YMMV / Ratchet & Clank: Up Your Arsenal

  • Anti-Climax Boss: The final phase of the final boss, which can be fought using a hovership. The problem is all of the boss's attacks are telegraphed and are slow-moving projectiles, so they're easily avoided with the same strafing and dodging techniques you've used in previous hovership missions. Might have been intended as a Breather Boss, since the phases before it are anything but (see Best Boss Ever).
  • And You Thought It Would Fail: The games turbulent production and rushed content made the staff at Insomniac Games genuinely worried that the game would be a flop, with one staffer saying it was seen as a disaster just two weeks before it went gold. They were completely blindsided by the game being a huge critical and commercial success.
  • Best Boss Ever:
    • The final boss fight against Dr. Nefarious is an awesome, intense fight. After the extreme difficulty of Drek and the pushover of the Giant Protopet, Nefarious hits the sweet spot between the two, possessing attacks that force you to stay on your toes, and won't punish you overly if you mess up. It's nice in concept as well — Nefarious might be a bumbling fool while in cutscenes, but when he's forced to fight, he's very capable of holding his own.
    • It also applies to his Dragon, Courtney Gears, notably because of how different the atmosphere of the fight is. The setup to it, the passage through Obani Draco is already cool, basically equaling to entering something akin to artificial moon, with reproductors and sound equipment everywhere, but the fight really takes the cake. In the cutscene before, she turns Skidd into a robot and captures Ratchet, showing him how much of a sadistic monster she is. He's furious! It takes place on her singing stage, first with her dancers attacking you, then her taking on you, all happening while Death to Squishies plays.
    • The Gunship may be a Giant Space Flea from Nowhere, but its a memorable fight, pursuing the player for most of the level, and finally ending in a fight that involves both Boss Arena Urgency and Teleport Spam.
  • Best Level Ever:
    • The assassination mission on Planet Aridia. With great music and an expansive environment, there are many ways to approach this level, whether it be using sniper rifle stealth or just outright going in with a destructive vehicle.
    • The Obani Draco, because of how different it is from basically any other planet in this and previous games. It looks like an artificial moon overloaded with sound equipment and even has an enormous disco ball at one point, which you enter. Then the location is topped of by the Boss Battle with Courtney Gears right after her Moral Event Horizon.
    • Planet Koros is loaded to the brim with high-leveled enemies. While this would make it border on That One Level, consistently upgrading your weapons throughout the game makes you more than capable of ripping holes through Nefarious's army, which is immensely satisfying. Also, damn near everything in this level can be broken, which makes it a prime candidate for quickly grinding bolts in order to purchase weapons before the final level.
  • Catharsis Factor: Again, the battle with Courtney Gears. She tricked Clank into letting her guest-star in his show, and captures him right after filming, leaving a decoy behind to lure Ratchet to the Dreadnaught Leviathan. But then she abducts Skidd, and turns him into a robot, her Moral Event Horizon. And then when Ratchet finds out, he's captured too, and realizes she's a pure sadist and sociopath. Fighting and killing her will bring a major satisfaction for players.
  • Ear Worm: Just try to get that Courtney Gears song out of your head. It doesn't help that it gets both a Boss Remix and a Groovitron remix in Tools Of Destruction (which is only in the Japanese version, though).
  • Even Better Sequel: It takes Going Commando, trims the fat, and refines the heck out of everything else. Add the surprisingly good multiplayer, and the result is a game that's usually regarded as the best of the series. The only general complaints are how short and easy it is compared to the previous games.
  • Game-Breaker: In contrast to Going Commando's first-game weapons, all of the Old Save Bonus weapons in this game are extremely powerful. By extension having old save is this, because it allows you to get these weapons for free while normally they cost as much as 250 000 bolts apiece, meaning you can save your money on resident Armor of Invincibility:
    • The Mini-Turret glove launches an automated turret to attack, the turrets are powerful, target enemies on their own, are invincible, and you can have several out at once. The only downside is the limited ammo, but it's so good that you'll mostly only need to use one to take out a group of enemies anyway.
    • The Lava Gun can still destroy enemies quickly, and retains its constant stream properties when it upgrades this time, meaning that it remains an excellent crowd controller.
    • The Bouncer retains this status from the previous game, despite having less ammo this time around. It can clear out a group of enemies with the initial bomb, and if another group comes in, they'll be taken out by the bomblets left behind. It also works extremely well on powerful enemies.
    • The Plasma Coil isn't too bad initially, but once it becomes the Plasma Storm, it fires an orb that zaps everything in its path. Little enemies have no chance of reaching you, and one or two more will take care of the rest with ease.
    • The Shield Charger outclasses the Holoshield in every aspect, as it surrounds you directly as opposed to putting up a stationary barrier. It can soak up a lot of damage, so stray fire isn't as threatening. Once it becomes the Tesla Barrier, it'll also zap any nearby enemies, meaning that you don't have to worry about the weak ones anymore.
    • From the new weapons, Rift Inducer. It shoots a black hole that sucks all small to medium-sized enemies within its reach (basically most of them), including Tyrrhanoid Captains who border on Demonic Spiders otherwise.
    • Then theres the series annual superweapon, the R.Y.3.N.O. Anything that isn't a boss dies in one hit from its auto-lock on missiles, and each shot fires 8 missiles at once. Its also ridiculously easy to upgrade, and each upgrade ups it to 12, 14 and 16 missiles per shot while increasing the ammo capacity each time, with the final upgrade turning it into the RYNOCIRATOR, which is best described as The Zodiac from Going Commando done right—it fires a flash of light that disintegrates any mook on screen in a blinding flash of light, and it can be fired at a very rapid rate, can fire 50 shots. There are a few handicaps to it, though—it can't be accessed until Challenge Mode, its the most expensive weapon in the game at 3,000,000 bolts (2,700,000 if you have a complete save of the original Ratchet and Clank game on your memory card), its ammo is very expensive (1,000 bolts per shot) and can't be found in crates (although the Gadgetron PDA helps mitigates this, the ammo is even more expensive if you buy it that way), and it isn't particularly effective against bosses.
  • Genius Programming: The game originally shipped without any method of patching it, which proved problematic for a multiplayer game. However, Insomniac managed to patch the game anyway by essentially hijacking the EULA. It must be read to be believed.
  • Goddamned Bats: The Amoeboids in the sewers at Aquatos. They are everywhere in the tunnels and the bigger Amoeboids will split into smaller ones if you hit them. If enough of them are killed in quick succession (usually when leveling up weapons), the game will slow to a crawl until you leave the sewers.
  • Harsher in Hindsight: One of the announcer's lines in Annihilation Nation is "This Lombax clearly had a rough childhood!" Considering what we learn about Lombaxes in later games...
    • Also, Angela Cross appears in the cinema audience at the end of the game in her thief disguise. She's later confirmed to be a Lombax, so there's an in-story explanation on why she just didn't appear in her normal attire.
  • Hilarious in Hindsight:
    • The vid comic narrator expressing utter disbelief at the concept of "robotic pirate ghosts", which end up being the main enemies in Quest For Booty.
    • In a similar vein, Clank's utter bewilderment at Nefarious thinking he's a real secret agent rather than just an actor who plays one. The (non-canon) Secret Agent Clank spin-off would later take the idea of Clank being an actual secret agent superspy and run with it.
    Clank: I believe there has been a misunderstanding. Secret Agent Clank is merely a fictional character I play on the holo...
    Nefarious: LIES! SQUISHY LIIIIIIII-(fft)-"Oh Lance..."
    • Before Nefarious starts to battle Ratchet and Clank, he responds Fine, I'll do it myself.
    • As shown in the vid comics, Qwark had once snuck himself into Nefarious' lair on Magmos while Disguised in Drag as a French Maid who delivers pizzas. Nefarious is unamused, even calling Qwark "stupid". In A Crack in Time, he does this again as "Nurse Shannon", with Nefarious reacting with a simple Eye Take.
  • Ho Yay: One of the last cutscenes of the game shows Skrunch trying to kiss Clank. The response: "Do not even think about it!"
  • Idiot Plot: Deliberately invoked as far as Secret Agent Clank is involved, as most of the galaxy thinks the show is for real and that Ratchet, who does the vast majority of the grunt work is really nothing more than a clumsy chauffeur, and instead call upon Clank alone to deal with Nefarious. Unfortunately, it is the show that draws Nefarious, himself believing it to be real, to pursue Clank to join his robot ranks only to replace him with Klunk as his double when Clank refuses, causing a great deal of trouble for Ratchet and his friends.
  • Moral Event Horizon: While nether Dr. Nefarious nor Klunk cross this line (yet, in the latter's case), Courtney Gears does by betraying the Q-Force, abducting Clank and turning Skidd into a robot. Not only all that, she's a bit too sadistic when Ratchet fights her later on.
    • Captain Qwark nearly crosses this line when he fakes his death, and cowardly refuses to rejoin the fight. He manages to avoid this line in the end.
  • Power Up Letdown:
    • While the Tyhrra-Guise is a big improvement over the Hologuise, its use is extremely situational and the minigames with it cant be replayed unless you start Challenge Mode. In normal gameplay, its only effective on the tiny One-Eyed Tyhrranoids (who will be fooled even if you transform out in the open)—everything else will not be fooled. And to add insult to injury, if you take damage wearing the disguise, it wont account for the armor you're wearing, meaning you'll take even more damage than normal.
    • The final upgrade to RY3NO. Instead of shooting a volley of energy blasts, it simply obliterates everything on screen. This creates a problem when you swing a camera, because when enemy disappears from your view he isn't destroyed. Another letdown is upgraded version isn't useful against bosses. At least its ammo is cheaper than Zodiac's.
  • Rescued from the Scrappy Heap:
    • Lava Gun. Its final version in previous game wasn't liked due to losing the continuous stream that was its best attribute. Here it keeps it, staying great crowd controller during the entirety of the game.
    • To a lesser degree, Disc Blade Gun. Some people complained about its spiritual predecessor in Going Commando, Chopper, because Ratchet couldn't move when throwing stars. Here Disc Blade Gun shoots them instead and thus doesn't have such kind of problems.
    • Also Tyrrhaguise. Unlike Hologuise, it allows Ratchet to jump, the movement is way faster, and while dialogue sequences are much longer, they provide quite an amusement.
  • Scrappy Weapon:
    • The Infector. While its a neat idea to have a weapon to brainwash enemies, the execution is so so. Its only consistently useful against small enemies (big enemies are a crapshoot to try it on, and its useless on creatures like Amoeboids) the brainwashing only last about 5 seconds and barely improves with the upgrades, it has low ammo and it is quite difficult to actually kill an enemy with it due to its mediocre damage (also, enemies attacking each other does not cause as much damage to them as it would you). This understandably makes it a tedious weapon to use and upgrade and it is outclassed by many of the games other weapons. And to add insult to injury, its useless in boss fights. The Mega weapon upgrade eventually does turn it into a decent weapon, but you don't get access to that until Challenge Mode.
    • The Plasma Whip. Its a borderline Joke Weapon when you start with it, and only becomes remotely practical to use it once its upgraded to the Quantum Whip, and even there its still pales in comparison to the rest of the games arsenal. To begin with, its a melee weapon that inexplicably requires ammo to use, it has a small ammo capacity and chews it up fast, its range is only marginally better than the Omniwrench, and the game is largely designed around ranged combat anyway, making it impractical to use in situations where enemies are fairly spread out and numerous (any mission based level or segment of a level). You'd think it would make a great crowd control weapon, but the animation of swinging the whip leaves Ratchet a sitting duck for any enemy or attack not in front of him. And on top of that, its damage is easily the worst out of all the weapons, even moreso than the Infector (to give an idea of just how pathetic the Whip is, the Infector near fully upgraded can kill a Mega Bot in three hits, while the Whip can unload its entire ammo stock on it and barely even leave a dent). However, the Mega Weapon upgrade in Challenge Mode also turns it into a decent weapon that deals impressive damage.
  • That One Side Quest:
    • Getting all of the Sewer Crystals on Aquatos is not hard (its downright easy compared to the frozen hell that is Grelbin) and is totally worth the effort due to the big bolt rewards and how easy it is to farm for XP due to the sheer abundance of amoeboids, but it can be very confusing due to the level layout and downright annoying due to some wonky game mechanics. The sewers are cramped and have very little distinct visual hallmarks to remind you where you are, forcing you to constantly pull up the map—and half of the map doesn't even show up until you get the Map-O-Matic. And while getting the Map-O-Matic makes finding all of the crystals easy, you also need the Gravity Boots to access the other half of the sewers, and since the entire maze consists of cylindrical tunnels, you can get easily disoriented by walking around them if you don't consciously try to stay in a straight line. The Charge Boots are all but useless in the lower areas due the auto-equipping Gravity Boots cancelling them out if you step out of the water, forcing you to slog through the long tunnels at a snails pace, and you can't turn off the Gravity Boots at all in the areas without water. And theres also the walls of goop hiding King Amoeboids that only break if you find them on the right side, often forcing you to find a long way around to reach the things.
    • The Qwark vid-comic time trial skill points can be a pain to get through, as they require precise platforming and dying doesn't restore the lost time, meaning that even one death can fail the challenge. The worst of the bunch is the last one, where you have to contend with raising boiling acid and some platforms have moving purple sludge on them, meaning you might have to wait until you can safely jump on them if you don't want to get hit, which you can't really afford.
  • They Changed It, Now It Sucks!: The Hacker segments. In both of the previous two games, there was a gadget specifically meant for furthering your progression through a level, either by (literally) unlocking a new area or path or by fixing an electronic device that you needed to use. Whereas the previous games incorporated puzzles into the hacking minigames (Tresspasser, Infiltrator), or at least were over fairly quickly (Electrolyser), using the hacker isn't nearly as interesting or fun; in fact, you may find it to be pretty damn annoying. Even worse, in most instances each Hacker segment has multiple stages, meaning you'll have to beat the mini-game more than once to open most roadblocks.
  • Tough Act to Follow: Up Your Arsenal is generally considered to be the best game in the franchise, which is why Deadlocked and Size Matters initially didn't do so well (though while Deadlocked eventually became popular in it's own right, Size Matters is hated by a lot of fans for being a Narm Charm and is eventually declared non-canon).
  • Underused Game Mechanic:
    • Giant Clank only appears once in the game for a boss fight (which can't be replayed unless you go into Challenge Mode).
    • The Warp Pad is a gadget that lets you place a location to warp to at select points. There are 2 of these select points in the entirety of the game, which both appear in the same level. Even better, one of the sections can also be completed using the Charge Boots instead.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/RatchetAndClankUpYourArsenal