rajveerdhanak
Joined Nov 2015
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After the content-heavy sprawl of Ratchet & Clank: Going Commando, Up Your Arsenal (Ratchet 3) feels like a return to form - or at least, a smarter evolution of what the franchise does best. It trims the fat, sharpens the gameplay, and delivers a smoother, more rewarding ride, all while introducing one of the series' most iconic villains: Dr. Nefarious.
If Going Commando felt bloated and grind-heavy, Up Your Arsenal is its leaner, more focused sibling. Gone are the awkward Giant Clank missions (save for one forgettable and glitchy exception), space dogfights, and some of the more experimental gameplay mechanics that bogged down its predecessor. What's left is a streamlined action-platformer that plays to the series' strengths: wild weapons, tight level design, and fast-paced gunfights.
And boy, do those gunfights shine. The addition of a second weapon wheel is a godsend, making it far easier to juggle the series' ever-growing arsenal. Combined with improved strafe mechanics and camera control, combat feels smoother and more reactive than ever before. It's the most refined core gameplay loop the series has had so far.
One of the recurring frustrations with previous entries - especially Going Commando - was the grind. Earning bolts (the in-game currency) felt like a chore, and by the end, most players barely scratched the surface of the expansive weapon and armor upgrades on offer.
Up Your Arsenal solves this in style. The Annihilation Nation combat arena not only offers thrilling challenge modes but also becomes a bolt-farming haven, XP playground, and combat bootcamp all in one. It makes progression feel earned but never tedious, letting players actually use and upgrade all those cool weapons they've been hoarding.
Dr. Nefarious makes his first appearance here, and though his motivations are paper-thin - he wants to turn everyone in the galaxy into robots for... reasons? - his flair for theatrics and comedic timing make him a memorable antagonist. The story doesn't quite hit the thematic high notes of the original Ratchet & Clank, where the villain's world-destroying corporate greed carried a sharper satirical bite, but it's definitely more engaging than the narrative lull of Going Commando. The tone here is light, fun, and keeps things moving.
The Verdict:
Ratchet & Clank: Up Your Arsenal may drop some of the gameplay variety found in its predecessor, but what it gains is far more valuable: focus. It delivers the most refined shooting mechanics in the trilogy so far, meaningful progression, and enough arena challenges to keep players hooked. With a tighter campaign, less grind, and the unforgettable debut of Dr. Nefarious, Up Your Arsenal isn't just a great Ratchet game - it's the blueprint for what the series should strive to be.
If Going Commando felt bloated and grind-heavy, Up Your Arsenal is its leaner, more focused sibling. Gone are the awkward Giant Clank missions (save for one forgettable and glitchy exception), space dogfights, and some of the more experimental gameplay mechanics that bogged down its predecessor. What's left is a streamlined action-platformer that plays to the series' strengths: wild weapons, tight level design, and fast-paced gunfights.
And boy, do those gunfights shine. The addition of a second weapon wheel is a godsend, making it far easier to juggle the series' ever-growing arsenal. Combined with improved strafe mechanics and camera control, combat feels smoother and more reactive than ever before. It's the most refined core gameplay loop the series has had so far.
One of the recurring frustrations with previous entries - especially Going Commando - was the grind. Earning bolts (the in-game currency) felt like a chore, and by the end, most players barely scratched the surface of the expansive weapon and armor upgrades on offer.
Up Your Arsenal solves this in style. The Annihilation Nation combat arena not only offers thrilling challenge modes but also becomes a bolt-farming haven, XP playground, and combat bootcamp all in one. It makes progression feel earned but never tedious, letting players actually use and upgrade all those cool weapons they've been hoarding.
Dr. Nefarious makes his first appearance here, and though his motivations are paper-thin - he wants to turn everyone in the galaxy into robots for... reasons? - his flair for theatrics and comedic timing make him a memorable antagonist. The story doesn't quite hit the thematic high notes of the original Ratchet & Clank, where the villain's world-destroying corporate greed carried a sharper satirical bite, but it's definitely more engaging than the narrative lull of Going Commando. The tone here is light, fun, and keeps things moving.
The Verdict:
Ratchet & Clank: Up Your Arsenal may drop some of the gameplay variety found in its predecessor, but what it gains is far more valuable: focus. It delivers the most refined shooting mechanics in the trilogy so far, meaningful progression, and enough arena challenges to keep players hooked. With a tighter campaign, less grind, and the unforgettable debut of Dr. Nefarious, Up Your Arsenal isn't just a great Ratchet game - it's the blueprint for what the series should strive to be.
Ratchet & Clank: Going Commando (2003) is the kind of sequel that checks off all the expected improvements-then throws a few curveballs that make you question whether you're having a blast or slowly going mad in space.
Let's give it credit where it's due: mechanically, this game is a big improvement over the first. The addition of strafe controls, a quick-select weapon wheel that pauses the action, and even weapon leveling gives the combat more depth and fluidity. It's a much smoother experience to play-which is good, because the enemies have also leveled up and come at you with way more aggression.
Exploration remains a strength, too. There's still that signature Insomniac creativity in the worlds and level design, and this time we get spherical moon missions, which are a surprising delight. Controlling Giant Clank in those sections was a genuine highlight-just pure, chaotic fun as we fought bosses while punching through buildings. Add in some ship upgrades and aerial dogfights, and it's clear the devs were trying to diversify the experience.
But that's where things start to crack.
To unlock many of these cool features-better weapons, stronger armor, ship mods-you'll need a lot of bolts. And in the case of ship upgrades, you'll also need Raritanium, a secondary currency that adds another grinding layer. So while the systems are there, actually enjoying them requires an investment that borders on tedious. The flying missions, for example, start strong but quickly feel repetitive once you're stuck grinding asteroid belts for upgrade scraps.
The biggest letdown, though, is the story. Where the first game had a clear emotional arc and a satirical edge (eco-capitalist villain destroying planets for profit? Still relevant!), Going Commando mostly feels like a glorified fetch quest. The plot is a repetitive game of cat-and-mouse where Ratchet is always too late to matter, and by the time the "twist" arrives-that Captain Qwark is the villain-it feels less like a reveal and more like a shrug. It doesn't help that Ratchet, who had a flawed and interesting arc in the first game, is now written as a squeaky-clean, one-dimensional hero. If the goal was to make him more likable, the cost was depth.
And while gameplay has improved, the endgame still suffers from a brutal difficulty spike, tedious bosses, and stingy checkpoints. Even with emulator save states, I've had quite my share of rage-quits. There's also an over-reliance on throwing waves of enemies at you instead of offering creative or strategic encounters-especially noticeable in the final boss, who lacks the multi-phase cleverness that made Drek's fight memorable.
Final Verdict: 7/10
Going Commando is a better game than its predecessor, but not a better experience. It delivers on mechanical polish, level variety, and gameplay ambition-but it stumbles in pacing, storytelling, and its tendency to bury its best features behind grind walls.
It's still a game worth playing-especially for fans of the series-but where the first game had soul and subtext, this one trades it in for bigger guns and a longer to-do list.
Let's give it credit where it's due: mechanically, this game is a big improvement over the first. The addition of strafe controls, a quick-select weapon wheel that pauses the action, and even weapon leveling gives the combat more depth and fluidity. It's a much smoother experience to play-which is good, because the enemies have also leveled up and come at you with way more aggression.
Exploration remains a strength, too. There's still that signature Insomniac creativity in the worlds and level design, and this time we get spherical moon missions, which are a surprising delight. Controlling Giant Clank in those sections was a genuine highlight-just pure, chaotic fun as we fought bosses while punching through buildings. Add in some ship upgrades and aerial dogfights, and it's clear the devs were trying to diversify the experience.
But that's where things start to crack.
To unlock many of these cool features-better weapons, stronger armor, ship mods-you'll need a lot of bolts. And in the case of ship upgrades, you'll also need Raritanium, a secondary currency that adds another grinding layer. So while the systems are there, actually enjoying them requires an investment that borders on tedious. The flying missions, for example, start strong but quickly feel repetitive once you're stuck grinding asteroid belts for upgrade scraps.
The biggest letdown, though, is the story. Where the first game had a clear emotional arc and a satirical edge (eco-capitalist villain destroying planets for profit? Still relevant!), Going Commando mostly feels like a glorified fetch quest. The plot is a repetitive game of cat-and-mouse where Ratchet is always too late to matter, and by the time the "twist" arrives-that Captain Qwark is the villain-it feels less like a reveal and more like a shrug. It doesn't help that Ratchet, who had a flawed and interesting arc in the first game, is now written as a squeaky-clean, one-dimensional hero. If the goal was to make him more likable, the cost was depth.
And while gameplay has improved, the endgame still suffers from a brutal difficulty spike, tedious bosses, and stingy checkpoints. Even with emulator save states, I've had quite my share of rage-quits. There's also an over-reliance on throwing waves of enemies at you instead of offering creative or strategic encounters-especially noticeable in the final boss, who lacks the multi-phase cleverness that made Drek's fight memorable.
Final Verdict: 7/10
Going Commando is a better game than its predecessor, but not a better experience. It delivers on mechanical polish, level variety, and gameplay ambition-but it stumbles in pacing, storytelling, and its tendency to bury its best features behind grind walls.
It's still a game worth playing-especially for fans of the series-but where the first game had soul and subtext, this one trades it in for bigger guns and a longer to-do list.
After a stop-and-start relationship with Ratchet & Clank (2002), I finally saw the credits roll. And while I had my fair share of frustrations along the way, I have to admit, there's a lot of heart and ambition packed into this nearly two-decade-old title.
Let's start with the big caveats: the controls. Coming from a modern gaming sensibility, the lack of strafe (and the clunky platforming) makes for a frequently frustrating experience, especially during gunfights. It's not difficult in a satisfying way-it's often difficult despite your best efforts, thanks to stiff movement and limited camera control.
And then there are the checkpoints, or rather, the lack of them in certain sections. More than once, I found myself slogging through a tough area only to die and be sent all the way back. If it weren't for the save-anywhere function in my PS2 emulator, I honestly might've rage-quit for good. The original save system really doesn't hold up by modern standards.
That said, once you push through the friction, there's real substance here.
The level design is impressively diverse. Each planet feels distinct-not just visually, but in the kind of challenges it throws at you. From flying missions to giant Clank boss fights, to rail grinding and clever puzzles, there's a lot more variety here than you'd expect from a first entry in a franchise.
The arsenal of weapons is another highlight. From the basic blaster to more chaotic options, it's a playground of creative destruction. And yes-smashing crates and collecting bolts is weirdly, almost embarrassingly satisfying. That little "ching" bolt sound? Straight dopamine.
Story-wise, it does a solid job. Ratchet's arc-from cocky and reluctant adventurer to someone who takes on the responsibility of saving the galaxy-feels earned, and Clank serves as a great moral compass. The villain, Chairman Drek, might be cartoonish, but the themes he represents-corporate greed, environmental destruction, and profit-driven planetary devastation-have aged disturbingly well in today's world.
Final Verdict: A rough ride with a lot of heart. If you're willing to wrestle with the controls, you'll find a game bursting with creativity, personality, and more depth than you'd expect from a 2002 platformer. Not for everyone in 2025, but definitely a milestone worth acknowledging.
Let's start with the big caveats: the controls. Coming from a modern gaming sensibility, the lack of strafe (and the clunky platforming) makes for a frequently frustrating experience, especially during gunfights. It's not difficult in a satisfying way-it's often difficult despite your best efforts, thanks to stiff movement and limited camera control.
And then there are the checkpoints, or rather, the lack of them in certain sections. More than once, I found myself slogging through a tough area only to die and be sent all the way back. If it weren't for the save-anywhere function in my PS2 emulator, I honestly might've rage-quit for good. The original save system really doesn't hold up by modern standards.
That said, once you push through the friction, there's real substance here.
The level design is impressively diverse. Each planet feels distinct-not just visually, but in the kind of challenges it throws at you. From flying missions to giant Clank boss fights, to rail grinding and clever puzzles, there's a lot more variety here than you'd expect from a first entry in a franchise.
The arsenal of weapons is another highlight. From the basic blaster to more chaotic options, it's a playground of creative destruction. And yes-smashing crates and collecting bolts is weirdly, almost embarrassingly satisfying. That little "ching" bolt sound? Straight dopamine.
Story-wise, it does a solid job. Ratchet's arc-from cocky and reluctant adventurer to someone who takes on the responsibility of saving the galaxy-feels earned, and Clank serves as a great moral compass. The villain, Chairman Drek, might be cartoonish, but the themes he represents-corporate greed, environmental destruction, and profit-driven planetary devastation-have aged disturbingly well in today's world.
Final Verdict: A rough ride with a lot of heart. If you're willing to wrestle with the controls, you'll find a game bursting with creativity, personality, and more depth than you'd expect from a 2002 platformer. Not for everyone in 2025, but definitely a milestone worth acknowledging.
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