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    Feb 23rd, 2007 at 21:43:02     -    Katamari Damacy (PS2)

    After playing Katamari Damacy for a few hours, I realized that I would have loved to see the plot developed more than it is; the writers for the game are clearly talented and, if not clinically insane, rather humorous. The game affords you little choice to steer the storyline, which is entirely encompassed by a single decision made at the start of the game. Almost all of the non-action gameplay involves the King of All Cosmos berating or congratulating the player, or giving occasionally helpful hints. Oddly enough, another story runs parallel to your own adventure. It chronicles the life of a rather mundane family, consisting of two children witnessing the Prince's demolition of the world, and their parents who tell them to stop imagining things. These cutscenes are not terribly interesting. Frankly, in my point of view, any cutscene that doesn't involve the King is a waste of time- I've become completely enamoured with this character.

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    Feb 23rd, 2007 at 21:23:25     -    Katamari Damacy (PS2)

    Katamari Damacy is an action-puzzle game for the PS2 designed by Keita Takahashi and published by Namco. The object of the game is to rebuild celestial bodies, such as stars and the moon, that your character's father destroyed in a fit of drunkenness. The means by which you, the Prince, must accomplish this is rather unorthodox: you must roll up ordinary objects into a gigantic ball, similar to how snowmen are made, though you can only roll up objects that are currently smaller than the ball. This unique gameplay mechanic is as entertaining as it is odd; much Katamari Damacy's appeal resides within its novelty. Character design is also a strong selling point; at many times the Prince's father, the King of All Cosmos, will inform you of your progress using condescending, nonsensical imagery. In accordance with its whimsical nature, the game presents a vivid world flush with rainbow motifs and bright colors. I found that these quirky aspects of the game all lend themselves towards a "trippy" experience, and indeed it has been remarked on many occasions that the game designers "must have been high" when making the game.

    This entry has been edited 2 times. It was last edited on Feb 23rd, 2007 at 21:31:20.

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    Feb 10th, 2007 at 02:19:50     -    Dark Messiah of Might and Magic (PC)

    The plot of Dark Messiah is largely predictable, though it does afford the player the option succumb to evil or vanquish it. The impressive artwork, cut scenes, voice acting, and attention to detail allows to game to overcome its humble storyline to become an immersive experience.

    My favorite aspect of the fantasy genre has always been the casting of spells, and though there are no classes in Dark Messiah, you can specialize yourself by allocating skill points in certain areas. Skill points accrue over time as you accomplish a variety of goals and defeat monstrous bosses, and you can spend these points advancing a number of tech trees that split off into even more specialized trees. To create a mage, I spent most of my points advancing my knowledge of offensive spells as well as increasing my mana pool and regeneration.

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    Feb 10th, 2007 at 02:19:45     -    Dark Messiah of Might and Magic (PC)

    Dark Messiah of Might and Magic is an impressive first person shooter game for the PC. Set in a fantasy world, known as Ashan, most aspects of the game are conventions of the genre: wizards that can produce flaming projectiles, undead that crawl out of graves, and stalwart knights of unfathomable bravery. Despite a notable lack of originality, the combat system is refreshingly intuitive and the character development system very rewarding.

    Dark Messiah's physics engine, Source Engine, is extremely powerful. It has been used in over 20 other games to great success, due to its "large degree of modularity and flexibility, an artist-driven, shader-based renderer, industry-leading lip sync and facial expression technology, and a powerful, efficient and completely network-enabled physics system" (Wikipedia). Source Engine allows Dark Messiah to enjoy a fantastic combat system in which patient stalking, varying levels of force, weapon choice, and attention to parrying all must be considered in order to achieve victory. Combat is fluid and dynamic; if you focus all your attention on one enemy, his friend might sneak up and shank your flank.

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