeze ray or a morph gun, among other possibilities. Layered on top of this are Alpha mods which facilitate the more mechanical side of upgrades: more ammo, greater blast radius, faster firing rate, etc. While only one Omega mod can be applied to a weapon at a time (with some restrictions) and must be purchased, Alpha mods are received every time a weapon levels up. Once you have them, you can mix and match them in any combination for up to ten slots on each gun. For instance, if you feel a particular weapon needs a greater ammo capacity, you can de-equip Alpha mods from other guns and load the one in question with as many ammo mods it can carry. So, while the number of actual weapons has decreased, the number of possible customizations has increased. Likewise, the few gadgets that remain have been streamlined into the gameplay as context-sensitive events. If you see a SwingShot orb, for example, jumping towards it and pressing the fire button will automatically launch the SwingShot gadget. There is no longer any need to go through menus or take up any quick-select spots with a tool you'll rarely use. This sort of balance is indicative of the refinement Insomniac has put into Deadlocked and the series is better for it.

Another difference from previous titles is the absence of Clank as a playable character. He still plays a significant role in the story (along with technological genius and all-around dork Al), though. After successfully completing the campaign to take down Dr. Nefarious in Up Your Arsenal, Ratchet and crew are intercepted by Gleeman Vox, the owner of the popular DreadZone franchise, a popular gladiator-style game show in which the title character is forced to participate. Ratchet, Clank, and Al are all fitted with Deadlock collars which prevent them from leaving the compound. They soon learn that various heroes throughout the galaxy have been abducted and "persuaded" to kill each other in the DreadZone arena for money and fame. At the time of Ratchet's arrival, Ace Hardlight is the man to beat, another ex-hero who's become greedy and bitter as the leader of the Exterminators, the elite squad of contestants that Ratchet is destined to conquer in order to make his way to freedom. Ratchet is accompanied in the field by two AI combat drones that can also be upgraded and are generally good at handling things on their own. To make life easier for the player, they can also be commanded to do some of the more menial tasks such as creating slide rails or cranking bolts. This leaves Clank out of the action, instead placing him in the role of informational support. While DreadZone matches are in progress, Clank goes about trying to figure out a way to remove the Deadlock collars so that the heroes can escape to safety. Meanwhile, Gleeman Vox schemes and guffaws in the typically maniacal fashion of a Disney villain – attempting his hardest to turn Ace Hardlight into the premiere cash cow of the DreadZone empire, while kids would rather buy action figures cast in the mold of the up-and-coming Ratchet.

Sparing these changes to the formula, the rest of the game remains true to the series' roots. The graphics are still smooth and gorgeous and I'm almost positive that the explosions and particle/weather effects are even better than before. Most of the time, the game runs at a consistent speed, but at some points the fighting gets so nail-bitingly hectic that you can't blame the PS2 for chugging. One arena challenge in particular has waves and waves of small enemies (along with a few big ones) coming at Ratchet for a sold two-and-a-half minutes. This constant barrage, plus weapons effects, particle effects, precious bolts flying towards the screen from all directions, enemy attack animations, and the general rendering of characters and the environment add up to an impressively chaotic load on the poor system's CPU. It really only gets this bad in rare situations, though. The bulk of the game, as mentioned before, runs smooth as butter.

The audio is fairly well done, with the requisite explosions and gunshots receiving appropriately meaty sound clips to go with them. The music easily fades into the background by default, but by tweaking the audio settings some, the soundtrack becomes a good pulse-pounding compliment to the action on screen. The only poor spot is the repetitive voice-acting. Throughout each match, the commentators will occasionally antagonize Ratchet's efforts. The typically annoying sports announcer Dallas and his psychotic co-host Juanita will banter back and forth and sling barbs at the contestants, but the sound bites eventually start repeating and the intentional obnoxiousness of their comments becomes downright grating. Likewise, Ratchet's helper bots will throw in a few words here and there, but there aren't nearly enough things for them to say without quickly becoming repetitive.

Thankfully, you don't have to endure the sound bites in multiplayer mode, although you might have to deal with the juvenile jabs of other online players via the USB headset. Online multiplayer was a big addition to Up Your Arsenal and was no doubt one of the aspects of the series that Insomniac aimed to emphasize in Deadlocked. The lack of platforming elements in the single-player game is no doubt due in part to the structure of the levels, which are the same ones that you'll find in multiplayer. Each of the 10+ maps are taken directly from the main game and the fast-paced nature of online deathmatch gaming doesn't exactly support nimble platforming antics. Nonetheless, the maps are respectably structured for this sort of play and the lobby system is one of the best I've seen on the PlayStation 2 yet. While most games I've experienced either neglect a virtual keyboard in favor of voice chat, or forgo a true lobby altogether, it's pleasant to see that Insomniac has made the effort to include both in an easy and accessible fashion. The actual online play is relatively lag free and reliable, though there doesn't seem to be any easy way to access an on-the-fly stat screen. There really are few complaints here as both first-person view and lock-strafe mode control well enough that I never felt I was missing my mark. Not to mention, the vehicles are easy and fun to drive, taking a cue from HALO in the sense that the right analog stick both aims and controls the direction in which you're moving. Though single-player and multi-player elements both play out in a similar fashion, there are some differences. Every time a player spawns in the online mode, they are supplied with a three initial weapons at random. Others can be picked up in the field or from fallen opponents. Also, instead of applying Omega mods to weapons, they can be found in various spots throughout the map and are applied immediately.

Ultimately, multiplayer is very solid, despite the usual pitfalls of online gaming (annoying players, rude comments, and over-reliance on only one or two weapons), though these aren't things that can be attributed to bad game design, they're simply inherent to human behavior. While the online aspect of Deadlocked can be very engaging, Insomniac has included the requisite cabal of extra features and things to unlock. There are the five difficulties, challenge mode, character skins, weapon/robot upgrades, cheats, skill points, and media to discover throughout the game. Guns can even eventually be upgraded to a mind-boggling Level 99.

Despite claims of the main game being short (and it is, somewhat), there's still a lot of meat to Deadlock. Some things have been cut down or removed completely – Giant Clank battles, spherical worlds, gem collecting, etc., but these elements, while novel in their own right, were never able to reach their true potential. Unless Insomniac could've done them justice, it's probably a good thing that they are no longer a part of the series. In the process, though, perhaps they shaved off just a bit too much. However, Deadlocked is a very good game and should be satisfying for fans of the series as well as people looking to satiate their need for online deathmatch action. Insomniac still needs to find the perfect balance for Ratchet, but there are sure signs that they're getting there. As one of the premiere talented developers of the generation, I eagerly await to see what they can do with future Ratchet titles and their intriguing PS3 project, I-8.

Indigo Prophecy Review

Graphics:
8.5
Gameplay:
8.0
Sound:
9.0
Control:
8.5
Replay Value:
5.0
Overall Rating:
8.5
Online Gameplay:
Not Rated


I've always believed adventure games to be a genre of certifiable duds and copycats punctuated by moments of extreme brilliance. Loads of bad Myst clones and FMV games deteriorated the genre over the years until it was more or less no longer part of the mass gaming consciousness, though LucasArts held onto a core audience with good writing and memorable characters. Ultimately what seems to separate the wheat from the chaff, though, is the quality of the story and the way in which it is told. That's why its good to see that Indigo Prophecy is attempting something new – a multi-perspective approach to storytelling combined with more interactive and cinematic action scenes.

Indigo Prophecy is very much a meta-narrative in the sense that the game revolves around the intertwining stories of three different individuals, all of which the player gets to take control of, in turn. At times, the stories will be told in tandem, though, allowing for the player to actively switch between two different characters cooperating together on a puzzle. The game is played chiefly through the eyes of Lucas Kane, a somewhat reclusive computer database tech for a big banking company who has a penchant for reading Shakespeare. The opening sequence has Lucas cutting up his arms in a bathroom stall before unexpectedly stabbing a man repeatedly in the chest. Snapping out of his trance, he realizes he's just killed someone, but he doesn't know why and neither does he remember actually committing the act. Lucas bolts from the diner he'd been eating at out into the bleak, snow-fallen streets of New York. It's not long (in fact, mere moments) before an officer, a regular at the diner, heads to the bathroom, only to discover the bloody remains of the man Lucas killed. This cues the arrival of the other two characters you control throughout the game: NYPD detectives Carla Valenti and Tyler Miles, who are brought in to assess what seems like your average late-shift homicide, but instead get caught up in an insane paranormal mystery surrounding Lucas Kane's actions.

Indigo Prophecy is fairly unique in this regard. It allows the player to indulge in a classic mystery narrative from the perspectives of both the chased and the chasers, complete with internal monologues about how each character thinks about the others and the current situation – whether it be Carla's dedicated musings as to why somebody would commit such a murder to Tyler's respect for his partner to Lucas desperately trying to understand why his sanity is crumbling away right before his eyes. The use of both internal monologues and multi-faceted storytelling allow the player a much deeper and more emotional connection with the characters and their personal, as well as professional, lives. This is one of Indigo Prophecy's strong points and a vehicle for the developers to explore a few controversial issues – such as Tyler's interracial relationship with his girlfriend Sam. There's even a very tasteful sex scene between two characters late in the game that was cut out of the US version. In fact, the narrative has a definite maturity to it, but unlike other games, attempts to portray these elements in a classy and refined manner. The characters feel like real people, not cartoons, and the frequent forays into their respective private spaces (offices, apartments, etc.) allows for a unique look into their personal lives. It gives the sense that these are all real people, who have to eat, love, and even go to the bathroom, though the game almost never bogs the player down with forcing these actions upon them.

The developers, instead, channeled this sense of intimacy into the decision-making process that Indigo Prophecy's gameplay is focused around. Almost every action that a character takes is controlled by the user. For instance, in order to use a computer, you have to go over to your desk, flick the analog stick to sit down, and then flick it again to "use" the computer. This may seem a bit cumbersome, but essentially all you're doing is making gestures representational of the actions which you want the character to perform. Not all of these actions are essential to progressing the plot, as in the case of washing your face in the sink or going to the bathroom (although doing these things generally rewards you by improving your emotional state). Your mental health is monitored throughout the game and the actions you take will determine how many points you have (out of 100) at any given time. Indigo Prophecy is a very dark game and that fact is emphasized through the descriptors that accompany your mental health meter. A full hundred points will attain you a "neutral" state (there is no "happy" mood), while anything less than that will result in varying degrees of depression. Should the meter drop to 0 at any time (which would be due to the player choosing actions which depress or stress the character), the game will end.

The other ways in which the game can end generally come from (in the case of playing Lucas Kane) doing something incriminating, faltering during action sequences, or by committing a deadly act. In a way, this may seem to be an odd manner in which to structure an adventure game, as the appeal often lies more in solving puzzles than worrying about losing or being killed. However, it almost seems to hearken back to the days of old text adventures or (slightly more recently) the King's Quest series. Simply wanting to explore a new area could precipitate your avatar's demise. Nonetheless, this is both good and bad for Indigo Prophecy. There are many sequences where timing and dexterity are key and failure to complete the required tasks or button presses within the limit will end the game. This creates some truly harrowing moments which, combined with the excellent score, can be truly exhilarating. The use of comic-panel split screens showing the action from different angles heightens the tension even further. Unfortunately, twitch gaming has never been the forte of adventure fans, who are used to the more plodding pace of dialogue trees and puzzle solving. Indigo Prophecy has those things, too, but the action segments are likely to turn off gamers of this type, especially considering the overuse of a "Simon says" mini-game in lieu of user control to play out most of these scenes. Indeed, as interactive as other parts of the game may be, this becomes somewhat counterintuitive to Indigo Prophecy's design philosophy. That said, it is perhaps a better solution than throwing together a poorly-managed fighting/dodging system that would fit the game even less.

This also allows the developers to make the action more visually dynamic and interesting. The complexity of supernatural movements displayed by some of the characters would tax even the developers of Devil May Cry or Ninja Gaiden. It really does make the game look good, though. The graphics are by no means revolutionary, but they are smooth and the animation is superb. Since most of the game takes place in small environments, there is no need for a massive number of polygons or excessively complex, organic textures. The graphics are used to good effect, though, and a few stylistic choices (i.e. Using a sepia tone and camera flicker on flashbacks) really stand out.

The soundtrack receives equal treatment. A lot of it is ambient, but quite befitting of the mood. As action sequences ramp up, so does the score, reaching a blood-pumping crescendo. The vocalized tracks are very classy – especially the ones performed by Theory of a Dead Man – and the voice acting is top notch. The only problem is that some of the NYPD officers have what sounds like the same exact voice, but its a minor quibble.

Indigo Prophecy does a lot of things right and should be commended for taking the adventure genre into new territory but eventually its flaws come out – problems which seem to be inherent in any game that attempts a story of such dramatic scale. In other words, development time seems to have gotten the better of Quantic Dream here. It's clear that they had a fairly compelling story, but about three-quarters of the way through the game, it starts to deconstruct itself and wraps up entirely too quickly. Not to mention that the final battle wasn't quite as climactic as it could've been. Certainly, if they had been given more time, I'm sure the developers could've crafted the story with better pacing and "trimmed the fat" so to speak. As is, it still has a compelling mystery that will keep players hooked through the majority of the game.

When all is said and done, though, I'm at an impasse as to who would enjoy Indigo Prophecy. There's certainly a lot to be said for it, and, despite its problems, I still thoroughly enjoyed playing the game. That said, its emphasis on twitch gameplay at certain times can be alienating towards old fans of the adventure genre. On the other hand, I'm not sure how receptive the rest of the gaming community is to adventure titles anymore. Even if Indigo Prophecy is a fantastic game, such questions as "Is it replayable?" or "Is there multiplayer?" seem to be asked constantly within the market at large. Indigo Prophecy does allow the player to collect bonus point cards during the game in order to unlock bonus videos, artwork, and the soundtrack, but even these are fairly easy to find on the first time through.

Indigo Prophecy is a good game and I feel that it is worth the money. It could use a lot of brushing up in certain areas, but considering its characters, dialogue, and sense of atmosphere, Quantic Dream has delivered a game ultimately worthy of the genre. Hopefully other developers adopt the sort of the storytelling techniques found in the game, as many of them could learn a thing or two.