Review: Patapon 2

Review: Patapon 2

Eyeballs and strategy and rhythm! Oh my!

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I'm a big fan of the Patapon series. And I never really thought the songs fell short. Each minigame has it's own distinctive style, and now that you can do different difficulties on each game you get a little variety when grinding.

There is also a different theme to each level that I always thought was very entertaining, from the peppy beach tune to the yodeling mountain march.

It's a PSP must have.

You didn't really talk about what's changed since the first Patapon, which is what I wanted to know. I see Patapons on flying birds... how'd that work out? Any new 'command' songs (i.e. beyond the retreat, attack, advance beats from Patapon 1)? How's the evolution stuff; is it sorta like leveling up in a traditional RPG?

Clemenstation:
You didn't really talk about what's changed since the first Patapon, which is what I wanted to know. I see Patapons on flying birds... how'd that work out? Any new 'command' songs (i.e. beyond the retreat, attack, advance beats from Patapon 1)? How's the evolution stuff; is it sorta like leveling up in a traditional RPG?

He mentions near the start of the review that he never had a chance to play the original.

Lvl 64 Klutz:

Clemenstation:
You didn't really talk about what's changed since the first Patapon, which is what I wanted to know. I see Patapons on flying birds... how'd that work out? Any new 'command' songs (i.e. beyond the retreat, attack, advance beats from Patapon 1)? How's the evolution stuff; is it sorta like leveling up in a traditional RPG?

He mentions near the start of the review that he never had a chance to play the original.

So?

I still wanna know.

It's like reading a Gears of War 2 review and learning all about the innovative cover system and chainsaw gun.

I seriously love the game. Everything is fantastic, the mix of the genres, the music (I think it's fun, especially when you really get into the rhythm), the clever battling, the neat looking characters and monsters, everything is unique and well done. OK, the first game anyway, I haven't played the second yet. However, I can't bring myself to pick it up that often. Why you ask? 2 reasons:

1: Level grinding. I despise it. Nothing makes me want to put a game down more than playing the same level 5 times in a row, and unfortunately for me that's exactly what I'll have to do. Too many times I've found that I couldn't finish a level with my current characters, but it wasn't a matter of strategy, it was a matter of not enough firepower. While the game does have some good strategy, it is very simplified and generally once you have all the songs you can play one level and if you don't figure it out then, you'll know what strategy to employ next time. However, the problem of enough firepower also ties in with my second problem:

2: Character Deletion. Unless I missed something entirely, there is no way short of waiting until the hat disappears to completely eliminate a character from play. Unfortunately, once your party is full up, you can't add more. Therefore, you have to get lucky and have the monster kill the right guy, otherwise you better pick up his hat before you lose your best character. I wish I could just send a guy away from my army. Now, this might very well solve this problem and to some extent the first because it will require less grinding, but to me, without being able to just drop someone completely, I don't want to play that much at all.

Did I miss something from the first? please tell me I did, or that they fixed it in the second.

coldfrog:

2: Character Deletion. Unless I missed something entirely, there is no way short of waiting until the hat disappears to completely eliminate a character from play. Unfortunately, once your party is full up, you can't add more. Therefore, you have to get lucky and have the monster kill the right guy, otherwise you better pick up his hat before you lose your best character. I wish I could just send a guy away from my army. Now, this might very well solve this problem and to some extent the first because it will require less grinding, but to me, without being able to just drop someone completely, I don't want to play that much at all.

I admire the creative lengths you went to to kill off unwanted members of your eyeball army. However, you can totally delete unwanted units. It's a button-press option on the screen where you can outfit/equip guys for battle in the Patapon village... units menu.

coldfrog:
I seriously love the game. Everything is fantastic, the mix of the genres, the music (I think it's fun, especially when you really get into the rhythm), the clever battling, the neat looking characters and monsters, everything is unique and well done. OK, the first game anyway, I haven't played the second yet. However, I can't bring myself to pick it up that often. Why you ask? 2 reasons:

1: Level grinding. I despise it. Nothing makes me want to put a game down more than playing the same level 5 times in a row, and unfortunately for me that's exactly what I'll have to do. Too many times I've found that I couldn't finish a level with my current characters, but it wasn't a matter of strategy, it was a matter of not enough firepower. While the game does have some good strategy, it is very simplified and generally once you have all the songs you can play one level and if you don't figure it out then, you'll know what strategy to employ next time. However, the problem of enough firepower also ties in with my second problem:

2: Character Deletion. Unless I missed something entirely, there is no way short of waiting until the hat disappears to completely eliminate a character from play. Unfortunately, once your party is full up, you can't add more. Therefore, you have to get lucky and have the monster kill the right guy, otherwise you better pick up his hat before you lose your best character. I wish I could just send a guy away from my army. Now, this might very well solve this problem and to some extent the first because it will require less grinding, but to me, without being able to just drop someone completely, I don't want to play that much at all.

Did I miss something from the first? please tell me I did, or that they fixed it in the second.

Um in the first one if you went to the outfitting screen, selected the faction/group of fighters and then hovered over the guy you wanted to get rid of and pressed either x or the select button you could delete them.(it's been awhile since I played the first one but I do remember that it was possible to do something to that extent)

EDIT AGAIN:
it seems I was ninja'd

Clemenstation:

coldfrog:

2: Character Deletion. Unless I missed something entirely, there is no way short of waiting until the hat disappears to completely eliminate a character from play. Unfortunately, once your party is full up, you can't add more. Therefore, you have to get lucky and have the monster kill the right guy, otherwise you better pick up his hat before you lose your best character. I wish I could just send a guy away from my army. Now, this might very well solve this problem and to some extent the first because it will require less grinding, but to me, without being able to just drop someone completely, I don't want to play that much at all.

I admire the creative lengths you went to to kill off unwanted members of your eyeball army. However, you can totally delete unwanted units. It's a button-press option on the screen where you can outfit/equip guys for battle in the Patapon village... units menu.

My god, it took me another ten minutes with this verified information to actually figure out what to do. The button is select, which in the options is called "Quit". I sat there looking at this, thinking it just meant quit back to the village, but NOOOOooooOOOo, you're supposed to somehow understand it means "Retire this unit"... I... I... HAAHHHHHGHGHGHGHGHGHG!!!!
Ahem.

Anyway, thanks a ton, this makes the game significantly better to me.

EDIT: thinking about it, it's still a bit of a poor design decision, as you have to kill him off in the prepare for battle screen, then go back to the village, but I'm honestly willing to live with that because now I can delete all my wimpy 'Pons for MEATY special ones! wahoo!

coldfrog:

My god, it took me another ten minutes with this verified information to actually figure out what to do. The button is select, which in the options is called "Quit". I sat there looking at this, thinking it just meant quit back to the village, but NOOOOooooOOOo, you're supposed to somehow understand it means "Retire this unit"... I... I... HAAHHHHHGHGHGHGHGHGHG!!!!
Ahem.

Anyway, thanks a ton, this makes the game significantly better to me.

EDIT: thinking about it, it's still a bit of a poor design decision, as you have to kill him off in the prepare for battle screen, then go back to the village, but I'm honestly willing to live with that because now I can delete all my wimpy 'Pons for MEATY special ones! wahoo!

It's definitely not just you. I had pretty much the same reaction of 'Jesus, that's unintuitive.' Had to go to Gamefaqs to find out how to get rid of guys, which I felt pretty sad about. Any time players need a third-party FAQ to access / learn about a fundamental game function, you know you've gone wrong somewhere.

Clemenstation:

It's definitely not just you. I had pretty much the same reaction of 'Jesus, that's unintuitive.' Had to go to Gamefaqs to find out how to get rid of guys, which I felt pretty sad about. Any time players need a third-party FAQ to access / learn about a fundamental game function, you know you've gone wrong somewhere.

I guess they did so much right they just had to drop the ball somewhere. To be fair, if more games had a problem like this as opposed to, say, boring unoriginal gameplay, I would be just fine with it. I wonder if it was just a translation error that slipped through the cracks somehow... Eh, I dunno. No use worrying about it now.

Needless to say, I most certainly will be getting the second one now.

Clemenstation:

coldfrog:

My god, it took me another ten minutes with this verified information to actually figure out what to do. The button is select, which in the options is called "Quit". I sat there looking at this, thinking it just meant quit back to the village, but NOOOOooooOOOo, you're supposed to somehow understand it means "Retire this unit"... I... I... HAAHHHHHGHGHGHGHGHGHG!!!!
Ahem.

Anyway, thanks a ton, this makes the game significantly better to me.

EDIT: thinking about it, it's still a bit of a poor design decision, as you have to kill him off in the prepare for battle screen, then go back to the village, but I'm honestly willing to live with that because now I can delete all my wimpy 'Pons for MEATY special ones! wahoo!

It's definitely not just you. I had pretty much the same reaction of 'Jesus, that's unintuitive.' Had to go to Gamefaqs to find out how to get rid of guys, which I felt pretty sad about. Any time players need a third-party FAQ to access / learn about a fundamental game function, you know you've gone wrong somewhere.

You all will be pleased to hear that Patapon 2 works very different there so that the need to retire units does not arise (and is not possible) anymore.
They worked it out that each single one has his own evolution tree with levels per "flavour".
You can always change within the tree and keep previous advancements for later.

Clemenstation:
You didn't really talk about what's changed since the first Patapon, which is what I wanted to know. I see Patapons on flying birds... how'd that work out? Any new 'command' songs (i.e. beyond the retreat, attack, advance beats from Patapon 1)? How's the evolution stuff; is it sorta like leveling up in a traditional RPG?

The birds are one of the new classes (with magicians, robo-pons and others).
New command songs have also been added (jump, cure status), as well as new minigames.

I totally forgot that this game would be released so late as we have it for quite some time in Europe. My personal opinion? This game would even be worth 40$.

Rundown of changes in Patapon 2

1. Bosses no longer have attacks that permanently kill units. So you will never again lose an expensive unit to a boss fight.

2. The Hero Pon, he functions as fourth squad and can be changed to any type of Pon you have. Every time you get a perfect sequence he powers up his special ability, ranging from a single powerful explosion attack with the Yaripon form to the rolling rampage of destruction with the Robopon form.

3. You evolve through the evolution tree for each individual pon and can evolve back to any form you want. You can also level up each form which increases stats depending on form. You can even level up your basic Pon form if you don't have expensive materials.

4. You gain most of your new Pons through evolution. Go through the right part of the tree and each form gives you a new one.

5. Each minigame has different difficulty levels. Depending on the difficulty and how well you do you get different materials as rewards. Unfortunately playing the minigames costs Ka-ching now instead of materials. Each difficulty costs more than the previous but you get better rewards.

Those are the ones I can remember off the top of my head. It's really fantastic and you should check it out.

It's games like these that make me want a PSP.

I'll be getting a PSP soon, after E3 to see if there's any announcments on the PSP, and I will immediately pick up Patapon 2 the second I'm able to.

Something no one else mentioned was if you have a Patapon 1 save file on your memory card you can transfer all the materials and kaching you had into your new game.

Of course materials in the first game consisted of 4 quality levels of:
Wood
Ore/Stone
Alloy
Meat
Vegetables (Basically meat but cheaper)

Now, not only do you need much more than you did in Patapon 1, there are 5 quality levels of:
Wood
Ore/Stone
Alloy
Meat
Vegetables (Now completely different from meat)
Fangs
Bones
Skin
Seeds
Juice

Also for some odd reason some of the new materials have only been partially translated eg. Mudada Bone instead of Useless bone.

Aside from that, something I thought that was missing from Patapon 1 were replayable vs. army mission instead of just bosses. Patapon 2 delivers on that and also gives us training missions like a distance challenge and survival game.

Since I loved Patapon 1 so much I don't know if I'm a good judge of whether or not others should get it but if you liked the original at all, get the sequal.

What, are you still here? Get it! NOW! Make it sell well enough so they make another one!

dnadns:
My personal opinion? This game would even be worth 40$.

Well. It's 45 euro's here in Belgium.
FORTY. FIVE. EURO'S.

Convert it to $, and agree with me that I should move to another country.

Saphatorael:

dnadns:
My personal opinion? This game would even be worth 40$.

Well. It's 45 euro's here in Belgium.
FORTY. FIVE. EURO'S.

Convert it to $, and agree with me that I should move to another country.

But...but that's enough for a console game in the states...

*Spends the rest of the night clinging to America*

SilentFish:

Saphatorael:

dnadns:
My personal opinion? This game would even be worth 40$.

Well. It's 45 euro's here in Belgium.
FORTY. FIVE. EURO'S.

Convert it to $, and agree with me that I should move to another country.

But...but that's enough for a console game in the states...

*Spends the rest of the night clinging to America*

Oh, yeah. 65 euro's for a 360 or PS3 game. 'sup.

Anyhoo, to be on-topic for a change: Patapon 2 does indeed have vast improvements over the first game, but altogether, it's just more of the same. And I've kind of gotten tired of it. (The beginning is nigh identical, save for the heropon)

Saphatorael:

dnadns:
My personal opinion? This game would even be worth 40$.

Well. It's 45 euro's here in Belgium.
FORTY. FIVE. EURO'S.

Convert it to $, and agree with me that I should move to another country.

You should look up which country I am from ;-)
But you should not forget that prices are not that easily comparable.
Afaik the game can only be bought over the PSN in the US while it is also released on UMD and PSN in all other regions.

The UMD sold for 45€ here, too, but I bought it via the PSN which was a bit cheaper.

I bought this game today after being amazed watching a friend play loco roco while I was drunk at 4 am. 0_o I figured the little soldiers going to war and the rpg elements would be right up my alley while i'd secretly enjoy the cheery voices and songs.

Im gonna look up a strategy guide in a minute though, im getting a little bit lost in the patapon evolution thing, I think im wasting materials on patapon forms I hardly use or using the wrong ones.

Hmmm... it does look really good, especailly with the Samurai Jack comparison, if only I had a PSP. Maybe it'll hit the PSN sometime.

I thought about it some more and ive come up with one negative point on this game. Patapon is definetly a rhythm game, and translates this in a large variety of mini games with diffrent musical styles. However, patapon also has very strong rpg elements like maintaining equipment and stats for your patapons and such. They tried to mix these 2 genres wich work well in the battles, but in my opinion doesnt always mix well with the minigames. Offcourse, being able to obtain items through these minigames sounds fair, im missing several things in the rpg department like a quick way to sell unnecesary items. Theres a minigame that allows you to choose an item you want to get rid of, then you play a minigame to decide how much money you get based on your skill. This is rather time consuming. Another example is the use of miracles in battle. Upon activation, a minigame starts that will decide wether the miracle will kick off or and and for how long. I wouldve liked to see this more simple: you play the song to start the miracle, and the miracle kicks off immediatly, its lenght decided by the quality of your song (full duration of it perfectly on beat, though they couldve shortened the duration if its going to be easier to activate.)
Theres a battle with a certain boss that youll need rain to make it visible. The miracle minigame itself takes roughly 30 seconds and if you dont kill the boss fast enough youll have to do it again. It may not be that much but its a bad combination with another rpg aspect: grinding.

Woah, I just noticed ive been rambling. To make a long story short: The minigames can be fun, but their also rather time consuming making it harder for me to enjoy the rpg aspect of the game.

I was absolutely shocked by this game. I hate rhythm games...seriously. So, the fact that I LOVE patapon is a testament to the type of game it is. Sure, it has rhythm in it, but it's not just a rhythm game. It's an RPG type game also. I love grinding for new loot and exotic new characters and patapon delivers in spades. The evolution tree is the best thing about the game. As you find useless junk around levels, you take it back to your base and create basic patapons (spears, swords, bows, etc.) As you level up and collect stuff, you can turn your basic patapons into hulking behemoths or agile ones (like the reviewer states). It's in doing this that the game is brilliant. No two people will play the game the same.

i think i'm gonna buy it!

omg there are minigames in it? :O

 

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