Patapon[a] is a 2007 video game developed by Pyramid and Japan Studio and published by Sony Computer Entertainment for the PlayStation Portable (PSP).
In the game, the player acts as an invisible deity to a tribe of anthropomorphic eyeballs known as "Patapons" that can be commanded to move forward, attack, defend and retreat by using a sequence of drum beats.
[1] The Patapon village serves as the main hub, allowing the player to revive fallen troops, select missions, and play minigames.
[2] There are eight possible units to choose from: The shield and sword-wielding Tatepons, the spear-wielding Yaripons, the bow and arrow-wielding Yumipons, the cavalry lance-wielding Kibapons, the heavy club-wielding Dekapons, bird-riding Toripons, magic-wielding Mahopons, and Tuba-wielding Megapons.
[2] During missions, the player can command the Patapons by inputting specific sequences using the face buttons on the PSP, each representing a drum.
[4] Successfully entering a proper sequence in sync with the rhythm will lead the tribe into a "Fever" increasing their attack and defensive bonuses.
[1] Materials, weapons, armour, and a currency known as "Ka-ching" can be gained by fallen enemies to fortify the player's troops.
The Patapons at one point were banished to the desolate frontier by their sworn enemy of similar eyeball-like creatures known as the Zigotons.
Shortly before his death, Gong reveals to them that the Zigotons have their version of the prophecy foretelling that the world will fall into chaos when the Patapons gaze at "IT".
As the Patapons progress on their journey, many of the Zigoton warriors sell their souls to the dark forces in exchange for power in an attempt to defeat them.
Eventually, the ruler of the Zigotons, Queen Kharma, sells her soul in a final effort to destroy the Patapons.
[11] Kotani contacted Rolito through a representative group known as Interlink in 2005 and recruited him to develop the game using the Patapon characters.
[13] The original concept of Patapon was to control the characters using adjectives and complex grammar, however, was simplified to making the commands more onomatopoeic once the name was decided.
[15] One of the most difficult challenges to develop was the dialogue for the enemy army, Zigoton, due to the player possibly unable to read it during gameplay.
"[3] GameSpot reviewer Justin Calvert gave Patapon cited its excellent art design and innovative gameplay.
[33] GamePro's Cameron Lewis appreciated the depth of the gameplay, in particular on subtle markers and hidden objects which he deemed vital to progressing the game.
[6] Eurogamer reviewer Dave McCarthy praised the gameplay, calling it hypnotic and trance-like and not too complicated to control.
[31] Tracy Erickson of Pocket Gamer was pleased that the game wasn't likely to be completed in a single playthrough, noting it had many hours worth of gameplay.
[33] Both Hayes and McCarthy made similar criticism for requiring to replay previous missions to obtain resources.
[31] X-Play reviewer Gus Mastrapa noted the gameplay can feel like a grind and also criticized the minigames for requiring up to three songs to obtain a specific item.
[3] GameDaily reviewer Grant Holzhauer compared the art to the classic children's book, Where the Wild Things Are.
[5][4][7] Multiple reviewers also noted the command for attack (Pon-Pon-Pata-Pon) and march (Pata-Pata-Pata-Pon) to be stuck in their head or be chanted after playing the game.
[46] In 2013, chinese developer Beijing Q&D created a clone game under the title PATAPON - Siege Of WOW!