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Review of Postman Pat on PlayStation 2

by Chucky Chucky photo Jan 2006
Cover image of Postman Pat on PS2
Gamefings Score: 6/10
Platform: PS2 PS2 logo
Released: 01 Jan 2006
Genre: Family Adventure / Collection Quest
Developer: Entertainment Rights / Cosgrove Hall (licensed tie-in)
Publisher: Entertainment Rights / Universal Pictures Home Entertainment (licensed release)

Introduction

There is a special kind of video game that does not aspire to be cleverer than its premise. Postman Pat on PS2, based on the long-running British stop-motion series, sits in that niche like a comfortable cardigan on a rainy morning: entirely predictable, faintly cosy, and not remotely trying to betray you. The source material is a pastoral valley called Greendale, a genial postman named Pat Clifton and his black-and-white cat, Jess. The television show's core competency is delivering mail and resolving neighbourly foibles; the game's core competency is turning those two things into fetch quests, minigames and mild vehicular fiddling. The people who made the TV show are all over the backstory: Woodland Animations, Cosgrove Hall, Entertainment Rights, and the merry catalogue of theme-song composers (Bryan Daly, Simon Woodgate) provide the kind of pedigree that mostly matters if you have a fondness for theme tunes and hand-knitted scenery. If you like watching a man in a stripy jumper drive a van slowly down a lane while a cheery tune plays, the PS2 version will try very hard to make you smile. If you prefer high drama, fast-paced combat or an incomprehensible narrative about dragons, this is not the machine for you. It is, however, the machine for anyone who has ever wondered what it would be like to collect Mrs Goggins' parcels and not be judged for doing so.

Gameplay

You play as Pat, and the explicit objective is simple: deliver things. The main loop splits into three flavours of content. The first is 'daily rounds' where you drive or walk from house to house in Greendale, matching letters and parcels to faces. The second is 'Special Delivery Service' missions - which the show created as a spinoff - that escalate the stakes from 'forgotten birthday card' to 'rescue a runaway cow' or 'transport an enormous ice cube'. The third is a smorgasbord of minigames aimed at the smallest of audiences: shepherding sheep (think gentle herding, not moral panic), directing the Greendale Rocket, fixing Ted Glen's eccentric contraptions and doing the kind of polite errands that allow the game to present new characters from the TV series. Controls are deliberately unambitious. Driving the Royal Mail van is as close to an experience of 'slow driving with purpose' as any console has recorded. The steering has the pleasingly floaty quality of a vehicle that was clearly designed to be observed more than pilot-tested. Switching to on-foot segments turns the playing field into an item-checklist puzzle: who wants their post, which parcel needs to be signed, which villager requires your help. Dialogue trees are minimal-Pat is a man of deeds, not monologues-so conversation is a matter of ticking off requests, not negotiating morality. The SDS missions attempt variety by throwing in vehicles (a gyrocopter, a 4x4 Jeep, the motorbike with Jess in the sidecar) and scenario twists. These sections are the game's attempt to justify the 'adventure' label. Often they work well enough; flying a gyrocopter slowly over Greendale to drop a package onto a moving target is oddly meditative. Sometimes the physics are politely baffling and a parcel will decide mid-flight that it prefers to phase through a roof rather than land in a queueing hand. Progression is child-friendly: complete routes and you unlock new sets of deliveries, new minigames and occasional cosmetic touches for the van. There's a very faint sense of collectathon - postcards, stickers, and the sort of ribbon awards that would make a primary-school trophy cabinet proud. If you are the sort of person who measures achievement by 'number of villagers courteously helped', then the game might be the most satisfying thing you've played all afternoon. Repeatability is the main design sin. After a handful of hours the novelty of delivering letters wears off, and many of the mini-objectives are file-card identical: fetch A to B, help C with D. The game knows its audience and therefore assumes they will not demand much more than familiarity and a reliable warm feeling. If that describes you, this is a feature. If you are someone worried you might have an attention span that likes surprises, the game will be comfortingly uncompromising in its refusal to surprise you. Voice and sound borrow heavily from the series' DNA. Expect the theme tune and background jingle of rural courtesy. The narration and the cast lean towards the cheerful rather than the cinematic. Ken Barrie, Carole Boyd and later series voice alumni are name-droppable reasons for parents to tolerate the soundtrack if not actually sing along to it.

Graphics

Graphically the PS2 tries to capture the stop-motion warmth of the original TV show and succeeds at being 'softly rendered'. Characters are chunky, environments are lovingly pastoral, and the palette is a succession of greens, brick reds and the kind of sky that only ever appears in children's books and tasteful tea towels. Textures are simple, polygon counts are modest, and animations have that slightly staccato rhythm that makes the whole thing look like an interactive model village. It is not a technical showcase - you will not remember the frame rate over a week - but it does a job that matters for this licence: it looks like Greendale. The occasional clipping, pop-in or parcel-phasing glitch is more comic than catastrophic and fits the game's general tone of genteel incompetence. Camera work is elementary, leaning heavily on fixed third-person perspectives that are forgiving to small gamers and small hands. Cutscenes are short and mostly composed of simple pans and title cards. If you want glossy realism you should probably be playing a different year of the console cycle. If you want something that looks like a VHS you enjoyed as a child, this is close enough to trigger nostalgia without demanding you be an archivist.

Conclusion

Postman Pat on PS2 occupies a niche of low-stakes, high-comfort gaming. It is pitched squarely at children and nostalgic adults who enjoy quiet, task-oriented play. There is little in the way of challenge, but there is a lot of patience: the game rewards gentle repetition, rewards good manners and makes the act of delivering mail feel like a small civic duty with a tune. Its primary flaws are repetition and a reluctance to do anything more ambitious than slightly vary the package on each mission. The SDS missions and vehicle sections add essential spice, but never enough to convince a player seeking rocket-fuel excitement. If you are buying for a child, a family console, or a humid afternoon of mellow, non-violent play, the game will probably be worth a rental or a modest purchase. If you are an 18-year-old who likes irony, there is the faint entertainment of watching a grown man in a stripy jumper be deeply committed to postal logistics. For everything else - high drama, complex mechanics, moral ambiguity - you will have to look elsewhere. The score is a diplomatic 6/10: perfectly functional, politely charming, and exactly as thrilling as a parcel arriving on time.

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