The 2nd game in the Ratchet & Clank series. (Also known as Ratchet and Clank 2: Locked and Loaded)Ratchet and Clank are summoned to the neighboring Bogon Galaxy by one Abercrombie Fizzwidget, the Malaproper head of Megacorp who seeks Ratchet's help in retrieving an experimental "protopet" from a terrorist. Unfortunately, after they return the critter, the two learn the protopet is actually a hostile and easily provoked predator, and they must retrieve it again before Mr. Fizzwidget releases it on the market and dooms the galaxy.Not to be confused with the trope Going Commando.
This game provides examples of:
Action Girl: Angela Cross. Edges toward Faux Action Girl towards the end of the game given that she's always getting in trouble and Ratchet has to rescue her (it's particularly bad when she's captured by the Thug Leader without putting up even a token resistance).
The Alcatraz: Ratchet and Clank are imprisoned on Aranos at one point in the game, and have to split up and escape.
Artistic License - Physics: Ratchet walking around the outside of the Aranos Flying Lab. Due to the speed the thing was travelling combined with the high very high atmosphere, he would have been blown clean off the thing in real life. The game at least acknowledged the very thin atmosphere of that height, as Ratchet wears an O2 mask whenever he steps outside, only to forgo using it at the end of the first level and on the labs second visit when he steps outside.
Attack Drone: There are two versions of this. The first is the Miniturret Glove, which deploys turrets that fire at enemies automatically. The second is the Synthenoid, which deploys four flanking robots that shoot and sometimes bomb enemies that get too close.
Awesome And Practical: The RYNO II. It has a prodigious firing rate, holds a hundred shots, can be replenished at a Megacorp box with ten shots per box, and pretty much kills all non-boss enemies in one shot. Even if you have to buy the ammo, each shot only costs fifty bolts, which is the same as that for the Bouncer.
Awesome but Impractical: Most of the later weapons fall into this, such as the Hoverbomb Gun. They deal a respectable level of damage to their targets and come in handy during the toughest levels of the game, but they have a low ammo capacity even when upgraded, and the ammo costs a fair bit of cash. The Synthenoids and the Shield Charger ammo can't be replenished except at a vendor, making them quite expensive if overused.
The Zodiac. It can insta-kill virtually anything that isn't a late boss battle, and takes out all enemies onscreen with just one shot. However, not only does it only have four ammo slots, but the price of each shot at a vendor is ten thousand bolts. It's only the fact that the ammo can be gained more cheaply at an ammo box that prevents this weapon from simply being useless.
Bag of Spilling: This is partially justified, as Abercrombie Fizzwidget teleported them to another galaxy on short notice. However, the Swingshot and Grindboots can be obtained again as though Ratchet had simply brought them along, which raises the question of why he couldn't bring his other weapons too. At least the vendor on Planet Barlow gives him a chance to buy some of the better weapons of the previous title.
A stranger example is the Thruster-pack. While it does return, it loses some of the abilities that set it apart from the Heli-pack, such as the stomping manoeuvre.
Bonus Stage Collectibles: On Tabora and Grelbin, the crystals and moonstones. You get money if you collect them and bring them to the mystic.
Boring but Practical: The Lancer. It's not especially flashy or novel, but it gets the job done for the first third of the game. Similar applies to the Gravity Bomb / Mini-Nuke.
The Decoy Glove, returning from the first game, is not quite as useful as before due to it's low durability, but unlike the other heavily nerfed returning weapons, it can still prove surprisingly useful in certain situations, most notably the second Swamp Monster fight on Oozla, and the Impossible Challenge on Joba.
In an early cutscene the Thug Leader mentions a rendezvous and goes on to offhandedly mention a few other company events, like a picnic. Later on, the Thief calls the Leader to complain about the thugs being lazy, mentioning the picnic as one of the reasons.
In a late-game level, you can attack some large rockets on display. They're all destroyed except for the last one, which blasts off into the sky. Later on in the level, it'll fly into a tough enemy, destroying it for you.
Bubblegloop Swamp: Megacorp Outlet, Planet Oozla. Even the outlet itself is slowly being taken over by the swamp's wildlife, such as the Mutant Swamp Beast, a cross between a giant snail and a four-armed lobster. The waters are deathtraps, and you have only two chances of escape before sinking to your doom. Bizarrely, enemies that jump out of the water can also be killed if knocked back into it.
Card-Carrying Villain: The Thugs-4-Less organization, the Bogon Galaxy's equivalent of Murder, Inc., is a very literal version of this; they are an entire organization of mercenary Thugs for hire, and in spite of some virtues such as having company picnics for bonding exercises, they make no pretense about their sleazy profession. And one of their specials is even "Pay for six hits, and the seventh is free!"
Chain Lightning: The Plasma Coil fires a shot that unleashes this upon impact, whereas its upgraded form unleashes a ball of plasma that simply shocks everything that gets too close. Other weapons can be customized with mods that enable this effect, though it only applies to some weapons.
Charged Attack: The upgraded Mini-Rocket Tube, the Mega-Rocket Cannon, can be charged to fire up to 4 rockets at once.
Chekhov's Gunman: The pink robot with a crush on Clank ends up becoming quite important later on. Twice!
The Qwark Fanboy returns in Ratchet and Clank: Full Frontal Assault.
The robotic Abercrombie Fizzwidget who gives tour guides on Todano reappears on Boldan handing out Protopets, and ends up being used to frame Ratchet "for attempting to bump off Mr Fizzwidget".
Cool Old Guy: Abercrombie Fizzwidget, who acts as Ratchet's commanding officer during the mission and instructs him on where to go. The New Age Mystic might count as well.
Container Maze: The warehouse on Smolg is filled with crates, some of which contain Smolgian Snappers.
Convection Shmonvection: The Jobian arena is surrounded by lava, though the closest this game gets to this trope is Grelbin, where one underground passage leads into a cave and a facility very close to a large pit of lava. There are also the lava pits on Aranos' Flying Lab, some of which Ratchet can fly over.
Counter Attack: Enemies such as the Smolgian Snappers and the Thug Henchmen launch attacks when they get hit.
Crosshair Aware: During the harder hoverbike races, crosshairs appear behind Ratchet's vehicle. If he doesn't throw them off, they'll lock on to his vehicle and he'll get blasted.
Cute Clumsy Girl: Angela has some aspects of this. And it's even evident before her reveal.
Near the beginning aboard the flying lab where Ratchet panics and jumps off the base hovering high above the surface... because two robot Mooks no different from the ones he spent the whole level massacring snuck up on him.
Actually, if you look closely (granted it's pretty "blink and you'll miss it", but) those two Mooks are actually MSR I Version 2.0's, meaning Ratchet had plenty of reason to hightail it out of there, since the V2's are vastly superior and had him cornered.
On Boldan, Ratchet mows down countless numbers of heavily armed Thugs-4-Less mooks—and when he's cornered by the Thug Leader and two normal mooks to be falsely arrested for "attempting to bump off Mr. Fizzwidget" note Nevermind that the Fizzwidget they were about to attack is blatantly a robot, but it's really just a flimsy excuse for the Thugs to get Ratchet out of Megacorp's way , they throw in the towel without even putting up a fight.
Happens again right at the end of the game, when Ratchet, Clank and Angela are held at gunpoint while Captain Qwark explains his comeback plan. The problem is, you're being held up by Megacorp Troopers, and not even the upgraded versions you've been fighting the whole level, the earlier forms from just beyond the game's halfway point. At this point, Ratchet, even on a minimalist playthrough, would probably have more than enough firepower to massacre them several times over.
Curse Cut Short: The Thug Leader when he's trying to be threatening. He interrupts himself, for some reason being incapable of getting it out there, and has to settle for a Lame Comeback.
Damage-Sponge Boss: The Thug boss on Snivelak is not particularly difficult, but the healthbar on that thing is huge. Even the RYNO II takes a while to eat away at it.
Didn't Need Those Anyway: Many enemies will lose armour as they take more damage, but it never affects their fighting abilities. On the other hand, robotic enemies like the Troopers can lose body parts, and this does produce some odd results.
Disc One Final Boss: The Thief. Especially conspicuous, as the health and defence stats make this boss one of the easiest in the entire game to beat despite the build-up.
Disc One Nuke: Played with. While the RYNO II can be accessed as early as the third or fourth level, it's unlikely the player will be able to afford it until after a huge chunk of the game has been played.
Drought Level of Doom: Grelbin's open snowscapes can act as this if you're really unlucky. Fortunately, it's just part of an optional sidequest.
Dumb Muscle: The Thug Leader, and probably the Thugs in general.
Too Dumb to Live: In a late-game cutscene, he taunts the heroes about never being able to find him... while standing in front of a computer monitor displaying the exact coordinates of his location. Naturally this was lampshaded.
Equipment-Based Progression: Later weapons trump early ones on the first playthrough, rendering tools such as the Heavy Lancer and the Blitz Cannon effectively useless by the end of the game. The New Game+ levels the playing field with the Mega and Ultra upgrades.
Erudite Stoner: The New Age Mystic. He appears in both a desert world and an ice world, and in both cases is a trippy customer. He does have genuine powers, however; he fixes Ratchet's ship with nothing but some valueless crystals and a mystic chant, and easily moves a rock Ratchet couldn't even blast.
Qwark (Fake!Fizzwidget) does this before the final battle while boasting how he will attempt to become a genuine superhero after taking over Megacorp and unleashing the Protopet on the galaxy to clear himself of his humiliation in the previous game. Obviously, being the Fake Ultimate Hero he is, nobody is going to adore a joke of a hero turning villain and believe his ideas of trying to pull a Heel-Face Turn with such a bush-league plan.
Evolving Weapon: Introduced in this game as a two-tier system, in which you start off with a weapon that can absorb "nanomites" or experience points, and it upgrades after absorbing a set amount, repeating the process when the Mega upgrade is bought in the New Game+. All the Megacorp weapons except for the Zodiac have this feature.
Fartillery: Possibly averted with the Horrible Sulphur Beast, a monster that was mentioned but never appeared in the game. Both the Mutant Muckdweller and Horrible Sulphur Beast expel a poisonous gas as their attack. The former spits it out from its mouth. The latter... Well, judging by the name, the beast probably expels the gas "out the back door"...
Floating Platforms: Naturally, these appear in levels like Smolg and Endako in various guises. There are variations such as the rotating platforms on Barlow and the vanishing ones on Aranos.
Flunky Boss: The Arachnoid deploys Nidbots during the cage match, and the Final Boss summons enemies to attack you.
Foreshadowing: As left-field as the big ending twist seems on a first playthrough, there's actually a lot leading up to it if you look back. The Behind the Hero segments, for example, which only served to remind the player that Qwark still exists. The fact that Mr Fizzwidget quite clearly wants to get rid of you right from the start, (evident from as early as the end cutscene of the first level) plus, if you listen closely enough, you can kinda tell that his voice sounds like Qwark's. Admittedly, Jim Ward does do the voice for both of them, and the real Fizzwidget only sounds slightly more serious. And there's the false password Mr Fizzwidget gives you for the Disposal Facility: Qwarktastic.
The French version spills the beans immediately to anyone who played the first game: Fake!Fizzwidget sounds exactly like Qwark.
Hoist by His Own Petard: Captain Qwark's plan to pacify the protopet and take credit for "saving" the galaxy from it backfires horribly when using the helix-o-morph causes it to become a giant monster and eat him.
Homing Projectile: The Minirocket and its upgraded forms can twist around to follow a target if necessary; contrast with the RYNO II, which can only fire in a straight line. The homing ability can be invoked directly with the Hoverbomb Gun and its upgrades, as the player can remotely control its ammo when fired.
Hyperspace Arsenal: To be expected. You even get a skill point for obtaining and upgrading all weapons except for the Clank Zapper, which means forking out for the Zodiac and for the RYNO II among the 23 weapons you need to get.
Improbable Power Discrepancy: A furry giant like the Y.E.T.I. can take as much damage as a fully-armoured Robot Guard, and a bite from a Grulch can cause more damage than a plasma cannon shot.
Infinity+1 Sword: Unusually, there are two of these on the first playthrough. On the second, the honour shifts to the Mega Mini-Nuke, an upgrade of the Mini-Nuke that costs about as much as the Zodiac, but which earns its keep pretty quickly.
This also applies to the returning weapons from the original game, the Bomb Glove, Tesla Claw, Walloper, Decoy Glove and Visibomb Gun. While somewhat useful in the early levels, they are outclassed by just about every other weapon in the game, and are practically useless in the later levels—even the once mighty Visibomb, despite its long range capabilities, deals very little damage per shot. The only one of them that remains remotely practical to use throughout the game is the Decoy Glove, but even it's benefits are quickly negated by how easy it is for enemies to destroy it.
Karma Houdini: Considering Qwark managed to stage a galaxy-wide massacre and potentially ruin a gigantic company, capturing and then impersonating its (relatively) innocent CEO, and while doing so, pretty much tries to pull the wool over everyone's eyes solely to give himself a publicity boost. The fact that he ends up cheerfully working as a test dummy seems to be little more than a slap on the wrist. Even if it is the Crotchetizer he's testing.
Angela Cross's actions as the Thief make her this when you realize there was little incentive for her to indirectly murder the Megacorp employees on Oozla other than to spite her former employers, and she is never called out on it later.
Killer Rabbit: The Gadgetron Hound of Cuddly Death was intended to be a cuddly companion before Gadgetron vanished. The Protopet is Megacorp's version, looking like puffballs with feet and antennae, but being capable of omnicide.
Last Ditch Move: Thug Henchmen are terrible at this. The instant one gets the death blow, they always fire a last shot before vanishing, and if you're standing too close, it can sometimes land. On the other hand, this can also be invoked to make them deal damage on their own side.
Lethal Lava Land: Planet Snivelak, home of the Thugs, is completely red. Every island is surrounded by a sea of lava, and the giant tower in the city-like fortress even looks vaguely volcano-like.
Levels Take Flight: Flying Lab, Planet Aranos. It seems to be traversing the entire planet.
Magikarp Power: A very odd example, since it doesn't come around until a New Game+. The Gravity Bomb is an okay crowd control weapon early on. Its upgraded form, the Mini-Nuke is great, but kinda loses out to other weapons later in the game. Then, in a New Game+, you notice its Mega version costs a whopping 1,500,000 bolts, the same as the game's Infinity+1 Sword. There is a good reason for this: let's just say that, once you buy it, the 'mini' in its name deserves to be dropped. It has more than twice as much ammo (20 as opposed to 8) and one shots nearly everything in the game (including Y.E.T.Is). And this is before it upgrades to Ultra.
The Lancer goes through a similar process, becoming increasingly useless as the game progresses, and only really earning its keep in the New Game+ when it receives an upgrade.
Mega Corp.: The company is the Trope Namer, which has a major competitor in Gadgetron (and another one in Grummel Net).
How positively they're portrayed zigzags as the game progresses. Fizzwidget seems a decent enough guy at first, and the employees at the Megacorp Outlet largely meet their ends because the Thief's goons deactivated the perimeter defences, not because of the company's neglect. At best, their robots were made with good intentions but poor test control, suggesting incompetence rather than outright malice. And despite the suspicious behaviour of Fizzwidget, they turn out to be Unwitting Pawns to Qwark's insane plan.
My Friends... and Zoidberg: The second arena announcer refers to the titular duo as "Ratchet... and some metal guy." It's still a big step up from the first announcer, who always referred to Ratchet as "This...guy."
Nerf: Compared to the weapons you have in this game, all of your Old Save Bonus weapons are very weak and cannot be upgraded. Even the Visibomb gun, which could take down any mook in the previous game, pales in comparison to the Megarocket Tube. They do receive upgrades in the New Game+, at least, which bring them up to speed for a while.
No Cutscene Inventory Inertia: Even if you deliberately avoid using the Lancer for the entire game, Ratchet will still be seen using its upgrade, the Heavy Lancer, during certain cutscenes.
Averted with the armour: Ratchet will always be shown with the exact design he last bought at an armour vendor (or with the skin that was activated in the cheats menu).
No Sidepaths, No Exploration, No Freedom: Notably averted in two cases: the Tabora desert and the Grelbin tundra both have gigantic areas that are open for exploration, with no forced linear paths at all. However, beyond two optional (and notoriously long-winded) sidequests and a ton of enemies to fight, there's not much else to do in them.
One Time Dungeon: Planet Aranos cannot be revisited until after completing the main objective on Planet Boldan, and in both cases it contains two areas that cannot be accessed once done. The Wupash Nebula also becomes untouchable once the main fight is over.
One-Winged Angel: Qwark using the Helix-O-Morph on the Protopet causes it to become giant and monstrous, setting the stage for the final boss fight.
Painfully Slow Projectile: Some of the enemy shots are bewilderingly slow; the Thug Henchmen and the Megacorp Troopers are the most obvious examples. This mostly gets dropped later in the game.
Peninsula of Power Leveling: The arena battles can be ideal places to get experience points, or "nanomites", given the huge hordes of enemies you can slaughter there. Planet Grelbin is also this in theory, depending on how much you can tolerate the YETIs.
Player Guided Missile: The Hoverbomb can be remotely controlled, but its main drawback is that it is terribly slow.
Port Town: Canal City, Planet Notak. It has a wharf, though none of the boats shown ever use it.
Power-Up Letdown: The Meteor Gun does more damage than the Lava Gun it replaces, but it loses all the stream properties that made the Lava Gun special. This was fixed in Up Your Arsenal, where the Lava Gun upgrades to the Liquid Nitrogen Gun instead.
When given a Lock-On mod, the Meteor Gun works extremely well against single targets. For example, it can chew through a Thugs-4-Less hover tank in about 3 seconds. But even with the Lock-On Mod, the Meteor Gun is often Overshadowed by Awesome. It also takes away a very good situational weapon against enemies breathing down your neck and leaves the player with nothing to cover that particular niche.
The Thug Leader trades in a more dynamic mecha suit in favour of a slower, more cumbersome model which is easier to beat, even when you take into account that Ratchet is on foot during the fight.
Powered Armor: The Carbonox Armor technically qualifies, even tailored to be custom fit for a Lombax. While it doesn't do anything special, it reduces 90% of damage done to Ratchet inflicted by Mooks. The catch is that it is the most expensive armor in the game, with a price equal to that of the RYNO II. Not only that, but it won't appear until you reach Planet Grelbin. Needless to say, this will prove to be a lifesaver for Ratchet in the final levels as well as in the New Game+.
Psycho for Hire: The Thug Leader, with an emphasis on the "hire" part, as the Thugs quickly switch loyalties when offered "a lot of bolts" by Megacorp halfway through the game. The Leader doesn't take the business personally until Ratchet keeps thwarting him, and by the time Ratchet is heading for Boldan, he's practically declared it a personal vendetta.
Recurring Boss: The Thug Leader, most conspicuously in the mechs. You fight him at least three times during the game ( the Chopper on Endako, the first Mech fight on Dobbo, and the second Mech fight on Snivelak).
Remixed Level: Planet Aranos appears twice, the first time as the Thief's base, and the second time as the prison of Thugs-4-Less.
Shifting Sand Land: The Tabora desert is not only themed like this, but contains a huge sprawling area just to hammer home that this is a desert. According to the video for the level, the planet used to be entirely rainforest before Megacorp came along and began mining.
Show Within A Game: Many of the video screens, which take the place of the Infobots from the first game, show cutscenes that are advertisements for TV Shows, such as Channel 64 News and The Galactic Gladiators. The biggest example, however, is the Behind the Hero segments, which not only serve as the opening cutscene, but subsequently hosts an entire series on Fallen Hero Captain Qwark, of which episodes are seen during the game's course.
Slippy-Slidey Ice World: Two levels fit this theme. Planet Siberius is simply a frozen base, but Planet Grelbin has a much more prominent frozen-wasteland look to it, helped by the gigantic and explorable area near the mining facility. Unusually, there's no slippery ice in any of these levels unless you use the Thermanator in the factory next to Angela's home.
Splash Damage: Sometimes, an explosive weapon will damage enemies that got too close to the target.
Spring Jump: This is the first game to introduce the triangular jump platforms, triangular green structures that give Ratchet a fixed boost jump in order to reach otherwise-unreachable places. They first appear on the Jamming Array.
Sprint Shoes: The charge boots enable a player to zoom across levels. It's exceptionally useful in the Grelbin and Tabora levels, but it's best to unequip them when surrounded by cliffs in case they accidentally go off.
Swamps Are Evil: Planet Oozla, which is a pretty grim-looking place for a first level. Megacorp employees get slaughtered by the native wildlife the instant the perimeter defences are down, and the level plays host to at least one tentacled horror.
Take Your Time: Despite the sense of urgency that occurs throughout the game's story (save the experiment as soon as possible, contact Fizzwidget as soon as possible, rescue Angela as soon as possible, stop Megacorp as soon as possible, etc.), you can make a full career out of planet-hopping without it impacting on the story's progression whatsoever.
Throw Down the Bomblet: The Bomb Glove from the previous game, and it's free if you have a save file from that game, but unfortunately it's rather weak. The Bouncer is an extreme version of the trope: it launches one huge grenade, which then breaks into a number of smaller grenades, which, as the name indicates, bounce around for a second or two before they all explode. Comes in real handy when you need to do some crowd-clearing.
Too Awesome to Use: Synthenoids deal out a respectable amount of damage and become much more helpful when they upgrade to Kilonoids, but they have a low ammo count, and the not-exactly-cheap ammo has to be bought at vendors.
Took a Shortcut: The Mystic is found on both Tabora and Grelbin. Fly directly from one to the other, and he's still ahead of you, ready and waiting.
Turns Red: The B2 Brawler usually alternates between shooting its plasma cannons and using its spinning-leg attack. In the final part of its boss fight, however, it does both at the same time.
Unblockable Attack: The Arctic Leviathans fire a powerful ice breath that destroys a Tesla Barrier with ease.
The Unfought: The Big Bad is the only antagonist who never gets to fight the hero. That was delayed for the sequel.
Un Paused: The frozen Gadgetron scientist. When broken free from his ice block he's still celebrating the success of his Thermanator (which froze him in the first place).
"It works! My invention works!"
The Very Definitely Final Dungeon: Planet Yeedil. It's just so dark compared with the other levels that even the entire planet itself is black on the ship's monitor. It also seems to be the biggest planet in the Bogon galaxy, and though no actual fighting occurs, Angela mentions "nasty" orbital defences. If that wasn't enough, the level is full of troopers who are not only insanely powerful, but just keep coming as soon as their comrades are finished off.
Some would mistake planet Snivelak to be this at first.
Video Game Flight: You gain access to the Levitator which allows you to fly anywhere... but you can only take off from special pads, and your fuel decreases rapidly every time you ascend.
A lesser example would also be the Glider which allows you full flight control, but your speed sharply decreases the more altitude you have. Go past your maximum height (which has no indication) and you'll be sent careening towards the ground (or lava, on certain occasions).