Friday 19 January, 2007
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.
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