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Into the Nexus also finds some inspiration in its platforming thanks primarily to the jetpack gadget. Like the series at its best, these additions are playful and surprising. Standouts from the latest arsenal include vortex grenades - which create black holes that suck enemies in and then explode - and the winterizer, a gun that turns space thugs into snowmen while blaring jolly holiday tunes. These sequences last just long enough to break up the traditional third-person shooting and platforming found throughout the rest of the levels - which isn't to say that the more traditional gameplay is handled poorly.Īs always, the core strength of Ratchet & Clank's shooting is found in the game's variety of off-the-wall weapons. Another section has Ratchet using his jetpack to outrun a rising tide of poisonous sewer water. This introduction finds you flying through space, leaping between pieces of debris and avoiding huge swaths of laser fire from enemy ships. Though it maintains the structure seen in previous mainline Ratchet & Clank releases - you fly to a planet, explore some fairly linear paths to accomplish objectives, then fly to a new planet and repeat - Into the Nexus is more willing to break up the routine with exciting setpieces. The exhilarating jailbreak segment sets the tone for the rest of the game.
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The trip is disrupted when Vendra's twin brother Neftin literally crashes the party, rescuing his sister and sending Ratchet and Clank on a fugitive hunt across the galaxy. Read Polygon's Ratchet and Clank: Full Frontal Assault review.Īt the game's outset, the titular duo is ferrying wanted space witch Vendra Prog to a prison somewhere on the other side of the universe.
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It takes thousands of bolts to buy a single worthwhile turret but defeated enemies and smashable objects rarely provide a fraction of that cost. It's easy to get overwhelmed - especially when a column of enemy troops warps in and begins tearing up your base while you're on the opposite side of the map - and Full Frontal Assault's single-player economy is lopsided in favor of the AI. Turrets and barriers fall apart at the slightest hint of enemy fire unless you're there backing them up, distracting bad guys and replacing busted defenses as needed. You need bolts (the game's currency) earned from exploration and completing objectives in order to buy turrets back at your base, but leaving the base unattended while enemy waves are approaching is tantamount to surrender. There's an uncomfortable balance between defense and exploration in Full Frontal Assault's campaign mode.
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