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Video Game: Ratatouille
The video game adaptation of the award-winning Pixarís animated film, released alongside it on all major platforms in 2007. It follows the plot of the film more closely than most films, focusing on Remiís interaction with the clan and his reluctant assistance in their food heists, which happen either just before crucial events (the theft of Gusteauís food waste just before Remi was found by Linguini) or during the filmís time skips (the theft from the Parisian grocery market, implied to happen sometime after Linguini became head of the restaurant.) It had reasonable sales and reviews, with most agreeing it averted The Problem with Licensed Games and was OK on the whole.

This game features the following tropes:

  • Absurdly Spacious Sewer Ė Downplayed. Here, it seems smaller than most examples, as although it houses an entire town, the place is from the ratís perspective.
  • Adaptation Expansion: Whereas in the original Emile was just a kind but lazy brother to Remi, here he becomes a mentor-like figure as he guides Remi through the tutorial. Later on, heís also a hacking expert of sorts, as you always control him during the hacking minigames.
    • Remi, too. Here, heís involved in more of his clanís theme and seems to have a stronger moral compass, even if he ultimately goes along with their plans. And while the movie implied he had synesthesia, it certainly didnít went as far as him having food-themed hallucinations.
  • Bandit Mook: The two Gusteau restaurant levels feature crabs sitting underneath overturned saucepans, with only a claw protruding. They donít directly attack (although jumping onto the bowl will inflict damage), but theyíll steal anything Remi carries in his plot, which is usually plot or gameplay-critical. Luckily, theyíll steal the bomb bottles you carry as well, and blow themselves up with them.
  • Bloodless Carnage: As expected in a Pixar film adaptation.
  • Bottomless Pits: Each time thereís a slide through the pipes, there will be gaps in the sheeting to slide around as well as the possibility of sliding overboard. Thankfully, itís not an insta-kill, although it does remove 2 segments of the health bar (i.e 50% at the start and 25% at the end). If you do die in this way, the cutscene will even show Remi falling and falling, not once hitting the ground.
  • Chase Scene: All major Levels typically end in one.
  • Clown-Car Grave: Downplayed. Outside Gusteau there are rubbish bins which spawn cockroaches and in the restaurant levels there are firstly boxes of sea urchins, and later tubs of bubble-wrapped shrimps. Each of them can only keep 1-2 enemies at the time, and doesnít spawn any more until those are killed.
  • Collection Sidequest: Throughout the game, youíre tasked to collect small yellow stars, in reference to the rating stars Gusteau restaurant lost after Egoís review and his death. Each major level also has a secondary collection sidequest of items to improve the rat town
  • Collision Damage: Happens on contact with water and the mook spawning grounds (see above), with Remi immediately ejected a fair distance back. This also occurs if he touches hostile humans, although usually itíll just eject him without dealing damage.
  • Color-Coded for Your Convenience: The boxes carrying stars to collect have the picture of the item needed to break them on them.
  • Contrived Coincidence: The head of the restaurant just happened to browse the Parisian grocery market the day Remi and co. decide to pull a heist.
    • Fridge Brilliance: Perhaps he was looking to refill the stocks after the first raid on the restaurant?
  • Convenient Item Placement: The healing item, cheese, is more-or-less justified, since the levels all occur in food-related settings. However, itís far more difficult to understand the catapults used to launch Remi into some hard-to-reach position. Do Gusteau chefs really have time to play with these things?
  • Dark and Stormy Night: Like in the film, the night where Remi and his family wash up in the sewers is rendered in this way. Stormy is not just for show: lightning strikes will frequently topple trees right in your path.
  • The Dev Team Thinks of Everything: If you manage to get the bubble-wrapped shrimp to fall into the sink, itís bubble will expand and fill up the whole sink, trapping it there.
  • Divine Assistance: Every time you finish a level, Remi gains an extra block of health, which is explained as the rat gods being pleased with you and granting you extra health.
  • Double Jump: Where would we be without it? Thereís some effort to justify it, as Remi backflips during the jump, implying that he uses whole-body muscles rather than simply pushing off of air.
  • Dream Sequence: Each major level has 2-3 unique food items scattered around. When Remi approaches them, itís possible to trigger a dream sequence where he falls asleep next to them and has a level set in that platformerís themed dream. Death only causes him to wake up.
  • Fastball Special: Remi can find makeshift spoon-driven catapults (which use cheese as balance, no less!) on each level thatíll propel him to a secluded spot is he uses them
  • Floating Platforms: The dream sequences typically consist of multiple food items floating in the air like platforms.
  • Good Bad Bugs: In both restaurant levels, itís possible to jump right into the soup pan that houses the strangely-hostile lobsters. The results are pretty hilarious.
  • Hammerspace: Averted, as Remi can only carry a single large item to fit in his paws.
  • Hyperactive Metabolism: Remi heals by consuming cheese, with a triangular slice to restore one block of health bar, larger chunk for three bars and a whole circle to heal the entire remaining life.
  • Hyper Awareness: The enemies you cannot defeat and are meant to sneak past (all humans, as well as chicken/cats/lobsters acting like watchtowers) all have the standard green/yellow/red circular version.
    • Every time Remi uses his sense of smell, it turns the screen purple and forms a guiding path towards the current plot destination.
  • The Many Deaths of You: Remi gets some rather impressive FMV cutscenes depending on the death method: thereís him drowning, falling off and one where he is put into a bottle and thrown into the river if humans capture him.
  • Mobile Shrubbery: The game uses the exact Metal Gear mechanic of hiding underneath a cardboard box to sneak past enemies. Granted, the box (later, an overturned soup bowl) is rat-sized, so itís more plausible for enemies to ignore them.
  • Motion Blur: Occurs if you run on all fours.
  • Notice This: Important things (like ropes on which you can move or towels to climb) are highlighted when you walk closer to them.
  • The Obi-Wan: Like in the film, Gusteau arrives several times to give you guidance.
  • Once per Episode: Each major level firstly has you accomplish five or six minor tasks leading up to the grand plan, which is then executed through several mini-games. After that, thereíll be a chase sequence from one of the humans and/or a slide down the sewer through the pipes.
  • Playable Epilogue: Itís entirely possible to play the game after the ending and revisit earlier levels, now with more health, and with reduced amount of enemies (i.e. Gusteau will no longer have the cooks in it).
  • Quick Time Event: One is used every time Remi gets captured by patrolling humans (or, in the first proper level, a dog) in order to free oneself.
  • Simon Says Minigame: Certain levels, especially the cooking challenges, are completed through this game.
  • Spin Attack: The default attack Remi has is to spin quickly, hitting enemies with his tail. It has tiny range and only works on a few enemies, though, so the player is encouraged to pick up spoons whenever necessary.
  • Super Drowning Skills: Downplayed and justified. Being a rat, Remi cannot swim, but he doesnít instantly drown either. Instead, he is knocked back on contact with water and loses two blocks of health.
  • Tight Rope Walking: One of Remiís special abilities is to move across ropes. Itís still possible to fall off if youíre not careful, unless you run across them on all fours.
  • Video Game Setpiece: The chase sequences, which get rather elaborate with time. Thereís also the aquatic sequence immediately after the tutorial, which extends and dramatizes the shorter moment in the film into full-scale obstacle traverse course.
  • Wall Crawl: Remi can crawl up the hand towels really well here.

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