Latest game beaten on my PS5 adventure is Ratchet and Clank. I've got mixed feelings on this one, but I'm leaning more towards not recommending it. It's worth mentioning that I don't have any experience with the previous games, so I won't be holding it to the standards of the series.
The first two-thirds of the game were rough. A real dull drag of a game. The story is based on the tie-in movie, which I haven't seen. I don't think having the same plot as the movie helps, as it makes the pacing feel a little weird. Not a very descriptive complaint, I know, but was just my gut feeling. The writing is mostly bad, too. The story and writing are clearly for kids - extremely plain and on-the-nose. Some characters were genuinely written quite funny (Captain Qwark, Mr. Zurkon), and the rest of them were utterly dull. The game even retains the cast from the film, which features some notable actors (emphasis on "some"), but even they turn in pretty boring performances. Very little to praise in this department.
Presentation wasn't great either. The game has this sort of late PS2/early PS3 feel to it, like it's been dolled up to look like it belongs on the PS4. The 1800p/60fps you get on PS5 is certainly appreciated, but I was never wow-ed at any point. I'm assuming the pre-rendered cutscenes in the game are just clips from the movie, as they look pretty good, even if noticeably compressed. Pixar/Dreamworks-style animation, you already know how it looks. The in-engine cinematics are especially lifeless, with characters often just stood in front of each other, talking, with cinematic black borders across the screen. After playing Insomniac's Spider Man games, it was surprising to play a title from them that looked so lifeless. It lacks a lot of the polish from their better games. Whenever Ratchet gets a new weapon, he strikes a pose in front of the camera while an "epic" orchestral jingle plays. He's clearly moving his mouth, but doesn't audibly say anything. Those were the sorts of details I expected Insomniac to pick up on. The music is bland and totally forgettable other than the track on the Map screen, which is kinda cool. The generic "movie score" soundtrack hasn't helped at all.
So then, the gameplay. As I mentioned before, I found the majority of the game to be pretty dull. The platforming isn't particularly challenging or interesting in any way, so we're relying on the combat to pick up the slack. I played on Hard difficulty and didn't get stuck on any particular fight for more than a few minutes. I did have plenty of deaths though - for some reason, attacks have the potential to randomly take off 75% of your health. I was never able to figure out if enemies had a chance to crit you, if it was a PS5 framerate bug like Vanquish had on PC (the higher the framerate, the more times the game thinks you're being hit) or if it was something completely different. It was quite frustrating as it made many of the deaths seem cheap, ignoring what I perceived the "rules" of the game to be.
The game does a pretty good job of continously giving you new weapons, as you are able to buy a new one from the shop in nearly every level. By the end of the game, you end up with maybe 13 or 14 different guns, which are accessible across 2 pages of weapon wheels. Combat becomes more interesting as your arsenal expands, leading to some fun gameplay in the more intense fights using some almost Doom-like combos. Most of the weapons are unique, giving them their own place in the combat loop. There are a few that arguably cross over with each other, but the game does a good job with its toolkit for the most part.
One of the best weapons induces a status effect - a stun grenade called the Groovitron (or something similar). It's a disco ball that explodes, and anything in its AoE feels compelled to dance on the spot for a number of seconds. This seemed to work on every enemy I tried it against, including bosses, and can be spammed and looped until you run out of ammo. Very overpowered, but it's fun to use it as a set up to lock groups in place or buy yourself time to reposition. It has a synergy with the other weapons that brings an extra level of engagement to combat. Sadly, this is the only weapon that really plays with enemy statuses in this way. There is a Flamethrower, but it doesn't do damage over time or ignite enemies, as they just take damage like they would from any other gun. The sniper rifle-type weapon highlights enemy weak points when scoped in, allowing you to land critical hits, which is a nice touch. The weapon roster is mostly unique but varies in usefulness. The Combustor, the starting automatic rifle, is probably the least useful weapon in the game with it doing such little damage. Even on hard difficulty, the later levels were the only ones that really considered the combination of loadout/challenge/enemy composition and made interesting combat with them.
However, you unlock Challenge Mode after you beat the game - a new game plus mode with increased difficulty that allows you to upgrade weapons beyond what is allowed in the base game. I haven't tried it, but if this is done well it really could be the game's savior. Part of me wants to play through it, despite finding more than half of the first playthrough really boring - is it Stockholm syndrome? Have I learned to love the captor of my free time?
It's hard to recommend this title as it's clearly meant for kids, but there has been thought put in to making enjoyable combat - it just doesn't show anywhere near often enough to really be regarded as fun. Challenge Mode could be a bit of a game-changer if it remixes encounters well. I think I'm going to move on to my next game, but I could revisit this one day.