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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Patapon
from https://en.wikipedia.org/wiki/Patapon
Patapon[a] is a 2007 video game co-developed by Pyramid and Japan Studio and published by Sony Computer Entertainment for the PlayStation Portable (PSP). The game's unique genre was described to be a combination of rhythm and strategy. The game's concept and design were conceived when game designer Hiroyuki Kotani discovered the Patapon designs from French artist Rolito's personal website. The name Patapon was created by Rolito and was inspired by an old French word for "children". Kotani chose the name because it sounding similar to marching and drumming. It was released in Japan in December 2007 and in February 2008 for North America and Europe.
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. The story follows the Patapon tribe in their journey to reach Earthend and gaze upon "IT". They encounter giant beasts and an enemy tribe known as the Zigotons that serve as obstacles throughout their adventure.
Patapon was well-received among critics with multiple reviewers praising the art style of the Patapon tribe and the music. Some reviewers criticized the repetitive nature of it and the lack of a pause option. The game received multiple nominations including a BAFTA award and won Best PSP Game of 2008 by IGN. The game led a port for the PlayStation 4 and two sequels for the PSP; Patapon 2 and Patapon 3, becoming the first entry of the Patapon series.
Patapon was developed by Pyramid, produced by Japan Studio, and designed by Hiroyuki Kotani.[8] The game was originally announced on June 11, 2007, during the E3 2007 press conference.[9] The designs for the Patapons were created in 2002 by french artist Rolito and were featured on his personal website in 2004.[10] When Kotani discovered their design, he envisioned the creatures marching into battle and chose to create a video game entirely based on their design.[11] Kotani contacted Rolito through a representative group known as Interlink in 2005 and recruited him to develop the game using the Patapon characters.[12] Rolito was tasked with creating a fictional universe for the characters. The development team would provide drafts and be evaluated by Rolito. Once approved, Rolito would provide the final design.[13] The name "Patapon" was conceived by Rolito taken from an old French nursery rhyme that used the word "Patapon" for children. Kotani chose the name due to it resembling the sounds of drums and marching.[12]
The game developed for two years with the first 21 months developing the prototype and the remaining 3 months dedicated to mass production. Kotani aimed to create a game that never existed before but also to make the game simple.[14][15] Kotani recruited Pyramid to develop their game based on their previous work.[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.[16] Due to Patapon having a unique genre with no established name, Kotani dubbed the genre "Command Carnival".[17] The game was developed with the ability to be played as a simple game and as a complex game depending on the player's preference.[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.[18]