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  1. Games
  2. Action
  3. Ratchet & Clank Future: Tools of Destruction

Ratchet & Clank Future: Tools of Destruction review

Sony's most explosive series blasts onto the PS3 with stunning visuals and relentless fun

Reviews
By Mikel Reparaz
Published 23 October 2007

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Action-wise, the wrench-swinging, gun-toting, rail-grinding, chasm-hopping gameplay will be instantly familiar to fans of the series, although there are a few surprises - like an amazing-looking, Resident Evil 4-style over-the-shoulder aiming mode, and a flawless lock-on system.

The assortment of weapons you'll eventually have at your disposal is impressive, if not exactly staggering by the series' standards. There are 15 in all, ranging from standard blasters, fusion grenades and rocket launchers to more esoteric weapons, like a Tornado Launcher (with Sixaxis-controlled twisters) and Plasma Beasts, which act like goopy, living landmines. Each one can be upgraded through normal use, and can be additionally customized using Raritanium, an elementthat, despite its name, can be found all over the place.

Action-wise, the wrench-swinging, gun-toting, rail-grinding, chasm-hopping gameplay will be instantly familiar to fans of the series, although there are a few surprises - like an amazing-looking, Resident Evil 4-style over-the-shoulder aiming mode, and a flawless lock-on system.

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The assortment of weapons you'll eventually have at your disposal is impressive, if not exactly staggering by the series' standards. There are 15 in all, ranging from standard blasters, fusion grenades and rocket launchers to more esoteric weapons, like a Tornado Launcher (with Sixaxis-controlled twisters) and Plasma Beasts, which act like goopy, living landmines. Each one can be upgraded through normal use, and can be additionally customized using Raritanium, an elementthat, despite its name, can be found all over the place.

Above: Ratchet disguises himself as a pirate, with lasers and everything

You'll also be able to wreak havoc with eight non-upgradable "devices," which include a swarm of deadly Slinkies (or "Death Springs"), a robot bodyguard named Mr. Zurkon, a bomb that turns enemies into adorable penguins and the Visi-Copter, a Sixaxis-controlled drone that fires missiles. And then there's the Groovitron, a truly badass device that makes every creature around it dance to familiar-sounding disco riffs while you whale on them with whatever guns you have handy.

Finally, you'll be able to bust out a small collection of nonviolent gadgets to help you negotiate the weird, alien landscapes you'll visit. These include always-on powerups like Gravity Boots (which stick to certain walls and ceilings), as well as a grappling hook, a Gelanator gun (which spits out gelatinous cubes you can bounce on to reach high places) and a pirate disguise that'll let you hobble around undetected and enter certain doors by dancing a Simon Says-style pirate jig.

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Above:Ratchet disguises himself as apirate, with lasers and everything

You'll also be able to wreak havoc with eight non-upgradable "devices," which include a swarm of deadly Slinkies (or "Death Springs"), a robot bodyguard named Mr. Zurkon, a bomb that turns enemies into adorable penguins and the Visi-Copter, a Sixaxis-controlled drone that fires missiles. And then there's the Groovitron, a truly badass device that makes every creature around it dance to familiar-sounding disco riffs while you whale on them with whatever guns you have handy.

Finally, you'll be able to bust out a small collection of nonviolent gadgets to help you negotiate the weird, alien landscapes you'll visit. These include always-on powerups like Gravity Boots (which stick to certain walls and ceilings), as well as a grappling hook, a Gelanator gun (which spits out gelatinous cubes you can bounce on to reach high places) and a pirate disguise that'll let you hobble around undetected and enter certain doors by dancing a Simon Says-style pirate jig.

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Mikel Reparaz
Mikel Reparaz
After graduating from college in 2000 with a BA in journalism, I worked for five years as a copy editor, page designer and videogame-review columnist at a couple of mid-sized newspapers you've never heard of. My column eventually got me a freelancing gig with GMR magazine, which folded a few months later. I was hired on full-time by GamesRadar in late 2005, and have since been paid actual money to write silly articles about lovable blobs.
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