|
GoodMorningPancake's Katamari Damacy (PS2)
|
[January 22, 2007 08:18:19 PM]
|
Part two
Elements of game design whihc make this game my favorite
-Simple yet highly aesthetic graphics and character design.
As I stated in the previous log, the graphics for this game never get dull. Fresh and modern in quirky japanese pop/cute appeal. Encourages all ages and all levels of gamers from casual to devout.
-Witty humorous and playful storyline and dialogue
There is no overdramatic plot plot in this game, straightforward in the manner of a particualily funny one liner.
-does not depend on extensive out-of-play cut scenes to move the game along.
the cute scenes are random and hilarious, and in no way really super relevent to the main goal and motivation of the game. cut scenes involving the adventures of an astronaut's family are amusing but can also be skiped with the push of a button, without missing a beat. levels are introduced by the King of the Cosmos who detais your mission and its goal and motivation. levels are in turn completed with the king rating your success and then sending your star into the cosmos. simple short and amusing.
-innovative and simple to play game play.
forward means push analog controls forward. back means push the analog controls back. simple.
-stress-free gaming experience!
You wont die. simple. you wont be injured. there is no planet princess or universe whose life despends on your success. if you fail a missionyour dad lectures you for a second but there are no wounds or money/items lost.
Cons to gameplay:
I hate it when the king talks while in the process of the game. the dialogue box pops over the middle of the screen and youre left jabing buttons to get it to dissapear so you can see what youre doing. it would be helpful to have a quick skip button to get it out of the way right quick.
This entry has been edited 4 times. It was last edited on Jan 22nd, 2007 at 20:22:03.
add a comment
|
[January 22, 2007 07:56:44 PM]
|
so it turns out my second game log was too long to post. :(
i cut it down and its now up.
This entry has been edited 1 time. It was last edited on Jan 22nd, 2007 at 20:23:41.
add a comment
|
[January 19, 2007 06:04:38 AM]
|
The moment I began playing this game I realized that it really did something for me, something that no other game ever had- it made me purely simply happy. as the daughter of a game developer, I have been exposed to games of every genre and style out there, I’ve been a hard core gamer, and I’ve been a purely casual gamer in my life, and that is how I know with no doubt in my soul that katamari Damacy is unique. I’ve played this game since the day it was realized in America, but to refresh my memory I have completed the game once more (in two one hour segments). In this game log I will attempt to deconstruct the components of the game which give it such unique appeal and charm.
Part one
First and foremost the visual element of the narrative storyline is extremely stimulating. In the style of post modern Japan-pop, the visuals though not the most high tech or innovative propel the player into emotional state fitting with the game play and basic storyline. Bright colors and cute things, all portrayed with an almost cheerful irony, come across as smart and not at all intimidating. The cuteness of the character design goes a long way into making this rather simple game a joy rather than a bore.
A second element of katamari's charm is the brilliant and innovative game play. Using the analogue sticks you control a tiny protagonist and his ball endeavoring to collect items into a, at first small, then gradually great, mass of everything and anything. Level goals are established by size and time requirements. There are no enemies or antagonists, merely hindrances or obstacles. As the tutorial says "but don’t worry too much about it. You wont die or anything." to me this sums it up. Katamari offers a great, pleasurable gaming experience without the stress and worry of virtual death or destruction.
...
read comments (2) -
add a comment
|