Saturday 26 January, 2008
Hello again, while playing my second hour for my game log I am happy to annouce I officially beat the game. I was a bit put off by the fact that I was unable to pick up continents and or galaxies in my day's rolling, however, I picked up most clouds, sea monsters, islands and one rainbow.
Gameplay
Beating the game was very fun. Though you don't really know when the game is going to be over, it is nice when it finally ends. It may be because it is a bit repetitive, but nonetheless it is still engaging to the end. It was when I started picking up buildings that I got very into it. I wanted to go further and pick up bigger things, but alas! The final challenge is to make the moon and you have 25 minutes. Compared to the first challenge that was 3 minutes, it feels like a lifetime.
Design-
Like I said before, the game design does not change too much as the game goes on. It mainly stays cute and very brightly colored. There are different placed to "roll" though. You can start in a living room, kitchen, garden or city. By getting bigger you gain perspective that the house is in the town which is near the city which is on an island which is in a in archipelago (presumably Japan)which is in an ocean on the world. It is great how it is designed in a real world perspective. Like we talked about in class today, it is sort of like a "room" in a game (except it is the entire game) with walls you can't see. You assume the screen is the wall but you keep rolling and rolling and as you get bigger you discover more places to roll to.
Katamari is also unique in design because it is hard to categorize. It is not really a puzzle game, though it is puzzling when you have to find objects only smaller than yourself, it is not exactly an adventure game, and it not at all an action game (except for the terrified screams of those you roll up). All in all Katamari Damacy is rather unique. I am not really sure what cataegory of game it would be under (and I am interested in finding out).
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