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    Jan 25th, 2008 at 14:06:59     -    Katamari Damacy (PS2)

    Design:
    The entire idea of the Katamari is extremely innovative. The idea that you must roll up random objects into a ball to be changed into a planet is obviously unique. The levels are vaguely different as far as the outside appearance; after all, one can only re-do the indoor and outdoor environments so many times before it becomes completely repetative. The only variation is in the form of the objects you picked up, all of which are actually a visible part of your Katamari. The number of different objects is varied enough that creating two identical Katamaris is virtually impossible. Although the graphics are a bit sub-standard, even by early PS2 standards, there's never really a problem with it. The other aspects, such as the King of Cosmos' hilarious comments at every step of the game, more than make up for any misgivings one could possibly have about this game. Very rarely does one find a game with a soundtrack that fits the game, and that you actually enjoy listening to, and Katamari Damacy accomplishes this splendidly; it's interesting J-Pop collection perfectly sets the mood and makes the player enjoy every aspect of the game in its entirety. Despite any small complaints that anyone may have, like controls or graphics, this game is continually fun, even after its completion; which is a feat rarely accomplished by any game, let alone a puzzle/action game such as this. Overall, Katamari Damacy is one of the best and most fun games ever made for the PS2.

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    Jan 25th, 2008 at 13:48:32     -    Katamari Damacy (PS2)

    Gameplay:
    The basic idea of controlling your Katamari is that the left and right analogue stick represents your left and right hands, with which you must push an infinitely sticky ball, deemed a Katamari. There are of course certain tricks, i.e., pressing down both sticks makes the avatar jump to the other side of the Katamari, and tapping the sticks alternately up and down makes the Katamari dash; however the player never feels limited by the things they can and cannot do. It can be hard at first to tell whether an object is small enough to be rolled up or not, which can become quite a problem since running into anything even remotely larger than yourself makes you bounce off at some indeterminate angle and makes some of your Katamari break off.

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    Jan 25th, 2008 at 13:40:10     -    Katamari Damacy (PS2)

    Summery:
    Katamari Damacy is an extremely unique game that never stops amazing the player. From the very first moment that the King of the Cosmos explains what a Katamri is to the very last object rolled up, this game is a blast. Not only does it present a unique control system for the time, but it provides an entirely new way of gaming, bringing us into the unventured world of wacky and comical gaming. The control system however is a bit touchy, and hitting anything bigger than yourself instantly becomes a problem; although that problem was more or less fixed in the later Katamari installments. Even though the game plays exactly the same, in its essentials, throughout the entire game, it never stops being fun. Time challenges, specific content requirements for the Katamri, and other off-beat challenges bombard the player with a plethora of ways to keep Katamari Damacy exciting.

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    Jan 15th, 2008 at 05:57:36     -    Super Paper Mario (Wii)

    Gameplay
    The Paper Mario series continues the offbeat comedic approach that both the previous Paper Mario games used. This approaches keeps the rather cliche storyline elements to be overlooked. This is a perfect strategy because it has somehow allowed Nintendo to recycle Mario's themes once again, and still make it enjoyable. Although Mario himself still hasn't actually gone through visible character development, we still have his trusty helpers to tell us what he might say. Interactions with NPCs don't even seem like a chore because everyone has something interesting to say; this game could start the trend of making each NPC actually worth something. Because the remote has to be held sideways to control Mario, and there is only a four-direction thumb pad, much of your 3-D time is spent doing one simple miscalculation after another, and soon all your time is wasted. Also, the Wii sensor remote controls, at least early on, are extremely limited, which is odd when considering what a Wii is supposed to bring to the table. All in all though, the game handles very well and lends itself to both pick-up-and-go gamers and hardcore completionists.

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