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Sol's Katamari Damacy (PS2)
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[January 19, 2007 02:23:54 PM]
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Losing is funny. It's an interesting design aspect where there's consequences for not completing the task but at the same time you don't feel discouraged because while you getting your reprimand, the seriousness of the situation dissolves because when the lightning shows the body of the KoAC he's doing something funny with his body, like making shadow puppets.
The time constraint turned out to be a lot more challenging than I thought. So for being a game to pass time in an amusing way, the time challenge is a good way to go.
The opening scene when you return to the game is very peculiar. The animation makes me laugh a bit because I keep imagining that you have to be high on something to have that kind of imagination or to have that experience run through your head. That's not necessarily a bad thing. In fact, I think it's one of the qualities that make this game one that I want to continue playing for days. If not for rolling up buildings and people then watching what the characters do or say next.
I'm far from done with this title. I do wish I had it for more than three days. I'll check it out again when I return it if I can.
~Sol~
This entry has been edited 1 time. It was last edited on Jan 19th, 2007 at 14:24:46.
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[January 19, 2007 04:23:20 AM]
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I had a try at Katamari Damacy. I've been wanting to for a long time. People have told me that this is a very nice game. I mean, you're a little thing with an odd shaped head running with sticky ball. It certainly seemed like a cool way to kill time. I noticed a few things that caught my attention. A lot of the gameplay and storyline had a certain catchy beat to it. I haven't been able to get the title hum out of my head. I feel like flying off every time I think of that hum. There was no voice over so far, but the dialog from the King of All Cosmos sounds like he's speaking DJ scratch pad. One of the things that is making this game fun to play is what the King of All Cosmos actually says. I'm laughing at every other sentence because the large and mighty figure says things that only a 4 year old would say. It certainly kept my attention throughout the game so far. The in game music does a very good job in creating a joyful, playful environment for each level which is about as catchy as the title hum.
Now about the level design. I couldn't help but feel a little disoriented during the starting levels. I imagine it is because this is my first time playing it and I am getting used to the environment. I didn't imagine I was going to start off that small because of the screenshots I've seen where the katamari has people, cars, and even buildings. It took me a while to get used to the surroundings. One flaw I did see is the lack of multiple challenges. The only ones I've seen is get a katamari to a certain size in a certain amount of time, or collect the most of one item in the given time. Eventually that gets a little boring, so it would be nice to have other challenges along the way to keep the game fresh.
I'll be back later with more as I continue my katamari building.
~Sol~
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Sol's Katamari Damacy (PS2)
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Current Status: Played occasionally
GameLog started on: Tuesday 16 January, 2007
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