Ratchet & Clank: Going Commando - Reception

Reception

Reception
Aggregate scores
Aggregator Score
GameRankings 90.64%
Metacritic 90/100
Review scores
Publication Score
1UP.com A
Eurogamer 9/10
Game Informer 9.5/10
GamePro
GameSpot 8.8/10
GameSpy
GameZone 9.4/10
IGN 9.4/10
Awards
Entity Award
IGN Top 25 PS2 Games of All Time (11th)
IGN Game of the Month (November 2003)

Going Commando was received with universal acclaim. 1UP.com said that "Everything that Ratchet & Clank did, Going Commando does better, and the tweaks and additions just push it further over the top." Game Informer's Andy McNamara said that the game has "the best and most compelling content has put out to date."

The game's arena combat and racing levels were praised by Andrew Reiner of Game Informer, and Benjamin Turner of GameSpy similarly said that "it's surprising how fun it can be to play interstellar gladiator." GamePro praised the game's pacing, saying that the first game felt like it didn't "really show its true colors until about halfway through", but that Going Commando had the same feeling by the end of the second level. GameSpot mentioned that the "great sense of humor" of the original game is also noticeable in Ratchet & Clank: Going Commando, a statement echoed by GameZone when they said that the game's cut-scenes "represent some of the most thought-out and gut-wrenchingly funny sequences ever witnessed in a platforming game."

Going Commando's graphics were praised by reviewers, who specifically mentioned Ratchet's improved character design. Game Informer said that "the graphical details will leave you speechless..." GameSpot considered the reuse of graphics for the menus and mission screens to be "a little lazy", but praised the graphics and sound effects of the game's weapons. GameSpy mentioned that "Going Commando is easily the most graphically impressive platformer on the market". GameZone reported that the game's sound was well-done, including the music, weapon effects, and dialogue.

Criticism of the game was aimed at its level of difficulty, which is higher than that of its predecessor; 1UP.com mentioned that this was most noticeable near the end of the game, where "there are levels that consist of nothing but wave after wave of difficult enemies thrown at you to deplete your ammo, and then more waves of enemies after that." GameSpy, however, praised this aspect of the game, saying that it made Going Commando more interesting than the original. Some reviewers also felt that the game's space combat was poorly done in comparison to the rest of the game, and that the "Giant Clank" levels were "brainless and boring".

The game was awarded 11th place on IGN's 2007 list of "The Top 25 PS2 Games of All Time". IGN also awarded both Going Commando and Final Fantasy X-2 their Game of the Month award for November 2003 in their first "Game of the Month" feature to cover two games.

While the first Ratchet and Clank suffered, in my opinion, because of its immensely generic homogenization of character and because of its relative ease, Ratchet and Clank Going Commando tries to solve these problems in typical Insomniac fashion. Ratchet too annoying? Let him grow up and take charge. Game too easy? Increase the quantity and kinds of weapons for Ratchet and for the enemies. But Insomniac didn't just fix problems. It looked at every detail of the first game and from the ground up improved everything wholesale. It upgraded everything, and then it added new stuff. Throughout its core fabric, Going Commando is improved in every way. —Douglass C. Perry

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