|If the camera were any closer behind Ratchet,|
it would be giving him a colonoscopy.
I mentioned earlier that Size Matters suffers from a lack of scale, right? The levels are linear and hidden items aren't all that well hidden, to the point where pieces of armor are dropped in your lap at the end of some areas. Well, the developers at High Impact Games must have noticed this too, and added diversions to Size Matters in the hope of distracting the player from its shortcomings. Locked doors are opened by first shrinking to fit the keyhole, then riding the circuitry inside them to flip switches. Some critical items must be earned by winning hoverboard races against a dimwitted stoner lion. Ratchet and Clank team up to break the security inside enemy strongholds, with Ratchet hacking the systems and Clank defending him from robot spiders with an ice beam. These mini-games are tedious and frustrating and overused, but they sure are there, and you sure will have to finish them to make progress.
|It was already established by the plot that this|
is all going on in Ratchet's head! Was this
drug trip really necessary?
Some compromises had to be made to bring Ratchet and Clank to a portable, especially in 2007 when this spin-off was released, but I can't help but wonder if High Impact Games made the wrong ones. Size Matters looks and sounds like the games I loved on the Playstation 2, but the spirit of the franchise was crushed into a cube to cram it into the PSP. It's there, but it's mangled and folded into itself and given no room to breathe. If you've spent any time with the console versions of Ratchet and Clank, it's just as suffocating to play Size Matters for an hour.