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davehansen's Katamari Damacy (PS2)
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[January 19, 2007 03:33:01 PM]
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Despite the sheer fun that can come from mindlessly playing this game, Katamari is a game whose linear path must be followed in order to beat each level. In order to clear a level and unlock a new world, one must complete discrete objectives. When building a new star the Katamari's diameter is the rubric on which success is determined. Other missions, where the Prince is to re-build whole constellations present more of a challenge, asking the player to complete an array of more challenging objectives. The linearity of Katamari is most apparent in the game's longer missions. Unless the player pays attention to recently-unlocked areas, the Katamari's diameter will suffer. After missing the game's cues and staying in an area she's familiar with, the gamer will find little means to get bigger as all her potential objects have been gathered. Because of this, satisfactorily completing each star relies on memorization of a map, along with understanding the best routes through a level which cued by the placement of objects along a path.
Above all else, the most striking feature of Katamari Damacy is found in its controls. Few games offer controls that provide so much fuel for debate and the deviation of personal taste as does Katamari. After two sessions of play, I can say that no game's controls have pulled me in more than Katamari's. As I play, I find my thumbs moving the ball with enormous ease. To get around an object while at speed, simply moving the right or left stick a few degrees is the solution. I can't help but dream of playing Mario with Katamari's controls, jumping and moving the character even without the push of a button.
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[January 19, 2007 02:30:56 PM]
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As it pulls the player into its unique and ultra-stylized world, Katamari Damacy shatters any expectations that the player may have. Silly music, quirky cutscenes, and a simple-yet-challenging control scheme alienate the gamer yet these aspects, both confusing and alienating at first, are the exact aspects that won't let you put this game down. When I first started playing, the use of both analog sticks was hard to adapt to, but I didn't want to put the controller down by the end of my 45 minute session. While it couldn't be more confusing upon first play, the alienating quirkiness of Katamari is exactly what bonds the player to this fresh and fun game.
Play comes number one in Katamari; the rules are only there to string the gameplay together. Its not hard to find a game whose deep and nuanced ruleset matures throughout a game; in Katamari, few rules change as you go through the game. Roll up a few thumbtacks and you can roll up an eraser; be careful though, that frog will knock a few bits off of your ball; pick up a few more orange pieces and you'll be able to get that frog. As you get bigger you can roll up more matter, and with more matter you'll find a new part of the map unveiled; don't stay in one spot too long, keep moving or else you won't complete goal in time. Building the stars under the gun of the clock, levels that use this scheme of rules, is the most fun and rewarding part of Katamari.
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davehansen's Katamari Damacy (PS2)
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Current Status: Finished playing
GameLog started on: Friday 19 January, 2007
GameLog closed on: Wednesday 31 January, 2007 |
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