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Ratatan carries the spirit of the PSP-era rhythm strategy series Patapon into a colourful roguelike adventure. Developed by former Patapon creators, it combines catchy music, expressive animation and timed commands with a run-based structure. The result is affectionate and approachable, although its limited variety keeps it from becoming a truly deep successor.

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A new march for Patapon fans

Patapon stood apart on PSP through its unusual mix of rhythm action, army control and side-scrolling combat. Ratatan revisits that idea with a new cast and setting. Players guide a small Ratatan who conducts the Coburn, a band of one-eyed creatures travelling through 2D environments, battling monsters and progressing towards a Goddess.

Ratatan leaves early access on 15 October for Nintendo Switch 2, PlayStation 5, Windows PC and Xbox Series X. Its former Patapon developers have retained the bright characters, upbeat tone and bouncy music, while placing the adventure inside a repeatable roguelike framework. The project is also listed in the Ratatan game database.

Rhythm combat with a tactical edge

Combat depends on entering short button sequences in time with the soundtrack. Pressing Y three times commands the Coburn to march, while pressing A three times tells them to halt and attack. Additional inputs enable magic-consuming special attacks, defensive shields and jumps for avoiding incoming blows.

The command list and timing variations are not extensive enough to make the system particularly complex. Even so, the repeated inputs create an enjoyable flow that is easy to settle into. Positioning gives the formula more strategy than its simple controls initially suggest, as moving the Coburn into the right place can help the army evade attacks or deliver a more effective assault.

Coburn attack a hermit crab in Ratatan.
Coburn attackm a monster in Ratatan.
Coburn attack a desert creature in Ratatan.
Coburn attack a totem pole monster in Ratatan.

This blend of rhythm and formation management remains appealing nearly two decades after Patapon launched in 2007. Ratatan does not dramatically reinvent the concept, but it understands the satisfying relationship between music, movement and command timing.

For more Australian arcade and gaming coverage, browse the RETROCADE Arcade Blog, where unusual game concepts and industry news sit alongside practical arcade-room ideas.

A roguelike with too little variation

Ratatan’s main weakness is the way its roguelike structure supports the core gameplay. Each attempt sends the Coburn through several worlds while offering run-specific upgrades. Many of these bonuses add elemental effects such as poison or shock, or modify critical-hit strength. They are useful, but rarely alter the way the player approaches a battle.

The route also changes very little between attempts. Players revisit the same worlds and bosses with only modest variation, making repeated runs feel more predictable than strategically fresh.

RPG systems attempt to give the structure greater longevity. Weapons found during a run can be dismantled to improve specialised equipment, while permanent progression increases overall power and unlocks more starting Coburn for the army. These mechanics provide a reason to try again, but they can also make the roguelike format feel like a way to extend a relatively small amount of content.

A sensible structure that needed more development

The decision to use a roguelike format is understandable for an independent studio. It offers replayability without demanding a huge campaign, and it gives Ratatan a chance to reach players who are not relying on nostalgia alone. However, the final version feels close to the build shown before early access began a year earlier.

That limited sense of evolution is disappointing after a successful crowdfunding campaign and strong enthusiasm from Patapon fans. The foundation is distinctive, but the short selection of worlds, recurring encounters and restrained upgrade choices prevent the game from fully realising its potential.

More charming than substantial

Despite those limitations, Ratatan remains easy to revisit. Its lively animation, bright visual style and memorable tunes give each session an inviting energy. The appeal comes not only from recreating Patapon, but from seeing an unusual, characterful concept receive another opportunity.

Its focused, command-driven action could also appeal to players designing a compact gaming space. RETROCADE’s bartop arcade range is relevant for smaller rooms, while the wider arcade machine collection covers larger cabinet options. Anyone planning a dedicated setup can also use the arcade machine buying guide to compare space, controls and display requirements.

Ratatan is an imperfect throwback: warm, musical and immediately recognisable, but too narrow mechanically to match the imagination of its inspiration. Its 90% positive Steam reception reflects the affection surrounding the project, while the game’s clearest achievement is preserving a distinctive style of play rather than substantially advancing it.

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