hen a major console franchise moves to handheld, there’s usually a stigma attached to it. Is this game going to be a hand-me-down port, a side story, or a completely different entity altogether? With Insomniac Games focused on bringing Ratchet & Clank to PlayStation 3, first time developer High Impact Games was called in to bring the gun-toting rodent and his robotic companion to the handheld realm. This development scenario screams for a side story similar to Daxter, Metal Gear Acid, or Grand Theft Auto: Vice City Stories. But surprisingly enough, Ratchet & Clank: Size Matters is a direct sequel that doesn’t skip a beat in delivering the high-octane thrills you’ve come to expect from this series on console.
Size Matters feels so similar, in fact, that I’m beginning to think High Impact is a secret alias for Insomniac, much like Steven King’s pseudonym Richard Bachman. The trademark humor, outrageous weapon designs, and unforgettable cast of characters appear to be stripped straight from Insomniac’s portfolio. Which is not to say, however, that High Impact is simply connecting the dots that Insomniac has laid out.
The best parts of Size Matters stem solely from High Impact’s creative minds. This is most prominent in the story, which delves deeply into Captain Qwark’s personal life. High Impact also leaves its mark on the level designs, which are some of the best the series has to offer. In one stage, Ratchet shrinks to microscopic proportions to infiltrate Clank’s body. In another level, which is just as outlandish as the highly acclaimed Milkman stage in Psychonauts, Ratchet traverses an ever-changing dream world that dazzles the eye with mind-bending imagery and hypnotic effects.
We may have said this hundreds of times already, but navigating 3D space without a second analog stick is no easy task. High Impact did a commendable job making Ratchet’s fast-paced play feel at home on the PSP, but as you would expect, the movement isn’t as graceful as it is on the console. Many different control schematics are offered, but I found that the best system is to use the d-pad to perform basic strafing functions and the shoulder buttons for turning. It’s a bit awkward, but the game does a good job of keeping the action in front of you, and the auto-lock targeting is highly effective.
Holding true to its lineage, Size Matters dabbles in space combat, racing, and an assortment of minigames. Clank, who continues to be used more and more with each passing game, is a part of two gorgeously crafted space combat levels. He also competes in a fun destruction derby, plus several other modes that we’ve seen in previous games. This variant gameplay is not as kind to our long-eared friend. Ratchet’s hoverboard racing controls are so frustrating that the developer seems to have compensated by dumbing down the AI to the point that no skill is required other than to keep your board from crashing.
As always, players can level up their weapons (the bee gun is especially amusing in later levels), purchase weapon mods, unlock new armors, and unearth Skill Points and Bolts. Multiplayer is once again present, but it’s by no means as frantic or fun as the console offerings. Your choices are limited to just four players and a selection of fairly boring maps.
Size Matters isn’t the best that this series has to offer, but it’s definitely a welcome addition to the family, and a must-have for fans.