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Alumni develop 'Ratchet & Clank' for PlayStation 2, ensuring sleepless nights ahead for video game enthusiasts

"Oh yeah. Go ahead, blow it up." After reading those words from the back cover of "Ratchet & Clank," Sony's newest game for PlayStation 2, I thought I was in for the proverbial testosterone-infused video game. However, what became apparent after the first five minutes of testing (which would eventually lead to hours, or perhaps days) is that this game is anything but average.

Insomniac Games, the designer of "Ratchet & Clank," has produced a unique gaming experience unlike any of its predecessors. Two alumni, Ted Price GS '90 and Al Hastings '94, were involved in development of the game, which incorporates elements from all genres, giving birth to its own classification.

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"It's a platform . . . an adventure, a shooter and an action game all in one," said Price, who is president of Insomniac, in a phone interview. "It's its own beast."

And what a beast it is, with its fantasy universe of robotic henchmen, towering yet whimsical architecture, hovering platforms, and a cast of characters of ambiguous species order.

The first thing that hits you when playing "Ratchet & Clank" is the depth of the graphics. It's one of the most visually developed of all the PS2 games. From the foliage to the monumental skyscrapers, the graphics create an immersive effect that absorbs the player into the plot.

"Ratchet & Clank" centers on an unsuspecting, feline-alien hero, Ratchet, that is paired up with Clank, a robot that convinces him to help him save the solar system from the evil plans of Drek (the villainous leader of Planet Blarg who is attempting to steal the best pieces of lands from other worlds to mold his own utopia).

The unlikely heroes team up to travel between planets, fighting evil bots and attempting to foil Drek's plans. Beginning with a wrench as his main weapon, Ratchet pummels enemies and collects nuts and bolts from each successful destruction. These nuts and bolts, which are magnetized to Ratchet, serve as currency to purchase weapons and upgrades.

With over 36 types of weapons obtained over the course of the game, there is never a lack of choice. Nor is there a lack of entertainment, with such items as the Pyrocitor, a useful item in charring rabid dog creatures or the Suck Cannon that, true to its name, vacuums up small critters like a Hoover. It is up to the user to decide how much to save, what to buy, and when to buy. Besides being an entertaining video game, it is arguably a valuable lesson on economics.

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There is no question about it — "Ratchet & Clank" is smart. There is a complexity and intelligence that permeates everything from the visual effects to character development.

Which brings me to perhaps the most revolutionary element of the game – there actually is character development. While most video games avoid the character's personality and leave it to the player's interpretation, "Ratchet & Clank" is not most games.

"We created a character arc for both our main characters," Price said. "In the beginning, Ratchet is impetuous and not interested in saving the galaxy; however, in the end, he becomes more mature."

The same thing happens for the unlikely sidekick, Clank, the small robot that doubles as a stylish backpack for Ratchet. "In the beginning, he is extremely gullible and book smart, but, in the end, he becomes a little cooler and has a little more confidence," Price said.

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The inspiration for Clank may even have closer roots than expected. "Actually, Clank reminds me of some people I knew at Princeton," Price said.

What is interesting about these characters is not only their independent development, but their dynamic together. "A lot of tension is created between them, because they have their own arc," said Price.

Clank is not the submissive robot he appears, even if he agrees to being schlepped around on Ratchet's back. Arguments occur and fighting at times seems inevitable.

However, it is the imperfection of their relation that keeps the game exciting — for players as well as the developers. "We enjoyed making the two want to kick each other's ass," Price said.

The strongest aspect of "Ratchet & Clank" is its replay factor. Even after hours of continuous play, I cannot even fathom how many more hours would be necessary to complete the game. Each level is so dense, with so many areas to explore, robots to destroy, and hidden places to discover.

Insomniac created the game to be so complex because of consumer reactions. "A lot of consumers complained that there is no replay value in video games and people don't want to spend 40-60 bucks to only play for a few hours," Price said.

Bottom line — despite minor issues such as difficulty with the camera angles and the fact that you cannot fast forward in news bites, "Ratchet & Clank" is worthy of the hype and will be a strong contender during the holiday season. After subjecting three guys from Gauss, my dorm building, to the game, it is not hard to understand the game's broad appeal.

"While most games today need to resort to extreme violence in order to be popular, 'Ratchet & Clank' is refreshing because it doesn't need to," Benjamin Gerut '06 said.

Even though "Ratchet & Clank" was only released November 5th, it is already poised to make a dent in video game culture.

"It's our generation's Mario," said another tester, Mark Spatt '06.

I disagree, however. "Ratchet & Clank" is not our Mario.

It's better.