Ratatan is a spiritual successor to Patapon, bringing back the rhythm-based army command gameplay that made the PSP series stand out while introducing a more action-oriented combat system and roguelite progression. Developed by TVT Co. Ltd. and Ratata Arts and published by Game Source Entertainment, the game follows a group of peculiar creatures on a quest to reach the Everafter and meet the Goddess. Its colorful presentation and infectious music provide a familiar foundation, but the decision to combine rhythmic commands with direct character control changes the experience considerably. The result is an appealing, occasionally frustrating adventure that finds some interesting ways to expand its inspiration without always getting the balance right.
The story is deliberately straightforward. Rataport is home to the Ratatans, a collection of quirky, animal-like characters who share the ambition of reaching the Everafter, where the mysterious Goddess is said to reside. Players choose one of eight Ratatans, each with its own abilities and equipment, and lead an army of Cobuns through increasingly dangerous encounters. Defeat sends the expedition back to its starting point, where resources gathered along the way can help prepare for another attempt. The characters have plenty of personality, and the cheerful dialogue and unusual creature designs give the world a welcoming atmosphere. However, the narrative remains largely a justification for the repeated expeditions rather than a compelling reason to see the journey through. The premise works well enough for a roguelite, but players looking for an unfolding adventure with substantial narrative development may find little to hold their attention beyond the next battle.
The most significant departure from Patapon is the way combat works. Rather than commanding an army entirely through rhythmic inputs, players now control their chosen Ratatan directly, moving across the battlefield while issuing orders to the Cobuns. Attacks, defensive actions, jumps and special abilities depend on correctly timed button sequences, meaning the player must manage both personal positioning and the army’s behavior. Successful inputs improve combat effectiveness and help build tension towards Fever Mode, which makes the troops more formidable. This creates a satisfying rhythm-action loop when everything comes together, particularly when a well-timed command turns a difficult encounter around. It also introduces a considerable complication: dodging an incoming attack while maintaining the correct rhythm and issuing an appropriate order can be awkward. What sounds like a modest addition to the original formula becomes a genuine multitasking challenge, especially when the screen fills with enemies and effects. The freedom to move independently adds tactical possibilities, but it also sacrifices some of the immediate clarity that made Patapon so distinctive.
There is a learning curve, although the underlying commands are relatively accessible. Each action has its own rhythm, and players must learn to recognise the appropriate sequence while keeping track of their position and the situation around them. Accurate timing becomes increasingly important as encounters grow more demanding, so simply memorising the commands is not enough. Ratatan rewards players who can develop a natural sense of its musical patterns, but the additional demands on movement can make early encounters feel more cumbersome than they should. The Welcome Mode offers a gentler introduction for those who need it, while more experienced players can seek a tougher challenge. Online co-op for up to four players adds another dimension, allowing friends to tackle the journey together. The resulting battles can become wonderfully chaotic, though the extra characters and effects also threaten to make an already busy battlefield harder to read. Co-op is a welcome addition, but it does not resolve the control system’s occasional struggle to balance rhythm, positioning and situational awareness.
The roguelite structure is less consistently successful. Expeditions take players through successive encounters, with choices between different routes and rewards helping shape each run. Resources gathered along the way can be spent back in Rataport on upgrades, equipment and improvements to the available units. Weapon crafting, enhancement and the ability to combine equipment provide a welcome layer of strategy, encouraging experimentation with different team compositions. The eight playable Ratatans also offer distinct abilities and starting approaches, giving players reasons to try alternatives rather than settling on a single favorite. Unfortunately, the long-term progression can feel less rewarding than the combat itself. The number of currencies, materials and upgrade systems adds management work between runs, while some improvements fail to deliver a sufficiently noticeable sense of advancement. Repeatedly clearing similar encounters to gather the necessary resources can consequently feel more like grinding than a meaningful journey towards the Goddess. Ratatan offers plenty of systems to engage with, but their quantity does not always translate into satisfying progression.
Visually, Ratatan is a colorful departure from the stark silhouettes and bold simplicity associated with its predecessor. The hand-drawn characters have expressive animations, the Cobuns are instantly recognisable as a collection of distinct little fighters, and the larger enemies and bosses provide memorable highlights. The playful designs suit the tone of the adventure, while the busy animations give battles plenty of energy. However, the increased visual complexity comes at a cost. With numerous units, enemy attacks and effects competing for attention, it can sometimes be difficult to determine exactly what is happening, particularly when players are also trying to follow the rhythm. Patapon’s minimalist presentation made its battlefield easy to interpret at a glance; Ratatan’s more elaborate approach is attractive, but not always as functional.
The soundtrack is one of Ratatan’s strongest assets. Its upbeat melodies and playful vocal rhythms provide a memorable identity, while the relationship between the music and the commands makes the audio an integral part of the combat rather than mere background decoration. Correctly timed sequences feel satisfying because the player is responding to the beat as well as directing the army, and the music helps maintain momentum through otherwise demanding encounters. Sound effects reinforce the actions without losing the game’s light-hearted character. There is, however, a downside to making musical repetition such a central part of the design. The same rhythmic phrases recur throughout repeated actions and successive runs, and what initially makes the game so catchy can become tiresome after extended sessions. More variety in the available patterns and the music accompanying routine encounters would have helped keep the experience fresh. Shorter play sessions may therefore be more enjoyable than lengthy attempts to push through multiple runs at once.
Ultimately, Ratatan is at its best when it focuses on the relationship between rhythm and combat. The colorful characters, excellent musical direction, varied Ratatan abilities and equipment customisation give it a personality of its own, while the direct-control system creates opportunities for more active and reactive encounters. Yet its ambitions occasionally work against it. Movement and rhythmic commands can compete for attention, the crowded battles are not always easy to follow, and the roguelite progression does not consistently make repeated attempts feel worthwhile. The narrative also does little to offset the repetition, leaving the gameplay to carry most of the experience. Ratatan is a worthwhile choice for players who enjoy rhythm-action games and want something more involved than simply issuing commands from a distance. Those primarily seeking the focused simplicity of Patapon, or a roguelite with consistently rewarding progression, may find this new direction less compelling. It captures much of the charm of its inspiration, but its most promising ideas are not always matched by equally effective execution. Nevertheless, it’s a worthy follow-up to a game that helped define a handheld.
Score: 7.7/10

