Main game
3.29 average rating based on 400 ratings
I finished this game with the use of rewind features admittingly. Needless to say, the game itself is horrendously cheap it is. I say, FIGHT FIRE WITH FIRE. If the game isn't gonna play by its own rules, why should you? High School from the late 2000s is vindicated, get rekt Size Matters.
I HATE doing this but going to call it quits on Size Matters with only 1.5 levels left. I've never experienced a difficulty jump like this game has, especially one where you can't go grind to level up and overcome it. One planet you're able to take out low-tier enemies with a few hits from your dual-wield pistols, the next planet you're unloading an entire clip from those maxed-out guns into a single low-tier enemy to no effect. Not only are your weapons now borderline useless (except for the RYNO rocket launcher), but the enemies are getting craftier as you approach the endgame and every time you die the game autosaves and forces you to re-purchase ammo. If I was playing this on a console, I'd be more inclined to grind it out and hope I luck out on a solid run where I perfectly use and replenish ammo to make it through, but stress-playing on the PSP kills my abnormally large hands too much for me to commit to that course. I hate that all the care High Impact clearly put into the start of the game is undone by such obviously poor balancing and design at the end, …
Read MoreI HATE doing this but going to call it quits on Size Matters with only 1.5 levels left. I've never experienced a difficulty jump like this game has, especially one where you can't go grind to level up and overcome it. One planet you're able to take out low-tier enemies with a few hits from your dual-wield pistols, the next planet you're unloading an entire clip from those maxed-out guns into a single low-tier enemy to no effect. Not only are your weapons now borderline useless (except for the RYNO rocket launcher), but the enemies are getting craftier as you approach the endgame and every time you die the game autosaves and forces you to re-purchase ammo. If I was playing this on a console, I'd be more inclined to grind it out and hope I luck out on a solid run where I perfectly use and replenish ammo to make it through, but stress-playing on the PSP kills my abnormally large hands too much for me to commit to that course. I hate that all the care High Impact clearly put into the start of the game is undone by such obviously poor balancing and design at the end, and I struggle to understand how or why they shipped it like this. Anyway, probably the worst R&C game for its horrid balancing and the lack of anything memorable throughout. Can already feel the stress melting away as I give myself permission to not keep trying to beat the game.
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--cue old man rant-- Been playing through a bunch of PSP titles I never got to as a kid and the nostalgia is proving to be a real double-edged sword. On one hand, it is refreshing to play these mobile platformers that are much more straightforward and simple than modern offerings. On the other hand, I keep being reminded of how mind-blowing it felt to be able to play a 3D video game like this on the go when I was in middle school. Will we ever be similarly wowed by future video game technology? Or are we so used to innovations now that each leap forward is taken for granted? VR seems to me the next big step, but public interest has seemed minimal so far.
tl;dr enjoying circling back to these games (and excited to finally have played every Ratchet & Clank game after I finish this one), even if they keep triggering existential crises.
Had to drop it because of a game breaking bug, the disc must have been scratched or something since it started lagging really badly during cutscenes until I eventually got to one in which the game crashed, and after booting it back up all of my weapons except for the squirt gun were gone meaning I no longer had the tools necessary to progress, such as the grappling hook to get across platforms.