We say almost because after each jump, you need to hit Square to grab a hold of the next object or land on it correctly. That mechanic felt archaic in the original Tomb Raider and that came out ten years ago. C’mon THQ, we like our characters to automatically grab swinging poles or ledges. It just doesn’t feel right because you’re never sure when to hit Square, leaving each jump to be a leap of faith that may or may not send you plummeting down a hole.
Before the gameplay becomes boring, Ratatouille serves up fresh minigames, that don’t feel tacked on. Admittedly, the cooking minigames - DDR-style button mashing, rotating the thumb sitck, etc - are a bit lame, but the chase segments (running at the screen all Crash Bandicoot-like), tunnel sliding and even rafting down a sewer creek, feel fun and don’t outstay their welcome. Our favorite is actually a platforming challenge reminiscent of Mario Sunshine’s bonus stages, where you’ll hop around food-themed, surrealist landscapes complete with rotating carrots and ravioli platforms.
The current-gen versions of Ratatouille - PS2, GameCube and Wii - are identical in gameplay and design, yet different from their 360/PS3 counterparts. The PS2 version suffers slightly from less-detailed characters and levels, and the pre-rendered video has a slight bit of grain to it, as compared to the sharper GameCube and Wii versions. The difference is almost negligible and your choice will really come down to which system you prefer.