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    aubcook's GameLog for Katamari Damacy (PS2)

    Sunday 13 January, 2008

    GAMEPLAY:
    The gameplay has not changed much overall in the second hour of play, apart from increasing katamari size. I have been picking up full size people and small vehicles. The game is still entertaining to play, and the story is still unfolding; apparently the children in the cut scenes are fathered by an astronaut... The main two characters in the game, the Prince and the King of all Cosmos, haven't developed much in the second session. The story is managing to stay oddly enticing, maybe the astronaut will connect with the Prince and King of all Cosmos?

    There is a secondary type of level, in which Constellations are made by collecting a certain number of a certain type of item (i.e. crabs for Cancer). This provides a slightly different gameplay, which is good a addition for variety. This mode is less simple than the collect-anything mode of play, which makes for a new challenge.

    The game still proves to be strangely humorous, featuring Space Rainbows and other interesting things.

    DESIGN:
    The game brings a very new and unique concept to the field. Rolling a sticky ball over random objects does not sound like a very interesting game concept, but Katamari Damacy makes the idea fun with odd Japanese influences and an attitude like "We know this is a silly idea so we'll flaunt it as one". The game was taking a risk in trying a very new and simple concept and I think it paid off, the game is very innovative and fun.

    The soundtrack of the game is particularly interesting. I think the strange yet fun soundtrack is a big addition to the game's overall mood. The music makes me feel happy and fun. Also the level design is good, especially in the sense that levels become larger as the katamari gets larger. It is an original concept, where previous barriers can become building blocks in the near future of the level. This design element requires the player to remember levels in interesting ways. It is helpful to remember the location an item that is currently much to big to roll over but will perhaps be benificial once the katamari has grown a bit.

    I also like the level design in that there is a set time limit for each level, and in that time limit you must reach a certain size goal, but if the goal is met before time is up you can continue to increase the size of your katamari. This allows for beginning players to beat the game at the minimums or advanced players be generous in their katamari's size.

    The game keeps me interested because I am always wondering what I'll be able to roll over next. The level environment allows almost everything to be rolled over at some point, so the limits to what you might add to your katamari next are near endless. Katamari Damacy reminds me that games with new and unique can be very successful even if incredibly simple. The capability in a game for all skill level players to compete or be challenged is a major plus in game design.

    Comments
    1

    Good job. Keep up the good work.
    -Chris Ward (Grader)

    Thursday 17 January, 2008 by fuzzyLombax
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