Monday, March 10, 2008

Patapon Impressions

Another bite-sized update:

Now that the full game is in my possession - the main reason why I scrapped impressions on the demo that I originally planned - Patapon is shaping up to be quite the hypnotic title, packed to the brim with catchy song chants and dangerously addicting battles that rival and even surpass the depth of many other games. Certainly unlike any other PSP game you've played before, Patapon stands on a league of its own with rhythmic-based game play that encourages your on screen warriors to move, defend, or attack. Simple button combinations serve as the basis of the mighty drum that you, the Mighty Patapon god, possess, with each chant provoking a different response from your formidable army: If you follow the beat, the Patapons become a force to reckon with; falter, and your enemies will quickly overwhelm you.

Like any good old strategy game, there can be a lot of micromanaging going on as you can equip new shields, weapons (such as bows, swords and spears), and even riding mounts like horses and birds. Along the way, different types of Patapons will integrate with your army: among one of the more amusing species I've ran across lately is a troll-like "Dekapon" that, at first, swings a large club at its foes - its HP is top notch, but its weak defenses means its for offensive use only. There are others scattered across the game (with some I haven't even found yet) but when organizing your pata-troops for battle, the player is limited to 3 squads, or types of soldiers at a time. Thus you must take into account the types of missions you're about to face before deploying the Patapons into battle.

Think of it like the illegitimate child of Parappa the Rappa and Final Fantasy Tactics: however absurd that idea may seem, it is perhaps the closest approximation one could use in words to describe the game - you simply have to experience it for yourself. Stay tuned for the final review.

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