Ratchet & Clank: Standing the Test of Time

Ash Whyte
Orange and Juicy
Published in
6 min readMay 11, 2019

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The original ‘Ratchet and Clank’ series is a childhood classic for some of those who grew up on the PlayStation 2. These particular games are now 15 years old and appear to live on through nostalgia and a thriving speedrunning scene. Upon revisiting these titles recently, it became apparent that there was more to these games than the younger version of myself could appreciate; despite playing what has been dubbed ‘the future trilogy’. The formula behind these original games enabled them to be games we can look back on as being their own unique series; which explore various themes of consumerism and modern-day popular culture in addition to satirical elements throughout.

The Cash, the Money and the Skrilla

Throughout these games you are constantly reminded about the underlying themes of consumerism in a way that shares a unique perspective of these same themes in the real world. The construct of consumerism exists all around us, so these games are able to address a theme that is very topical and relevant to players. From corrupt politicians, obsessed with wealth and power, mega-corporations who have monopolised galaxies with their products and ruthless gameshows and challenges that sacrifice all morals and ethics in the name of ratings. To those who have played the games these examples will sound very familiar.

In the first game, Chairman Drek is introduced as the main antagonist. He is the corrupt politician who will go to great lengths to make maximum profit, where within the story of the game it is revealed he polluted the planet of his people to the point of no return. Part of his plan involves this cycle of moving from planet to planet and repeating his process in the interests of making money each time. The galaxy this game is set contributes further to establishing this atmosphere where cutscenes are presented via ‘infobots’, often being in the form of a commercial for a product or location of sorts.

An Infobot from Ratchet and Clank 1

It becomes clear as the games go on that in this fictional universe, money is the backbone of everything and that nothing is ever for free. While this is used as a game mechanic for advancing plot occasionally, it is justified through the themes in the game.

Further reiterating this idea that the galaxies are all designed to cater to this theme is the company Megacorp in the second game. Similar to Gadgetron, Megacorp is the supplier of the weapons and equipment you will be using. But Megacorp has a firm grasp on the entire galaxy that the second game is set in, seeing planets dominated by their products or ravaged by the necessary manufacturing and production requirements to maintain such.

Planet Barlow — A former Gadgetron Planet that was destroyed as Megacorp moved in

Additionally, the ‘Protopet’ enemy in this game is also a mass produced product designed by Megacorp to amass more profit. The Megacorp example is also rehashed in the fourth instalment ‘Deadlocked’ as well as incorporating a character reminiscent of Drek. Gleeman Vox’s media network exists with the intention of amassing the most views and highest ratings as a result of the game show ‘Dreadzone’. Vox also sacrifices any ethics and morals as he kidnaps and pits people against one another against their will in addition to imposing his show on local inhabitants of various planets in the region.

In an era of corporation dominated business such as Microsoft, Amazon, and Apple. Almost all our products that we use every day come as a result of a handful of individuals. Furthermore, we experience the ever increasing cost of day to day living and this is mirrored from game to game.

The game is able to draw a link to the consumerism driven society of today and therefore be relevant.

Popping with Culture

The original Ratchet and Clank series is able to reference modern day popular culture in a way that creates parallels between itself and the real world, similar to its approach regarding consumerism. The ability to be self-aware in this sense adds a level of relatability, humour, and relevance to what is effectively a third-person platformer.

Throughout these games, it becomes clear very quickly that certain characters are ‘taking the piss’ out of something or someone else. Typically, these will be acknowledgements to modern popular culture the happenings of the time. Notably, Captain Quark is the glaring example of this; the famed ‘superhero’ who is larger than life but is more of media symbol than what they supposedly represent. This reflects today’s obsession with the idealisation of celebrities and again crops up with the character of Courtney Gears, which is a reference to Britney Spears.

The Courtney Gears Music Video in Ratchet & Clank 3 — Linking the character to Britney Spears

Furthermore, the extension of this ‘celebrity idealisation’ is exemplified through the general theming of Ratchet and Clank 3 with its film and music star emphasis and in Deadlocked with the focus on television broadcasting and ratings. The obsession of being famous, making money and being on top of the ratings are ideas and focuses from villains and protagonists alike, making it difficult to escape the consumerism driven universe these games are set in.

These characters; such as Gleman Vox, Quark and Clank (In Ratchet and Clank 3) for example, are usually quite important to the story throughout the games and are the root causes of problems that Ratchet is out to solve. But again, tell a larger story about society and the world we live in that is all too relatable.

If Ratchet was a tough cookie, what kind of cookie would he be?

A defining feature throughout these games is that never take themselves too seriously. In line with its popular culture references, the Ratchet & Clank games are able to draw attention today through comedic and satirical tools and effects.

Look no further than the game titles to see this in action. “Going Commando” & “Up your Arsenal” are very clearly comedic titles that hopefully don’t need too much additionally explaining to any adults today. However, it can be understood that some people in their youth didn’t understand these titles fully. Of course, this style and approach to humour is evident throughout these titles down to the dialogue and cutscenes — notably the iconic “Plumber’s Crack” scene that subverts expectations and introduces a character who returns as a fan favourite in the following games exemplifies this idea of comedy and satire that is especially relevant today.

Meeting the iconic Plumber in Ratchet and Clank 1

And of course, the infamous commentators from ‘Deadlocked’, Dallas and Juanita. These two characters really hit the nail on the head in terms of adding comedic and satirical flavour throughout the game with their WWE style commentary, hence the satirical nature of these characters. Much like the previous announcers from Ratchet and Clank 2 & 3 in the arena levels, they mostly yield hilarious and sometimes cringe dialogue but always in the spirit of adding to whatever is going on in that level.

The WWE style commentators, ‘Dallas and Juanita’ from Ratchet and Clank: Deadlocked (4)

Overall, on both the surface and within the games there are comedic and satirical elements and tools in places to enhance the games and give them another reason to be applicable and enjoyable today.

Recap:

Through a short breakdown of the original 4 Ratchet and Clank titles, it has become clear that there are reasons to why they ‘live on’ and are a pleasure to revisit occasionally. This is due to these games approach real-world issues and topics such as consumerism, modern popular culture, and satirical/comedic effects. By exploring these themes and representing them through the narratives and characters within the game, Ratchet and Clank has so far stood the test of time and will continue to do as a result.

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Ash Whyte
Orange and Juicy

I write about all things I’m passionate on, whether its esport or public transport, it’ll be here. :) Love you if you’re reading this btw ❤