• Publisher: SCEA
  • Release Date: Apr 12, 2011

Mixed or average reviews - based on 41 Critics

Critic score distribution:
  1. Positive: 21 out of 41
  2. Negative: 1 out of 41
Buy On
  1. Apr 14, 2011
    I have a hard time recommending this to Patapon newcomers. Even experienced players will likely get steamed over the roadblocks. If you think you have what it takes to form a good multiplayer co-op team and you're dedicated enough to overcome the difficulties and coordinate online meet-ups, you have a good time. You'll have to decide for yourself whether this storm cloud's silver lining is worth it.
  2. Apr 21, 2011
    Patapon 3 is here, but it's lost something since the second game. There's a missing sense of personality, which was a huge part of the appeal of Patapon 1 and 2. The core game is still great, and there's plenty of good material, but the first two games are undeniably better.
  3. May 11, 2011
    The most fully featured and deepest entry in the Patapon series so far, but definitely not the most fun or accessible.
  4. Apr 11, 2011
    Patapon 3 is, in many ways, a typical third instalment: bigger, prettier, more difficult, and much more complicated. But that often works against it rather than in its favour, diluting that brilliant and unique rhythm-action strategy gameplay.
  5. Apr 13, 2011
    You have to dig a little deeper, but that Patapon goodness is still overflowing in Patapon 3. It's just too bad its creators are starting to forget what made it so great and special in the first place.
  6. Apr 26, 2011
    Patapon 3, unfortunately, isn't the chapter that is finally able to evolve the brand. Recommended only to fans of Patapon or who are intrigued by the saga.
  7. Apr 18, 2011
    If you're willing to spend a few hours to teach yourself how the game works, you might just enjoy how the game plays.
  8. games(TM)
    May 22, 2011
    A solid addition to the series that potentially offers plenty of additional scope due to its enhanced multiplayer component. [Issue#109, p.115]
  9. Edge Magazine
    May 8, 2011
    Though still unique, Patapon's crisp, minimalist art design and central mechanic is no longer a strong enough draw to excuse its repetitiveness and price tag. [May 2011, p.99]
  10. Apr 19, 2011
    There's nothing wrong with Patapon 3: exciting gameplay, deep story, rhythm and real time strategy, combine each other in a fancy role play game. But, except for a good multiplayer mode, the differences between this third chapter and its ancestors stop here. Though this is not necessarily a bad thing, after 3 chapters without innovation, the same mechanics risk becoming boring.
  11. Apr 11, 2011
    The once inspired mix of rhythm action and real-time strategy becomes further diluted by obscure rules and needlessly high difficulty.
  12. Apr 26, 2011
    At its best, Patapon 3 can be addicting and make you feel invincible. At its worst, it's frustrating and unnecessarily complicated. Whether this third instalment should be a part of your collection depends solely on your need for another shot of Patapon, because for newcomers, previous iterations are a more suitable choice.
  13. Jun 5, 2011
    The jaded mechanics of Patapon 3 are masked behind a stunning piece of art and repetitive gameplay, but it does enough to keep the fans happy.
  14. Apr 16, 2011
    Patapon maniacs will find a lot to keep them interested: this is a long game, especially at $20, and there's a lot to the online if you can deal with its rough edges.
  15. LEVEL (Czech Republic)
    May 25, 2011
    Patapon 3 is an amazing audiovisual game working based on proven principles. In the ever improving competition in mobile gaming Patapon could feel bit obsolete. [Issue#204]
  16. Apr 17, 2011
    Patapon 3's whimsical surface seems inviting and opportunistic, but its heart remains confidently wrapped in its own minutia. With its charm spent on the previous two entries, the third is like the pizza with too many weird toppings. Patapon 3 is not quite a success, but in an age when difficulty and intricacy are often exchanged for accessibility I can certainly appreciate its mission (from afar, anyway).
  17. Apr 21, 2011
    Ultimately, Patapon 3 is the product of big dreams half-achieved. Around every corner, it buckles beneath the weight of its own ambition, hoping that its catchy, four-measure jingles and visual charm can redeem its rage-inducing missteps.
  18. Apr 22, 2011
    Being bigger and badder can be seen as nice choice for Patapon 3 if you're aiming for an hardcore audience, but its difficulty and its darker universe could also frighten the newcomers. A good but tough game.
  19. Apr 18, 2011
    Patapon 3 doesn't quite make it all the way, despite the much sought-after multiplayer and the entrancing music. The large amounts of micromanagement and grinding draws focus from the core gameplay, and the end result is a finicky adventure where the outcome depends more on your equipment than your ability to drum up proper instructions.

Awards & Rankings

#9 Most Discussed PSP Game of 2011
#12 Most Shared PSP Game of 2011
User Score

Generally favorable reviews- based on 46 Ratings

User score distribution:
  1. Positive: 30 out of 46
  2. Negative: 7 out of 46
  1. Apr 16, 2011
    I don't think I've ever been as disappointed by a game as Patapon 3. The first two games were charming, innovative, and fun. There wasI don't think I've ever been as disappointed by a game as Patapon 3. The first two games were charming, innovative, and fun. There was grinding to be done, but it wasn't critical to the regular campaign, just the after-game extras. The in-game world felt alive, with critters to hunt, enemy tribes to fight, and the occasional boss.

    And now we have Patapon 3, where everything is different. The formerly charming tribal-style music has gone electric. You no longer lead an army, just a squad of four. There are no more mini-games. You can't forge weapons or armor anymore, just upgrade what you find in the field. The skill system is completely mysterious, there is no way to find out what skill a class will get at what level. Stats are crammed into a tiny box that force you to scroll up and down to find basic information.

    And let's talk about the actual gameplay. You GRIND. Over, and over, and over again. Each stage is given a recommended experience level, which is completely FALSE. I can't stress that enough. Stages that are rated 5+ typically require at least 9 to make it through reliably. For every new stage in the campaign, you'll have to grind old ones about 20 times to get your squad to a high enough level to proceed.

    There's also the new feature of having the regular monsters you find in the stages be much harder than the bosses. When you get to a boss, you will actually feel relieved, because (since most of them are based on bosses from the older games) they're actually balanced, and you can fight them intelligently and have a chance of winning with whatever classes you bring. On the other hand, there are stage monsters that will wipe out your squad in a single hit unless you set your squad up with a very specific set of classes. Anyone who's played the other games knows that there wasn't any monsters or boss you couldn't beat if you didn't know how. If the claws go up, retreat. If the claws go back, defend. It didn't matter which troop classes you brought, you could beat anybody. Not anymore. Now it doesn't matter if you know how, if you're not high enough level or you set your squad to the wrong classes, you'll still get crushed. This is not me complaining about monsters that keep killing me, this is me talking about poor game design.

    As for what the game gets right, there's... well, there are lots more class types. Oh wait, only kind of, because there are no more Rarepons to choose, each class is a different Rarepon. So I guess there's still actually less options for your squad (and I'm still annoyed at not being able to say "army" instead). OH! And there's a drum pattern that pauses the game. Which is nice, since that's been asked for since the first game.


    Yeah, that's really all the good I can say about the game.

    I really never thought this day would come, because for the first time I'm regretting the purchase of a Patapon game. Naturally the decision is up to you, but if you thoroughly enjoyed the first two of the series, give this one a pass, it's a big step backward.
    Full Review »
  2. Oct 22, 2011
    This game ruined the previous games feel, the grinding is a joke, the mission "suggested level" is a joke, the multiplayer concept isn'tThis game ruined the previous games feel, the grinding is a joke, the mission "suggested level" is a joke, the multiplayer concept isn't vital, it is only to ease up the grinding. Lots of bugs. Getting stuck behind trapdoor. If you dont have any close combat attackers, dealing with close obstacles or enemies with just arrows is awful. Miracles gone. The watchtower pon spots an extra boss, and what a coincidence it is the spider thing that needs rain so it can be hit. Rain is now summoned by presence of a certain class in the battle. If you don't have that class yet, you are effed, the battle's lost. Good job. Stupid clownish patapon dialogs. Perfect drum hits are now nearly automatical, even if you are clearly off beat. Meden turned into a stone represents pretty much what's left of the previous two games. Full Review »
  3. Apr 19, 2011
    As a rhythm game, it simply fails: Remember the trailer for Patapon 1? (http://youtu.be/-hMN80eCWtI) That game was about "druming to theAs a rhythm game, it simply fails: Remember the trailer for Patapon 1? (http://youtu.be/-hMN80eCWtI) That game was about "druming to the rhythm". That's all changed. It is now very easy to get a perfect 4 beat, because even then you will still lose, a lot. Winning is all about gearing up and grinding for levels. not rhythm. The enemies no longer give you enough time (one measure) to react, and your Hatapon, who cannot be leveled up or wear armor, will die in one hit, failing your entire mission, dropping the precious loot that lets you actually get through the game. Djinn (aka Miracles) mode is button mashing craziness instead of joyous chanting. Also gone is the groovy quick-time rhythm happiness of multi-player egg stages ending fun. I'm not a fan of the new epileptic art style, the juvenile dialogue, the generic rock music, the cramped menus, the convoluted stats, or the new items that all reek of "trying too hard". The desolate landscape, the lack of celebrations, the stone-cold Meden, and ugly looking enemies are the most apparent "new features". But to each their own, afterall.

    My reason for the score is that Patapon should be about music and rhythm. Having failed at delivering a musical game, they have failed completely.
    Full Review »