Unless you find their particular brand of chirpy percussion grating, the Patapon are a lovable bunch. Lovable enough to dress up as, perhaps? Sure, why not.
We don’t expect you to be surprised by the contents of your Patapon 2 box, should you choose to pick it up, but let’s be very clear about what’s in that PSP game case.
Sony reps have confirmed that there are no plans for a UMD release for Patapon 2 when the PSP game ships in North America next month, calling the move “a one time test case.”
Sony may be taking a rather unusual step at retail with Patapon 2, making the PSP a digital download only, but still offering a boxed copy at retail. How would that work, exactly?
The first Patapon was something of a success. The PSP game was a hit with critics and some gamers, but never really set the sales charts on fire.
Demos are advertising. Interactive, sometimes enjoyable advertising, true, but advertising nonetheless. It was stupid, then, when Sony restricted access to the Killzone 2 demo. Restricting access for a Patapon 2 demo is even stupider.
Masatomo Ueda likes Patapon. A lot more than you or I like Patapon. He likes it so much he’s not only got himself a Patapon tattoo, but made himself Patapon prey in the process.
Enjoying Patapon 2, Japan? Bet you are. Game’s been out there since last month, but as of yet, us Westerners have been kept in the dark. Least, we were until today.
I really liked the idea behind Patapon, but for some reason I lost interest quickly after the final game finally landed in my Playstation Portable. I suspect it was because it was just too hard for me to maintain concentration for the duration of the battles. I’m skittish like that. This time around the developers have worked to make that element of the game a bit easier. They’ve also added multiplayer functionality. But will it be enough? They seem to think so.
In Patapon you controlled an assortment of highly stylized characters by tapping out music on the four face buttons of the Playstation Portable. I was a big fan of the game, but found over time that unless I gave it 100 percent of my attention I would often lose the beat.