Ratchet & Clank: Going Commando - Part 3: Jamming Out on Maktar

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Duration: 24:37
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We land at the Maktar Resort to take care of the Jamming Array!

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The sequel to the critically-acclaimed Ratchet & Clank, Going Commando improves in a ton of ways from the first game, setting the foundation for what most titles in the franchise would build their gameplay on. This game would expand on the arsenal from the first one, in both scope and strength, plus tossing in some side content that can help players pour more time into the game and even when they're done their first playthrough. Despite having an admittedly basic story, Going Commando would end up as another smash hit, further cementing the destructive duo as some of the PS2's mascots from that gaming generation and carry on the legacy of the franchise that still proves to be a financial commodity for Insomniac Games and Playstation users to this day.

As the second of four Ratchet games on the PS2 (all later getting ported to the PS3), Ratchet and Clank find themselves plucked from their home galaxy after saving it from the ex-Ultimate Supreme Executive Chairman Drek, landing in the new Bogon Galaxy and soon under employment of the head of Megacorp: Abercromie Fizzwidget. They are tasked with finding the Experiment, a small, fluffy creature that Fizzwidget cherishes from the clutches of an unknown masked thief.







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