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    Jan 13th, 2008 at 21:38:28     -    Katamari Damacy (PS2)

    GAMEPLAY

    Upon playing the game further after a brief break, I noticed that the expanse of the newer levels in the game was practically limitless. As the levels progressed, the required size of the Katamari increased, even up to 30m (which is a lot in comparison to the 15m sized trees and buildings). I enjoyed this discovery as I was soon able to pick up almost anything in the entire play.

    The challenges of the game began to present themselves in unique ways as I progressed through the game as well. In order to gather enough items to increase in size, I had to discover new areas which also required me to get to a certain size. This allowed for a refreshing gaming experience as I began to grow tired of picking up the seemingly endless spread of small fruits and vegetables.

    DESIGN

    For design, I chose to focus on the graphics of the game and particularly how they affected the overall level design in the game as well as how they increased the replay value of the game. I also noticed an interesting and clever graphical inclusion in the game that made me appreciate the detail that went in to the creation of the game. As you reach certain increments of size (such as every 10cm or every 1m) the screen blurs and you grow. However, even prior to these landmarks, as you begin to pick up items you slowly notice things getting very subtly smaller and smaller. At first I didn't notice this, but upon the realization, my like for the game, as well as my appreciation for its uniqueness increased.

    In relation to the graphics, I found that the level design, though sometimes frustrating (as you could get stuck behind fences for seemingly forever), added to the overall "replayability" of the game. Even once you reached the assigned size, you are still allowed to explore the level for as long as your remaining time allows. This made my desire to complete the task within a short time period increase as I really wanted to explore the world roll over many new items. Even after you complete a level, you can try it again and try to get to a bigger size than you did the previous try. This made me enjoy playing the game and somewhat look past its overall brevity (as you could beat it in one sitting).

    Though the story of the game seemed somewhat tacked on, I felt (since it in no way hindered or contributed to the gameplay) it was still tolerable (and often quite funny as the crazy king developed the storyline)

    Overall, I felt this game was very fun and unique. Whereas most games might suffer from a weak storyline (as the one in this game) Katamari's simplicity allowed me to look past that an feel as though I was playing an arcade game that I would use all my quarters on. The replay factor was high and the controls, though initially difficult to figure out, became increasingly intuitive and helped strengthen the already high uniqueness of the game.

    This entry has been edited 2 times. It was last edited on Jan 13th, 2008 at 21:49:19.

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    Jan 12th, 2008 at 20:34:38     -    Katamari Damacy (PS2)

    SUMMARY

    Katamari Damacy is a unique game featuring a game play centered around a simple ball. Playing as the prince (of a nation who has destroyed all the stars but now feels guilty and regrets it) the player's goal is to roll up everyday items all around Earth with your ball (or Katamari as it's called) which will be formed into a star in order to replace all the stars that have been destroyed.

    GAMEPLAY

    I returned to Katamari after completing it upon its initial release in order to gain a closer analysis of all the various intricacies within the game. The game features unique (mostly beat boxing techno-esque) type music. The music carried very well through out all the levels (even those lasting 10+ minutes).
    The character design is engaging as the story unfolds through the eyes of a "slightly off" King.

    The general graphics of the game, mostly of random objects, are blocky but interesting and very unique. The simply designs allowed me to identify each object that I was picking up. I also found that the game consisted of many colorful environments, adding a postive feel to the overall game playing experience (This positive element was reinforced by the upbeat and happy music throughout each level).

    I enjoy games with interactive environments and, because that is the main aim of this game, I found that aspect to be the most enjoyable. The player can literally pick up any item in the environment. Though, upon starting out, the Katamari is only big enough to collect smaller items (paper clips, thumb tacks, etc.) the player is eventually capable of rolling over cars, people, and even buildings. I found my interactions with the environment greatly extended the engaging game play.

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    Jan 12th, 2008 at 20:25:29     -    Katamari Damacy (PS2)



    This entry has been edited 3 times. It was last edited on Jan 12th, 2008 at 20:36:26.

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