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    BlackIvory32's Katamari Damacy (PS2)

    [February 19, 2008 12:22:04 PM]
    Gamelog Entry# 2: Classics list: Katamari Damacy
    Gameplay:
    Ok, 2 player mode was a bit of a let down. Don't get me wrong, it is still fun however it feels like it is lacking something. Considering how much potential the game has, I am disappointed in the 2 player mode didn't take advantage of it. Perhaps a bigger level, or team play (instead of just versus) would have helped. I guess the biggest problem is that the level is just too small. Anyways, that said, there were also many good things about 2 player mode. The gameplay was still electric, and having someone else on the screen (split screen) gave a different feel to the game. Also the fact that we could roll up each other if one person was bigger than the other, was a nice tough. Regardless that 2 player mode wasn't too exciting, it was strangely interesting playing with someone else and just switching off controllers in single player mode.

    So back to single player mode. The game is so addictive. Its weird, I can't put my finger on exactly I find it so fun. Like I said before. The music is really catchy. So catchy in fact that I would consider the sound track "buy worthy". The music is very diverse with an underlying quirky japanese feel to it. Second the controls are really innovative. Traditionally the second analogue stick on the DualShock is used to control a camera (while the other control is for movement). In Katamari, both sticks are used to move the katamari forward, and in other directions depending on which stick is forward or back. The last thing I would note (I posted in the pervious entry) is that the game truly feels limitless. Given that you can roll up virtually anything that isn't nailed down (and even then I am sure you could roll it up if you wanted), the game has lots and lots of potential.

    Game Design:
    Each level seems really well designed with usually and usually has underlying theme. Even though some of the levels are reused, with different objects in their place, there is still a different feel to the level. This is usually due to the time limit or Katamari size which limits how big you get. If there is really long time limit, then you katamari can get so HUGE that it seems like a completely different level. Also the theme of each level makes each level feel "fresh".

    The graphical style of the game is also something really unique. Rather than try to go for realistic graphics, the game uses blocky vectored lego-esque graphics. This provides a whimsical fun atmosphere as the graphics are consistent throughout the game, even in the cut scenes. I believe that because the graphics are so basic looking, it allows for more objects are more fun gameplay. My final thoughts on the overall game design are that obviously a lot of time went into this game. It is hard to imagine what would make this game better. My only suggestion would be to incorporate a more involved 2 player mode. If you have never played Katamari Damacy and find yourself in the presence of the game, don't pass up the chance to play it.
    read comments (1) read comments - add a comment Add comment
    [February 19, 2008 12:53:54 AM]
    Gamelog Entry# 1: Classics list: Katamari Damacy
    Summary:
    Katamari Damacy is a puzzle/action/ball/chaos simulator. To say this game is anything short of madness is a gross understatement. In the game, you play "the prince", who is the son of the "King of all Cosmos". Because the King of the Cosmos destroy the universe (drunken rage?) it is your job to recreate the create the planets and stars in the sky. To do this you role around a little ball that can pick up small objects. Once the ball gets bigger, ball has more gravitational pull and then can pick up bigger objects. These balls get thrown into the sky and become new planets and stars.

    Gameplay:
    When I first turned on the game, I sorta knew what to expect, but after playing for a few minutes I knew I have never played a game like Katamari Damacy. This game is sheer brilliance. The spherical world menu, innovative controls, crazy music, random characters, insane objects, and brilliant dialogue differentiate this game from all other games. So how did I feel when playing this game? Immersed. When reflecting on the gameplay, the game sounds like a dull. I mean, what is fun about rolling around a ball collecting things? Regardless of how boring it sounds, I found myself 'energized' by the gameplay. With catchy japanese-esque music, and random objects, I found myself saying WTF? or No F*ing Way.

    I guess what makes this game so fun to play is that the player is constantly trying to make a bigger katamari by collecting the most bazaar objects. Crabs, people, food, erasers, cats, tacks, pencils, ANYTHING you can think of. Also the fact that size is relative makes this game so interesting. I mean, you start off no bigger than a flea (with a slightly bigger ball) and you can roll that ball to pick up, something as big as a building (though it's a gradual progression to get that big). Anyways, I guess the appeal is that the game give the illusion of having infinite potential. I plan, for my next post entry, to try the game in 2 player mode. Hopefully it will be just as addictive is not more (usually more players = more fun).
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    Status

    BlackIvory32's Katamari Damacy (PS2)

    Current Status: Played occasionally

    GameLog started on: Tuesday 19 February, 2008

    Opinion
    BlackIvory32's opinion and rating for this game

    Huh? what the...

    Rating (out of 5):starstarstarstarstar

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