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He has a noticeably different voice actor as well.
Also, Ratchet takes longer to run and swing his wrench, and must remain stationary if he throws it. The later games are practically unwinnable without some quick strafe flipping.
#COUNTDOWN TILL THE NEXT CUBE FLIP UPGRADE#
Weirdest perhaps of all, the only way to strafe is bought through a hover pack upgrade well into the game (along with a mid air jump not present in the sequels), but makes it impossible to jump and you move very slowly. The game initially has an air meter when you're underwater and no fast swimming (though both of these disappear when you get the appropriate gadgets, and the sequels keep them). Weapons don't upgrade (bar buying them with Gold Bolts), your health increase is bought only, not from leveling it up, and it starts at four health and only goes up to eight.
Ratchet & Clank (2002) is very different to its sequels. Beginning with Lego Batman 2 in 2012 the video games now featured fully-voiced dialogue.
Most of the early titles had no regular voice acting, with the characters speaking in incomprehensible grunts and mumbles. Starting with the experiment of Lego Indiana Jones 2 and really finalized with Lego Harry Potter, the hubs became sprawling open worlds with a ton of content hidden in them. The earlier games simply had small hubs with doors to the different levels. Beginning with the first LEGO Indiana Jones game, you could now switch between any character no matter how far away they were. In the first two Star Wars games, in levels with multiple characters (in other words, more than just the default two), to switch to any additional ones you had to stand right next to them, and you'd need to do so several times in order to complete the puzzles. Characters with blasters couldn't dodge in the first Star Wars, making playing as them a lot harder in the original game. Beginning with the second Indiana Jones game, all characters had the ability to fight, even if it was just a basic punch. The second one gave non-Jedi character close combat abilities through punching, likely because of the smaller amount of Jedi characters in the Original Trilogy, however non-combat oriented characters still couldn't fight at all. In the first Star Wars game, only Jedi characters had close combat abilities through the use of lightsabers. In all future Lego titles, characters are invulnerable to damage while they are building objects with Lego pieces. Additionally, in the second Star Wars game characters could take damage while building objects with Lego pieces which would reverse a lot of building progress. In the very first game, only Jedi had the ability to build objects, with the regular build ability that's a hallmark of the series' gameplay being absent until the second Star Wars title. In a fairly subtle example of tonal shift, the original LEGO Star Wars was much more of a straight retelling of the films with the occasional joke slipped in than the outright over-the-top parodic wackiness that would later become the standard for the LEGO Adaptation Game series. Just getting rid of that crap made ACII infinitely better. Oh, and let's not forget the violent derelicts that smack you all over the place, unbelievably irritating beggars, and loudmouth preachers which say the same damn things over and over and over. Enemies in the countryside will attack you on sight, and you have to move VERY cautiously to avoid their attention. If you land in any kind of water, you die instantly (a real pain when you get to Sibrand). You have no money or other resources whatsoever. The Hidden Blade is all-or-nothing if you don't get a kill, it does no damage whatsoever. Your meager arsenal consists of a Hidden Blade, sword, short sword, and throwing knives.
Incidentally, there's no reward for the latter two tasks other than the game acknowledging that you did them. The only optional tasks are rescuing citizens from abusive guards (pretty easy), finding all the flags (a colossal pain without a guide), and killing the Templar Knights (ditto). The gameplay is completely bare-bones you can't interact with anyone who's not involved in some way with your missions.
Assassin's Creed is one of those success stories that somehow survived an extremely rough start. Nor does the Joker sing during the end credits. It also lacks Batman's ability to slide while running, fire the Batclaw in mid-air and incorporate it during gliding. Batman: Arkham Asylum is more linear than its sequels or prequel, which are open world and feature plenty of sidequests (whereas the first game relies mostly on the Riddler's Collection Sidequest).