Bolt Gun
An evolving arsenal where weapons grow stronger with every enemy defeated.
The Bolt Gun is a foundational energy weapon within the Ratchet & Clank universe, serving as one of the most iconic tools in the Lombax hero's arsenal. This weapon appears in the original Ratchet & Clank (2002) and does not feature a growth bar or upgrade system, unlike the weapons introduced in later titles.
- Primary User
- Ratchet
- First Appearance (of the series)
- Ratchet & Clank (2002)
- Status
- Active
Verified Timeline
Lore & Background
In the original Ratchet & Clank (2002), the Bolt Gun is a straightforward energy weapon without any upgrade mechanics. Later, in *Ratchet & Clank: Going Commando*, the philosophy behind weapon design shifted to include a robust upgrade system. The game introduces twenty distinct weapons, such as the Blitz Gun, Bouncer, and Lava Gun, each equipped with a unique 'growth bar.' This bar increases whenever Ratchet uses a specific weapon to defeat enemies. Once filled, the weapon upgrades, gaining increased power and a new aesthetic design. Certain classic devices from the original 2002 game make a return, while others are exclusive to this title. A notable feature allows players to utilize a savefile from *Ratchet & Clank* (2002) to acquire 'retro' weapons from the first game for 1 bolt each. These legacy weapons do possess the growth bar mechanic and can be upgraded within *Going Commando*, allowing them to evolve alongside the new arsenal.
In Their Own Story
The narrative of *Ratchet & Clank: Going Commando* places Ratchet's combat prowess at the forefront as he hunts a masked thief across the Bogon Galaxy. After being teleported by MegaCorp CEO Abercrombie Fizzwidget, Ratchet travels to planet Aranos to retrieve a stolen biological experiment but is thwarted by the culprit. The story escalates when the thief captures Clank, forcing Ratchet and Clank to pursue the antagonist through various planets while battling mercenaries from Thugs-4-Less. On planet Siberius, they confront the thief, who reveals herself as Angela Cross, a former MegaCorp scientist. The duo later infiltrates a facility on Dobbo, discovering video evidence that the stolen 'Protopet' is dangerous. After being framed by the impostor Captain Qwark and marooned in caves on Tabora, Ratchet must rely on his expanding arsenal to survive. Ultimately, on planet Yeedil, he subdues a gigantic mutated Protopet that had devoured Qwark, neutralizing the threat using the weapons and gadgets honed throughout their galactic journey.
Reader's Guide
To wield weapons effectively in *Ratchet & Clank: Going Commando*, players must focus on enemy engagement to fill weapon 'growth bars.' Every time Ratchet defeats an enemy with a specific tool, such as the Blitz Gun or Lava Gun, that weapon's experience increases. Filling this bar triggers an upgrade, enhancing damage and changing the weapon's look. The game features four types of mini-games: arena battles, spherical world battles, hoverbike races, and space races/battles. Bolts, the in-game currency, are earned by defeating enemies and breaking crates to purchase new gear or upgrades from vendors. Ratchet also gains experience with each enemy defeated; when his bar fills, he levels up his nanotech health, reaching a maximum of 80 bubbles. For players finishing the game, 'Challenge Mode' unlocks, allowing them to replay with their existing weapons and health while accessing additional weapon upgrades that were previously unavailable.
Did You Know?
- The Bolt Gun appears in the original Ratchet & Clank (2002) and does not have a growth bar or upgrade system.
- The game features twenty new weapons, including the Blitz Gun, Bouncer, and Lava Gun, each with a 'growth bar' that upgrades them upon defeating enemies.
- Players can use a savefile from *Ratchet & Clank* (2002) to obtain 'retro' weapons for 1 bolt each, and these items can be upgraded in *Going Commando* using the growth bar mechanic.
- Captain Qwark is revealed to be the masked thief who stole the Protopet; he was disguised as CEO Abercrombie Fizzwidget and trapped the real one in a supply closet.
- As of June 30, 2007, *Ratchet & Clank: Going Commando* had sold almost 3 million copies worldwide.
Origins and Narrative Premise
The story begins after Ratchet and Clank save the Solana Galaxy from Chairman Drek in the first game, becoming celebrities whose lives are otherwise uneventful until an interview on 'Behind the Hero' is interrupted. They are teleported to a spaceship by Abercrombie Fizzwidget of MegaCorp, who tasks them with recovering a stolen biological experiment. Ratchet travels to planet Aranos but finds only an escape; the thief captures Clank to deter him. The pair reunites and pursues the culprit across planets like Siberius and Snivelak, eventually learning the thief is Angela Cross. She reveals the experiment is a 'Protopet' intended for sale by MegaCorp. Ratchet and Clank attempt to warn Fizzwidget on planet Boldan but are trapped in caves on Tabora. They discover Fizzwidget is actually Captain Qwark in disguise, who unleashed the Protopets to restore his reputation after trapping the real CEO.
Gameplay Mechanics and Arsenal
Players control Ratchet from a third-person perspective across planets in the 'Bogon' Galaxy. The core loop involves using weapons and gadgets like Gravity Boots and Dynamo to defeat enemies, solve puzzles, and explore spherical worlds. A major new feature is weapon upgrading: eighteen new weapons have growth bars that fill upon defeating enemies, unlocking power boosts and design changes. Players can import a savefile from the original game to get 'retro' weapons for free, though these do not upgrade. Ratchet gains experience per kill, leveling up his nanotech health to a cap of 80. Armor vendors provide up to four additional protection levels. The game includes four mini-game types: arena battles, spherical world battles, hoverbike races, and space races/battles. Challenge Mode allows players to replay with full inventory access and new upgrades.
Critical Reception and Design Philosophy
*Ratchet & Clank: Going Commando* received critical acclaim upon its November 2003 release, frequently listed among the best PlayStation 2 games. Critics praised it as superior to its predecessor, highlighting improvements in aesthetics, graphics, gameplay, story, characterization, and sound. The introduction of RPG elements like weapon upgrades and spherical worlds was a key design goal from Insomniac Games, inspired partly by *The Little Prince* cover. However, some critics noted the game's unforgiving difficulty and criticized specific minigames. Development took ten months with a team doubling to 80 members. The voice of Ratchet changed from Mikey Kelley to James Arnold Taylor to provide a more mature sound, addressing earlier criticisms that the character was too abrasive.
Legacy and Franchise Evolution
Released roughly a year after the original, *Going Commando* was followed by *Ratchet & Clank: Up Your Arsenal* in 2004. The game sold almost 3 million copies worldwide as of June 30, 2007. It entered Sony's Greatest Hits series in North America in 2004, the PAL Platinum range on August 13, 2004, and Japan's 'The Best' list on July 8, 2004. The mid-credits scene features Ratchet, Clank, and Angela at Clank's apartment, revealing Qwark is working as a test subject for the 'Crotchetizer' at MegaCorp. This installment solidified the franchise's reputation for blending platforming with third-person shooting, establishing the weapon upgrade system that became a staple of subsequent titles.
Frequently Asked Questions
What is the Bolt Gun?
The Bolt Gun is a standard energy weapon used by Ratchet that fires electrical bolts instead of physical bullets. It debuted in the original 2002 game and remains a staple throughout the series.
How does the Bolt Gun damage enemies?
This device channels electrical energy to deliver rapid-fire shocks that can stun or destroy various enemies. It relies on power cells rather than traditional ammunition, making it efficient for extended battles.
When was the Bolt Gun first introduced?
Players acquire this iconic weapon very early in the original Ratchet & Clank adventure released in 2002. It serves as one of the primary tools available during the initial stages of his journey across the galaxy.
Why is the Bolt Gun considered a staple weapon?
It establishes itself as a reliable primary weapon that sees consistent use across multiple galactic conflicts. Its versatility allows the Lombax hero to handle both robotic and biological threats effectively without switching tools constantly.
Is the Bolt Gun still available in modern games?
The weapon maintains an active status within Ratchet's inventory throughout various sequels and remakes. While newer gadgets appear, this electrical staple remains a foundational part of his arsenal for shocking opponents.
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