Ever since I first heard of Patapon, I knew I had to try it. An infectious, cute, charming mash up of rhythm and strategy, flavored by a simplistic yet thoroughly eye catching artistic style sounded like all the makings of a portable delight. Now that I've had some time with this most unique little game, however, I find myself unable to decide whether to cuddle it or smash it against the wall.
This is going to be a difficult review, as I intend to try and discover whether or not this game is actually good over the course of writing it. Make no mistake -- many aspects of Patapon make the player smile, and truly capitalize on the unique idea. However, for every feeling of joy, there's a feeling of frustration, for every inspired moment, there's something that doesn't quite work.
This is Patapon, one of the biggest conundrums on the PSP, and the subject of today's review.
Patapon (PSP)
Developed by Pyramid/Japan Studios
Published by Sony Computer Entertainment Inc.
Released on February 26, 2008
The premise of Patapon is either adorable or disturbing, depending on the level of thought you wish to put into it. Aaron Linde described is as Jihad for Kids, and I can certainly see why. Your role in this adventure is that of a God, known as Almighty, who has returned to lead the Patapon Tribe to the promised land. The Patapons were once a proud and successful tribe of living eyeballs, but they were driven out of their homeland by their mortal enemies the Zigatons. When you arrive as the new Almighty of the Patapons, you find a few scattered remnants and gather them together, slowly building an army of holy warriors to reclaim the land and journey to Earthend in a bid to find ... IT.
You may only communicate with your tribe, however, by using a set of mystical drums that, when hit in the right sequence, will command the Patapons to do your bidding. Before too long into the game, you will get hold of four drums which are mapped to the triangle, circle, square and X buttons of the PSP which can be used to make the Patapons either march forward, attack, defend or summon a miracle. The patterns are simple, but keeping the right beat is crucial to keeping the Patapons active.
In order to make the Patapons march onward, for instance, you have to tap circle, circle, circle square. The Patapons will then march ahead while chanting "Pata, Pata, Pata, Pon" After they chant, you need to follow them with another command, either to keep moving forward, to attack or defend. That, essentially, is the game. It's a very simplistic rhythm game in which you use four sounds to keep time with a miniature army and complete a level. However, this almost remedial premise hides a far deeper strategic system at work behind the little walking eyeballs.
Knowing when to attack, when to defend, when to march forward and when to summon a miracle is the key to ensuring your Patapons survive each encounter. Although the first few levels are dull in terms of their lack of options, once you get the defend command, you are suddenly faced with a far more essential need for timing. Getting used to enemy attack patterns and optimizing your sequence of actions is far more complex and engaging than one might be led to believe, and as the game progresses, the intensity of battles ramps up pretty quickly.
The trouble is, a game that requires such tight attention doesn't feel tight itself. When you've input a command, you have to wait for your Patapons to obey, and then you have a very short window of time in which to decide your next move -- which again, won't actually be implemented until you've input the command and the Patapons have taken their time to comply. This isn't helped by the fact that enemies can be hard to predict, and you can often find your Patapons out of attack range of an enemy, needing to get close, then missing their window of opportunity because they either got too close, or the enemy attacked first. Situations can change quickly, and switching up your tactics to deal with them in time is damn near impossible.
By far the number one priority in any given Patapon battle is the attainment and maintenance of "Fever." If you input a command with absolutely perfect timing, or if you input ten commands successfully, your Patapon army will enter Fever mode, which sees them becoming a far more effective killing force. To keep Fever going, you just have to keep successfully commanding them, but should you mess it up, you'll have to start the process over from scratch. Now, the first few times I achieved Fever, I kept instantly losing it and grew very irritated, and this is because Patapon is very, very vague about what it wants you to do at times. When the Patapons reach fever, they completely change their tempo and start chanting a new song, tricking you into thinking the beat has changed when it hasn't. Eventually, you get the hang of it and learn to keep the same beat going on in your head for the entire level, but at first it's excruciating.
This vague presentation of the rules hinders the game in other ways as well. For instance, sometimes I lost Fever even when successfully inputting a command. I knew it was successful too, since the Patapons obeyed the order. At other times, you will suddenly be thrust into a situation you've never encountered before with absolutely zero clue of how the game wants it dealt with. Being instantly mashed by a new type of fortress trap, or cooked alive in the desert before stumbling on the right course of action is rarely fun. It would appear that trial-and-error is part of the game's MO, but frankly, it's far too frustrating at times to be worth the effort.
Although at first it's very vague, there are at least some subtle flashes of brilliance that, once discovered, keep the game more manageable. For instance, the screen has a pulsing border around the action that flashes in time with the beat, and your combo meter similarly reacts in time with the rhythm. Although keeping the beat in your head is by far the most reliable method, it's neat the the game throws in such understated clues for you.
When you're not fighting the Zigatons, you can hang out in Patapolis, the capital of the Patapons. Here, you can view the spoils of war, combine materials to create new Patapons at the tree of life, or engage in very simplistic, yet strangely addictive minigames to get ahold of more raw materials. Creating Patapons is a game unto itself, as you work to attain the best materials and create Rarepons, more effective versions the regular white Patapons with increased stats. You can also go hunting for food and Ka Ching, a form of currency needed to create more soldiers.
What you cannot do, however, is engage in battle with the Zigatons outside of storyline missions. Essentially, there is no true Free Play, and this is a huge omission. Zigatons, for the most part, are your sole source of new weaponry and equipment. If you want a set of shields for your axe-wielding Tatepons, or your bow-firing Yumipons are in need of some protective helms, well tough luck. You'll have to battle through the story mode and rely on lucky item drops. In an army building game like Patapon, where the attainment of power is a driving force, having no ability to efficiently farm is very annoying, especially when you need to bulk up your army to face a particularly brutal stage.
You can at least take on the game's bosses multiple times, and each time you successfully topple these huge and imposing monsters, you stand the change of acquiring a rare item. However, this option is damn near useless for adequate farming purposes, as each time you fight a boss, it gets progressively tougher and will inevitably climb out of your league.
The game is chock-full of problems, and yet it still manages to present itself in such an endearing way that it almost -- almost -- wins your forgiveness. The team who brought us Loco Roco are masters at depicting a visually stunning world, bursting with character and austere charm. It's bright and breezy, uncomplicated yet unmistakable in its artistic design.
As far as the sound goes ... well. By now I'm sure you're all aware of what to expect, but if for some reason you're unprepared, be warned that excessive playtime WILL result in you hearing "Pata Pata Pata Pon" over and over in your head long after the game's been turned off. The worst part is that the game can actually be more catchy than annoying, compounding the issue further. Once you achieve Fever and the beat kicks up into a funky tribal tune, you may find yourself almost sad to slip up just because of how bleak it feels when the cool music is gone.
Patapon is a noble effort at bringing some color into gamers' lives and presenting something that's as unique and fresh as it is lively and adorable. However, the game is just as prone to causing misery as it is happiness, as I discovered early on when my axe-wielders had been killed off and I was left with only ranged attackers who fell, one by one, to close quarters enemies that they just couldn't hit. These kinds of issues are incredibly aggravating, and the various other frustrations amount to an experience tainted all too often by problems that could have been dealt with easily. There is a lot that feels missing from this game, and this appearance of an incomplete package kind of explains the cheap price tag (although we in the UK don't get quite as good a deal). Ultimately, this is a game I want to very badly to love, but just can't. I like it, and I'll sure as Hell play it a lot, but I can't rate it that highly if I'm being honest, simply because of the volume of problems found within.
Long story short -- Patapon is equal parts sunshine and rainclouds, laughter and tears. You'll cuddle it one minute, then batter it to pieces the next. Definitely check it out, but try and borrow before you buy or at least grab the demo. You may very well love it but you may just as easily hate it.
CHAKA CHAKA PATA PON!
Score: 6.5
Good review thouh and it for sure does have it's downs. I got stuck on that damn miracle as I would get into it pressing X-XX-XX and when they start chanting I kept using X as I had no idea you had to switch back to circle. Lack of direction is a learning curive but it's a fun game.
Why is it a bad review?
The game is definitely fun, unique and cool but MY GOD, the frustration of losing your infantry and having only the douchebag arrow slingers left to fend off the enemy just makes you want to stop playing for a few days.
I think Patapon is exactly what gaming in general should strive for more often: Teeming with simple yet original gameplay and style.
this, was an excellent review.
I loved the game but foudn that I really wnated a wiked tuned army by the end but mostly relied on rarepons a HELL of a lot of grinding and trial and error in the bosses.
Give it an 8 but thats just becuase i like repetative music and wathcing minions burn.
SPOILER
"IT" IS THE SUN!
The new atlas is fontain.
Looking at it again, 6.5 is seems more reflective of your frustration, and not any inherent techincal issues with the game.
All reviews/review sites should be so forthright and sparing with lavish praise.
ahaha, oh wow. I must've played the game entirely wrong, since I hardly ever came across any of the problems you mentioned.
If you get the beat wrong in Fever, but not like, smashing buttans wrong, they'll do the command, but since you got the beat wrong, the Fever will end.
On the fortress level with all the traps and stuff, you realize the game wants you to fail, right?
And with getting equipment, I ended the game with all my spear throwers with Fire Spears, all my archers with Fire Bows, and all my axemen with Ice Shields and various upgraded weaponry.
From the sounds of it, Jim, you just suck at the game.
What next? "You don't like me cuz ur jealous!"
Also, 6.8 on the Destructoid scale is above average. This game got a decent score, as it's a decent game. Just pretty flawed.
PS. Square, square, square, circle, is pata, pata, pata, pon, not pon, pon, pata, pon.
Just sayin'.
did that come off as pompous? deal with it!
Outright rudeness comprised the rest. Yes, someone's going to give the game a bad review JUST "because they suck at it". God forbid every game that everyppl likes doesn't get a 9.5.
And it fits my bill just fine.
Winning a boss battle with only 1 unit left is pretty intense and rewarding.
The only way to beat the game with ease is to master the beats though. A constant FEVER will annihilate bosses and enemies.
@Jim Sterling While you may be inputing the commands properly a slight delay or a slight early command will kill the FEVER.
So technically you got the command but not the beat.
I found the only way to get constant FEVER is to play the game while chanting the patapon commands under my breath constantly when I input commands and even when the patapons sing it. Their chants get messy in FEVER so this helps to get a constant FEVER. THIS HOWEVER, makes the game IMPOSSIBLE to play in public.
6.5 is a fair score. The beat needs more breathing room, rather than being so rigid about timing. The item thing can get annoying. And Boss grinding should have easier since the patapons don't get much stronger on their own.
I'll personally give it a 8/10, despite its flaws the game is extremely engaging and fun. And I like cute stuff.
You realize how ironic that is coming from you, right?
hurp durp fuck me for disagreeing
so, yes i disagree, but its ok, i mean for me halo is a 5 so i know that everyone has a different opinion of the same game... and with their own reasons.
The game is amazing and people need to buy it.
Well there you go, see? You went on the attack because you felt I scored it too low, and that's never cool. So you disagree, sweet, but I'm not here to invalidate your opinion.
I like Patapon. I have fun with it and I actually do alright at it (I've gotten through it pretty well so far, and I can usually maintain a Fever for all the level). I just detected what I thought were some pretty big niggles.
If any of you missed Linde's manifesto on Dtoid's review policy, click the link provided with the score. You'll see that 6.5 is actually a respectable score because we use the full ten point system.
The score coincides with the text in my review pretty well, I think.
Oh and Magesx: Thanks for fixing the button sequence cock-up in the post. Will fix that now. My head is so full of Pata's and Pon's I'm going mad.
GAWD
I'm glad we could have this talk.
Then again I went out and bought Crystal Chronicles so no Crisis Core for me!
Whats with the double Cs BTW?
I love how he doesn't read our reviews policy.
Games aren't meant to be compared to each other.
Besides the fact that reviews are generally just crafted, detailed opinions themselves, what meaning would a rating of 9 or 10 have if every game deserved it simply because a handful of people have an affection for it. There needs to be SOME standard, otherwise every game would just be OMG THE BEST GAME EVAR or TOTAL SHIT GTFO!
To me, it doesn't even look like a game. More like a ga.
Pata Pata Pata Pon? Man fuck that shit. I need something more real. En Taro Adun, Executor. For example.
And stop responding to criticism. If you ignore them, they might get bored and leave. If not, who the hell cares? Some people will just never be satisfied.
This is not a disagreement with this review, just since somebody brought it up, I thought seeing at least two viewpoints was interesting.
Sure, you can go to metacritic I guess, but still...
That's usually the way I think of acknowledging criticism, but hell, it was worth the price of admission to watch someone have to admit that they were snide and rude simply because someone gave a game THEY personally like a lower score than they were comfortable with.
*awaits the "you gave it 6.5 because you hate Sony" argument*
Can't say this game ever really appealed to me but being a fan of Roco Loco i was gonna give it a go. Am severely tempted to just test the waters now with a demo having read this.
Ta.
I never thought it was because I supposedly think that you hate Sony, but I found things I disagree with. No need to get uppity about it. Even if I'm uppity. That's still not cool.
I never thought it was because I supposedly think that you hate Sony, but I found things I disagree with. No need to get uppity about it. Even if I'm uppity. That's still not cool.