Review: Ratchet & Clank: Full Frontal Assault
The release of Full Frontal Assault marked the 10th anniversary for the Ratchet & Clank franchise and another attempted spin-off for the Lombax and his robot friend. This time itโs not as bad as you might think.
Developer: Insomniac Games (North Carolina studio), Tin Games (PS Vita version)
Publisher: Sony Computer Entertainment
Platform(s): PlayStation 3, PlayStation Vita
Release Date: Nov. 27, 2012 (delayed on Vita until Spring 2013)
Current MSRP: $19.99 (retail and PlayStation Store-3.8 GB download)
The first time you play Full Frontal Assault you will have no clue whatโs going on. This isnโt your typical Ratchet & Clank experience. Donโt worry though. Youโll get the hang of things.
Defend and Destroy
Full Frontal Assault combines tower defense elements with the Ratchet & Clank gameplay style everyoneโs used to. The game also goes back to the classic camera style that 2011โs heavily multiplayer-focused All 4 One abandoned. You can play as either Ratchet, Clank or Captain Qwark in single-player or local and online co-op with a friend. Thereโs five stages on the campaign, but two are variations of each other and one is for the final boss, so really thereโs only three full levels.
To beat a level enemy strongholds must be destroyed. There are only a few on each stage but they are typically heavily defended with a range of different enemy types. After these areas are taken care of you can fully reactivate the planetโs defense system, beginning a massive final attack from the enemy side on your home base and its generators. Periodically enemies come to the base in waves while youโre working throughout the level towards starting the major offense. Instead of running all the way back if your base is in danger, you can instantly teleport by holding the down button on the directional pad. Spending bolts earned by killing enemies or smashing crates can repair damaged generators. With no money you canโt properly defend your base.
Hereโs an example of Full Frontal Assaultโs gameplay style:
You can buy variations of turrets, mines and shields to defend your generators. These can be placed strategically around your base in many areas depending on where you need them. You donโt start with a full arsenal of weapons. You have to unlock better guns on the map each time you start a new level. To unlock them you find a weapon pod and hack it by doing a quick puzzle where you land on a few markers as a wheel moves. You start with at least one at the base, which is either the Combuster or Buzz Blades. While you donโt need to unlock all the guns on your weapon wheel to beat the stage, it would make your life easier. Each level in the campaign brings with it new styles of weapons, turrets and barriers. Weapons can go all the way up to level five. Starting off all the weapons are weak, but once they hit level three or four theyโre extremely powerful. You can throw down six clones from the Doppelbanger that obliterate most enemies in seconds once itโs leveled up completely.
The gameโs storyline is absolutely unremarkable. It seems like almost no thought was put behind the story. Maybe after so many years the Ratchet & Clank creative juices arenโt flowing as well as they used to. The main villain is some throwaway character from a Ratchet & Clank game a decade ago that even the most hardcore fan would be hard-pressed to remember. Heโs out to destroy the universe because Captain Qwark was a bad role model. Yeah, itโs that dumb.
Fight for Strength
Full Frontal Assault wasnโt designed to be a single-player game. While it gets rid of the four-player focus of All 4 One and can be played alone, the gameโs tough. It really takes two competent humans to get through the campaign. Itโs too overwhelming during the final attack phase to defend the entire base by yourself. Playing alone will just leave you frustrated. Thereโs no option to search for a player online, so youโre stuck playing with a PSN friend or through local offline co-op. Full Frontal Assault is a fantastic co-op experience though. The co-op is much more refined than All 4 One. I gave up on All 4 One after a couple hours. I couldnโt put my controller down after playing Full Frontal Assault for the same time.
All the levels are a good challenge. Sometimes you need to do some platforming and exploring to advance the battle, like finding the Swingshot or maneuvering into an enemy stronghold. You do need to teleport back to home base during invasions because eventually your defenses will break down. This is somewhat annoying in the campaign since the defenses should be strong enough to hold enemies back. One enemy basically explodes on contact when they reach a barrier or turret so you could be out several thousand bolts if you donโt check in on your base. There are assets to help though. The Groovitron weapon and mine help a ton because both stop all enemies in their tracks, making them get their funk on. This weapon even briefly gives you the edge against huge tanks. The final assault phase gets really crazy because thereโs so many enemies and several tanks coming at the base. You also have to continually check your generatorsโ health levels and micromanage your barrier and turret positions as the battle goes on.
As your character increases in promotions from beating each level and obtaining the gameโs 13 medals for meeting a stageโs side requirements, you get cool new costumes, some looking like metallic superhero outfits. You also unlock perks such as faster hoverboot movement and health regeneration on your way to the top Master Rank. Collecting gold bolts on each level unlocks costumes for use in the online multiplayer. You can also try to beat the developerโs finishing time on a speed run, which becomes super easy after your weapons are leveled up. Skill points unlock concept art, custom game options to make the game tougher and cheats such as big head mode or screen effects that change the landscape of each level. Only a few skill points on the list are specific to the online multiplayer.
For a game so focused around leveling up weapons, managing money and replaying levels, it has a terrible stat tracking system. Saying Full Frontal Assault has any sort of system is even a stretch. Thereโs 117 skill points to unlock, but itโs more of an internal guessing game as to when youโre close to checking them off. Stats that should be obviously recorded like total number of kills with a weapon type arenโt quantified.
A prime example of this is the incredibly annoying Gold Trophy โIronmadman.โ To unlock this one you must get around the maps a certain distance with the gameโs three different movement abilities. After you get the skill point for each ability, it doesnโt tell you how much farther you need to travel for the Trophy. You need to glide for more than two miles past the skill point requirement, which takes forever. The other skill points range from how many Plasma Mines you bought to freezing enemies with the Cryo Turret to destroying all crates on a level. Each level doesnโt tell you how many crates there are or how many are left to smash to unlock the skill point. Given the gameโs style it doesnโt make sense why Full Frontal Assault doesnโt include better in-game statistical tracking.
The campaign takes 4-6 hours to finish. Thatโs not including the time challenges and unlocking all 117 skill points. Maxing out the campaign can take anywhere between 10-15 hours. After you do all that thereโs no point going back to the campaign. Even if you start a new game with another friend, your weapons become so powerful that each level becomes incredibly easy and ruins all the fun. The Trophies add good time to the game and the Platinum isnโt that difficult to obtain. Thereโs a great sized amount of content for being a $20 release. Visually Full Frontal Assault isnโt as sharp or appealing as Tools of Destruction (2007) or A Crack in Time (2009) but it still looks fine.
Having little experience with this particular genre of games, Full Frontal Assault isnโt too intimidating to new players. The tower defense elements mesh well with the franchiseโs platforming style. When I started the campaign I was lost and confused. So much happened at once on the opening stage that I felt overwhelmed at first. After several hours I felt like a pro and interested in exploring other games in this genre.
Full Frontal Online
Online is a much different animal from the campaign mode. Instead of just defending one base, you also need to capture and defend seven nodes spread over the map. There are three different phases in multiplayer; Recon, Squad and Assault. Recon is where you go out and capture nodes. Squad is where you figure out how youโre going to defend your base. Assault is when the action goes down, where you attempt to attack the other teamโs base and destroy their generators. Each base has two entrances where you can send enemies to attack or put up defenses on your own side. You have less than three minutes for Recon phase and one minute to get ready for the Assault phase.
If you donโt collect the nodes youโre screwed. Nodes bring in the bank. Without money youโre put at a huge disadvantage. Each node also gives the player a new weapon to use. Once you capture a node, you can buy a shield for it and also put down turrets to protect it against the other team. The game can go five rounds, but most wonโt go that far. If you make it to the fifth round and there isnโt a winner yet, the game goes into a constant Assault phase. You canโt buy new turrets or throw up barriers. Whatever you had on the field is what youโre left with to finish the fight. However you can keep buying troops to attack the enemyโs base from two single boards until the game ends.
Thereโs only one mode to the online multiplayer, and two ways to play it. Two versus two games are where itโs at. One versus one matches are alright, but they arenโt as exciting and can become pretty lopsided. During 1v1 games if a player gets the Warmonger rocket launcher it gives them a huge advantage in collecting and defending the other nodes. There are also only four actual maps in rotation. Youโll always be getting the same one, game after game. This eventually gets tiring during long play stretches, especially with the gameโs community problems. A free map set in Metropolis released in patch 1.04 last Thursday but is difficult to actually get into when joining a ranked game.
You can buy upgrades for your base, troops, player and even generators at your home turf. Possessing nodes continually give you bolts. During the Assault phase killing enemies and especially other players gives you lots of money too. If you hold your own, you might get anywhere from 2-5,000 bolts depending on the enemies. This really helps out if youโre low on nodes or wasted all your cash. If you play a 2v2 game both you and your teammate share bolts. If either of you die you both lose bolts, which can really hurt the team if youโre stuck with a bad player. Sometimes it feels like the game takes way too much money away for dying, especially in the earlier rounds. Like in the campaign, you can tear down something you built, be it a shield or turret, and get your money back. Itโs useful to take down a half-dead barrier and buy a fresh one before the next Assault phase. You canโt repair generators in the online mode though. Once theyโre damaged, they arenโt getting fixed.
Upgrading your troops is a must if you want to win. Upgrading to the โElite Demolitionistโ is a perfect example. Theyโre cheap to send out, do major damage to a baseโs defenses and can take out generators quickly. Tanks are brutal. Theyโre the most expensive but also take the longest to destroy and can immediately turn the tide of a close game. Weapon ranks donโt transfer to the next game in competitive. This is a good thing because otherwise new players would get slaughtered. Everyone is on equal playing field when the game starts. The weapons also only go up to level two during each game. While that seems like a low number, a level two Pyro Blaster is great for defending your base if the other teamโs players start directly attacking your generators.
If youโre getting overwhelmed by enemies and the other players during the Assault phase, you can hit a button in your base that hides your generators and sends the opposite team back to their own side. You still have to kill whatever enemies are left over in your base, but at least they wonโt be attacking your generators. You can only use this safety net once a game. Itโs tremendously helpful because sometimes an opposing player will slip through a barricade or send more enemies than you were prepared to deal with early on in the game. It doesnโt last the whole Assault phase though so you need to clear all the enemies out before the opposite players swoop in again.
Each game involves lots of strategy, predicting what your opponents are going to do next. I really enjoyed this aspect of the online mode. Even though there are so few little maps, each game felt fresh because you had different types of players and ways to play as the game unfolded.
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