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Review: Patapon 2 Review, Explosive spears & Piercing arrows

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May 14, 2009 -

Patapon’s rhythm gameplay is unique among music-based titles. The progression of plot elements, few characters and even its RPG elements have pushed it beyond the scope of simple musical gameplay. However, Patapon was also off-beat at times, limited in many respects, and frankly it was not polished enough. Japan Studios has perfected their game with a sequel.

Patapon 2 is far too similar to Patapon to mistake. All our friendly Patapon compatriots return, as well as some old enemies, especially many recurring bosses. However, much more attention was paid not to the gameplay, but how to play the game.

For the uninitiated, Patapon is a simple rhythm game that requires players to input a decided four-button code to activate one of several actions for the Patapon (the one-eyed creatures we control) to do, including attack, defend retreat, charge, and more. Timing is key: good timing will make the Patapon follow instructions properly, excellent timing will put them in “fever” mode, where they act more quickly and powerfully, and poor timing will get players nowhere.

Unlike the original, Patapon 2 is about much more than simply hitting the correct button scheme with precise timing. It features an intricate leveling system that is both as simple and as complex as any player will want. Patapon are plucked from the “Tree of Life Mater” after giving certain items, and are leveled up by giving additional items and “Ka-ching”, the game’s currency. Obviously, higher level units are more powerful, and each level requires more or rarer items and more money. Essentially, players can level up their Patapon up to a point before they are forced to continue through the campaign to find rarer items.

The deep section of Patapon 2 is just beyond its leveling system. Of the many types of Patapon (Tatepon, Yaripon, Yumipon; warrior, spear and archer Patapon, respectively) each can evolve into a specific breed of Patapon. An evolution tree displays every breed, which are identical among all Patapon. Some make the Patapon more resistant to certain elements, others make them physically stronger, and so on. The evolution tree also requires more work to get to higher levels, with 18 different breeds available, including standard Patapon. Beginners may find using evolution to be excessive and difficult, though we find it to be another interesting layer we’re grateful was added to the game.

Finally among the significant changes is the Hero Patapon. This Patapon receives a special, user-picked name and is more powerful than all other Patapon. He is also distinct, wearing a special mask, and he is the only Patapon that will automatically revive when defeated in combat. He can be any type and breed of Patapon that the player has unlocked, so he’s always as powerful as your most powerful normal Patapon. Finally, the Hero has a special attack that he performs when in fever, which is based on what type of Patapon he is.

Compared to the original, which had no leveling, evolution or a Hero character, it seems unfair for the player to have so much. Considering the circumstances (fighting giant monsters and huge, never-ending armies), we think it adds flavor to an otherwise dry musically-themed title. Instead of simply collecting stronger weapons, emphasis is placed on selecting proper characters, giving them the right weapons, shields and armour for the given situation/environment, and knowing how to best use your Hero to deal the most damage. Far from making Patapon easier, it made it a lot more difficult, and thereby much more exciting, rewarding and fun.

Like the original, Patapon 2 features a plethora of mini-games, all of which must be economically endorsed. All of the mini-games have a fee. Most are for Ka-ching, while one is for items to earn more Ka-ching. Each gives something different when the player wins; a potion, a plant, meat or some other item that is otherwise useful. Each tests players in a slightly different way, using a unique set of musical tools.

Minor fixes have also been made to make gameplay more fluid and more enjoyable. In the original, enemy attacks weren’t always based on the rhythm of the music, meaning that because the Patapon only move on the player’s command, enemies could attack the player is busy hitting puttons. Not so in Patapon 2 − every attack enemies make is precise based on the music, so player’s must base their attacks on the music as well. More acutely-aware players will switch from a defensive stance to an attack with relative ease, which just wasn’t possible before.

Multiplayer support is also available for Patapon 2, pitting up to four players over ad-hoc or online together, using their Hero characters against reasonably sized foes. Players can work in teams of two or all together to perform actions, but the main requirement is to stay in sync. If players go out of sync, they lose their fever combo and are sitting ducks, just like making a mistake in single player. Multiplayer also gives players the chance to open up special eggs that are collected by defeating certain enemies, and each gives a special item that is either extremely rare or impossible to find in the single player campaign.

Thankfully, you don’t need a friend with Patapon 2, just a PSP. The game features a game-sharing download that allows players without the game to still play with the one person who does. So if your friend has a PSP, they don’t need anything to play Patapon 2 with you, which is remarkably convenient, considering how many eggs are attainable and how hard it is to find players online.

Patapon was up for Game of the Year on the PSP, and lost to God of War: Chains of Olympus. Patapon 2 may yet have competition, but for now, it’s the most polished, thorough and fun PSP game available. Sure, playing a rhythm game of this nature is bound to put you to sleep at times (the music, while excellent and addictive, also has a lulling quality). But with Patapon 2, you’ll fight to stay awake and alert, because you won’t want to miss a second.


              

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