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The video game adaptation of the award-winning Pixar 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 Rémy’s interaction with the clan and his reluctant assistance in their food heists, which happen either just before crucial events (the theft of Gusteau’s food waste just before Rémy was found by Linguini) or during the film’s time skips (the theft from the Parisian grocery market, implied to happen sometime after Linguini became head of the restaurant).

This game features the following tropes:

  • Absurdly Spacious Sewer: Downplayed. Here, it seems smaller than most examples, as although it houses an entire town, the place is from the rats' perspective.
  • Advancing Boss of Doom: All the game's boss fights consist of Remy having to flee someone — justified, as he's a rat and can’t fight back. While the first consists of trying to flee from Linguini, the remaining three are all escapes from Skinner.
  • Adaptation Deviation: Unlike in the movie, Rémy manages to escape from Linguini after fixing the soup. As a result, he reunites with his clan much earlier and helps them perform numerous heists over the course of the story, with his alliance with Linguini occurring later on and mostly being an afterthought until the end.
  • Adaptational Personality Change:
    • Whereas in the original Emile was just a kind but lazy brother to Rémy, here he becomes a mentor-like figure as he guides Rémy through the tutorial.
    • Rémy, too. Here, he reunites with his clan earlier than in the movie and successfully escapes from Linguini upon their encounter, putting him squarely on the side of the rats this time around, and he 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 didn’t go 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 don’t directly attack (although jumping onto the bowl will inflict damage), but they’ll steal anything Rémy carries in his paws, which is usually plot or gameplay-critical. Luckily, they’ll 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 there’s a slide through the pipes, there will be gaps in the sheeting to slide around as well as the possibility of sliding overboard. Thankfully, it’s 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 Rémy falling and falling, not once hitting the ground.
  • Chase Scene: All major Levels typically end in one.
  • Clown-Car Grave: Downplayed. Outside Gusteau's there are rubbish bins which spawn cockroaches and in the restaurant levels there are first boxes of sea urchins, and later tubs of bubble-wrapped shrimps. Each of them can only keep 1-2 enemies at the time, and don’t spawn any more until those are killed.
  • Collection Sidequest: Throughout the game, you’re tasked to collect small yellow stars, in reference to the rating stars Gusteau's restaurant lost after Ego’s 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 Rémy immediately ejected a fair distance back. This also occurs if he touches hostile humans, although usually it’ll just eject him without dealing damage.
  • Colour-Coded for Your Convenience: The boxes carrying stars to collect have the picture of the item needed to break them on the side.
  • Contrived Coincidence: The head of the restaurant just happened to browse the Parisian grocery market the day Rémy and co. decide to pull a heist.
  • Convenient Item Placement: The healing item, cheese, is more-or-less justified, since the levels all occur in food-related settings. However, it’s far more difficult to understand the catapults used to launch Rémy into some hard-to-reach positions. Do Gusteau's chefs really have time to play with these things?
  • Developer's Foresight: If you manage to get the bubble-wrapped shrimp to fall into the sink, its bubble will expand and fill up the whole sink, trapping it there.
  • Divine Assistance: Every time you finish a level, Rémy 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? There’s some effort to justify it, as Rémy 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 Rémy approaches them, it’s possible to trigger a dream sequence where he falls asleep next to them and has a level set in that food’s themed dream. Death only causes him to wake up.
  • Fastball Special: Rémy can find makeshift spoon-driven catapults on each level that’ll propel him to a secluded spot if he uses them.
  • Falling Chandelier of Doom: Skinner accidentally has one dropped on him after Remy escapes him the final time.
  • Floating Platforms: The dream sequences typically consist of multiple food items floating in the air like platforms.
  • Hammerspace: Averted, as Rémy can only carry a single large item to fit in his paws.
  • Hub Level: All the levels are accessed through the Paris sewers.
  • Hyperactive Metabolism: Rémy 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 chickens/cats/lobsters acting like watchtowers) all have the standard green/yellow/red circular version.
    • Every time Rémy uses his sense of smell, it turns the screen purple and forms a guiding path towards the current plot destination.
  • It Was a Dark and Stormy Night: Like in the film, the night where Rémy 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 Many Deaths of You: Rémy gets some rather impressive FMV cutscenes depending on the death method: there’s him drowning, falling, fainting and even being put in a jar if a human captures 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 it's 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.
  • 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, there’ll be a chase sequence from one of the humans and/or a slide down the sewer through the pipes.
  • One-Time Dungeon: The tutorial level Somewhere in France cannot be played again once completed, as Rémy ends up in Paris immediately afterwards.
  • Playable Epilogue: It's 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's will no longer have the cooks in it).
  • Press X to Not Die: One event is used every time Rémy 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.
  • Slide Level: There are bonus levels and segments after each major level where Rémy slides down pipes. Falling off takes away two health points.
  • Spirit Advisor: Like in the film, Gusteau arrives several times to give you guidance.
  • Spin Attack: The default attack Rémy 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, Rémy cannot swim, but he doesn’t instantly drown either. Instead, he is knocked back on contact with water and loses two blocks of health.
  • Tight Rope Walking: One of Rémy’s special abilities is to move across ropes. It’s still possible to fall off if you’re not careful, unless you run across them on all fours.
  • Video Game Setpiece: The chase sequences, which get rather elaborate with time. There’s also the aquatic sequence immediately after the tutorial, which extends and dramatizes the shorter moment in the film into a full-scale obstacle traverse course.
  • Wall Crawl: Rémy can crawl up the hand towels really well here.

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