I've heard Patapon described as a
rhythm RTS, but I would disagree with that. It is a rhythm action
game in my mind. You command an army, but the way the group obeys
your commands all at once makes it feel like you are playing a 2d
action game controlled by rhythmic taps of the buttons.
Patapon is a PSP game made by the
developers of the super-cute and mostly fun Loco Roco. It's a fine
pedigree to have. This game takes the Loco Roco cute aesthetic,
twists it a little, and throws in a lot more game mechanics. The
combat really makes it feel like quite a different game, but you can
see the influence on the sound, look, and game design quite clearly.
You play as the god of the Patapons, a
down on their luck tribe of warriors whom you reassemble and inspire
to religious pilgrimage to seek out Earthend so that they may gaze
upon “It.” All the while the Patapons will attempt to exterminate
their hated enemies, the Zigotons, and take out the giant monsters
that lurk in the wild as they travel. The Patapon have more
animations for attack, dodging, and being damaged than screenshots
might lead you to believe, and their little “faces” are very
expressive. It's a very smooth looking game when you see it in
motion.
A typical mission has you marching
across a 2d landscape from left to right. You control an army of up
to 18 Patapons in up to 3 squads, plus a flag-bearer. When you
encounter enemies, you command the group to attack, dodge, guard, or
gather strength for a more powerful attack. You do all of this
(including the marching) by pressing a combination of 4 face buttons
in time with the beat. Each button represents a drum sound. As you
learn more drum sounds and more command songs, you increase the
repertoire of orders you can give your army. After you give a 4 beat
command, you pause for 4 beats as the Patapons repeat the order and
obey it. Then you give another 4 beat command. Repeat ad infinitum for the rest of the game. This sounds like it might get
boring but this mechanic is fresh and fun, and the gameplay has
enough depth and strategy that you won't really get bored of this
great idea.
Part of the reason for this is that
there are three mission types, each requiring a different strategy.
Hunting missions have you going after mostly harmless creatures to
gather money and supplies that you can later use to make new units.
These missions require you to formulate a squad that can sneak up on
unsuspecting prey and take it out quickly before it runs away.
Combat missions have you fighting the
Zigotons, an army of, for lack of a better word, people, that look
similar to the Patapons and use weapons similar to them. These levels
involve fighting big crowds of small enemies and also destroying
structures.
Finally, there are boss battles, which
are my favorite. In these you fight one giant creature in a lengthy
combat experience. Dodging, blocking, and attacking all need to be
used right to avoid or deflect enemy attacks and strike hard enough
to stun and weaken the enemy before finally killing it, chopping
off its head or nearest body part equivalent, and carting it back to
camp for a big celebration, complete with dancing around the fire,
drumming, and talking about the quest for “It.”
Patapons equip weapons (such as bows,
spears, axes, clubs, and lances) and armor (mostly cool looking
helmets) individually on a preparation screen before you enter any
mission. Each unit type uses a different type of weapon and behaves
differently given certain commands. The optimize button on this
screen will kit everyone out in the strongest gear, although you can
micromanage equipment as well if you want. Sometimes I found that
switching things around a bit from what the optimize button was
recommending was helpful. The weird thing is, the main way to get
gear is to pick it up as loot in the combat levels versus the
Zigotons. These are the only levels that are not re-playable, meaning
equipment is hard to come by at first. By the time you get to the
endgame, you'll have plenty of stuff, but for quite a few hours
you'll wish you could grind these combat missions to get more gear.
If you are really accurate for a few
beats, or go through ten commands without missing a beat, you will go
into fever mode, which makes the Patapons do stuff better. Bow and
arrow guys will jump high in the air and shoot three arrows instead
of one. Mounted Patapons charge, knocking enemies out of the way.
Some troop types don't have a fever power, but have some other trait,
such as being able to equip shields and block better than other types
when given the block command. You can also perform a miracle while in
fever mode, such as making it rain to cool down the desert that is so
hot it burns your troops, or summoning a wind to blow your arrows
further forward. Miracles are done through a little mini game of
repeating strings of beats. You lose fever mode if you screw up a
command or are way off beat. Holding it for long periods of time by
stringing commands together is key to victory, so you always need to
think one command ahead so you don't mess up the rhythm.
Patapon has a lot of pros going for
it. It also has quite a few cons that hold it back. It's a unique experience that looks
great, and is fun, but also has some frustrating moments of
difficulty and confusion. Some of the confusion is caused by lack of
explanation, either of game mechanics or situations or what to do
next. For example, I re-played a mission multiple times where you are
trying to bust a kidnapped Patapon out of a cage because I didn't
realize that the item I equipped was causing fire damage to anything
I hit, thus setting the cage on fire and damaging the Patapon inside. So the prisoner died before I could rescue it. I've also heard that people have
gotten stuck not knowing what stage they need to replay and do
differently in order to progress the story. I personally didn't have
a problem with this, but I can see how it could happen since some of
the things you need to do are only alluded to in the level
descriptions. If you didn't play for a few days and couldn't remember
what you were doing, it might take you awhile to figure out what
needs to be done in quite a few of the games situations.
The rhythm mechanics are tight. They
reward you for being super accurate by taking you to fever mode more
quickly, but still function if you are a little off. At the same
time, if you are off beat, they won't work, and that's how it should
be. A glowing bar around the screen pulses to the beat, and is a
great aid in helping you get those perfect streaks going. Performing
a miracle will take you out of fever mode, however, which was a big
design mistake in my opinion. There's really no reason to use
miracles except in situations where you are forced to since losing
fever mode can really change the tide of the battle in your enemies'
favor. Many battles are won by staying in fever mode as long as
possible, so you'll want to avoid miracles. I don't know why the game
would incentivize (spelling) you to avoid using its own mechanics.
Switching up your squad types to find
the best group for each boss and mission type is fun and actually
does make a big difference in how your army performs. However, many
of the stronger Patapon types you can create by gathering materials
from hunting are not allowed to equip armor for some reason. So armor
is hard to come by, and then when you are excited because you got
some cool armor, you can't equip it onto your best dudes. Also, I'm
bitter because a glitch made my troops refuse to pick up an awesome
helmet with spider legs all over it. I then saved, not realizing that
this item is missable!
The music is certainly decent, but
it's not the amazing soundtrack that I've read about in many other
reviews of this game. A rhythm game really benefits from stellar
music, which this game doesn't have. Almost every game I've played
since playing Patapon has better music than it. I'm not saying it's
bad, it just doesn't really stand out.
I've heard that the mini games that
let you get new materials to make new troops (and in some cases
weapons) are among the best ever. I totally disagree. They are fun,
but not that great. They could be better.
Boss battles are the big pro of this
game. They are fun and engaging, and the most visually exciting.
Nothing beats having your army take on a huge T-rex or a giant worm or
crazily animated plant monster. Your army will be launching arrows
and spears by the hundreds and just barely diving out of the way of
fire-breath, head-butts, and tentacle grabs; very exciting. Boss
battles are re-playable and each time you go back, the boss is
harder. This can get addictive. I spent close to five hours grinding
bosses after I beat the game before deciding to call it quits.
The game is on the longer side. It
took me about 17 hours to beat, which is a good length for it. Really
getting into the command system takes time, and you wouldn't be able
to see all the depth available if this were an 8-10 hour campaign.
I think the whole experience would
have been a lot better with a more traditional leveling and equipment
system. I've heard that you can level up your troops in Patapon 2 and
3, and I'd like to try that some day. I probably would have kept
going with the boss grinding if I also had levels to grind. Being
able to craft weapons and armor and equip them on whoever I wanted
would be an improvement too.
The story is certainly darker and more
cohesive than Loco Roco's, although the ending was a little
disappointing to me. I wanted a little more depth, and honestly I
thought it was going to go deeper based on some of the cues during
the game, so I was quite let down at the end, although it wasn't
horrible or anything.
Sorry if this review was a little
rambling or not that well written. Patapon was not at all as great as
everyone says it is, and I think the way I wrote this review kind of
reflects that. I had a lot of fun playing it, but due to its flaws, I
was also quite ready to move only a few hours after beating it. It
wants you to keep playing it forever, but I wasn't feeling it without
a few more features and ideas. The sequels sound like they improve
upon the basics introduced in this game, and I hope to play them some
day.
It's a tier 1 mediocre game for me.
It's a fresh new idea, and the main mechanic works well, but there
are enough problems and a few things missing that hold it back from
greatness. Plenty of fun was had playing, but quite a bit of
frustration and wishing for other features made me glad to move on.
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