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    Naiades's GameLog for Katamari Damacy (PS2)

    Thursday 24 January, 2008

    Gameplay
    Katamari Damacy becomes less aggravating(and by aggravating, i suppose i mean challenging) as the size of things you are able to roll up gets bigger, because the world gets more expansive and there is more room to maneuver. Because the play is so lightweight, this game is excellent for relaxing, almost to the category of Heroine Hero (but you can win this, unlike in Heroine Hero, where you Never Catch the Dragon).
    Over all, an enjoyable experience.

    Design
    The characters still creep me out: how whimsical and seemingly blase the King of the Universe is, How submissive the Prince is to all of the king's bullshit... How the prince can put up with the king for so long is beyond me...
    The musical score fits well with the gameplay, its bouncy medium pace sets the stage for the game and keeps up with it well as you progress into bigger levels.
    The control scheme is rather basic, but makes full advantage of the two things it uses. many combos of pushing the analong sticks allow for multiple moves like speed roll, 180 direction change, and spinning. This simplicity allows for an easy to learn, but hard to master control scheme.
    Graphic art is low key in this, presumably to remain simple. The amount of artwork they did do was plenty to make the game world enjoyable with being a waste of time(as the player will just roll it up anyway). I particularly enjoyed the chalk drawings that could be rolled up.

    Comments
    1

    I always wondered why they bothered with the analog stick movement combos. I never use them and seem to get along just fine. It's almost like the designers felt they HAD to have something "special" to keep the hard core gamers at bay. See, we have combos too! ;-)

    Monday 28 January, 2008 by jp
    2

    Pretty good gamelog, but a bit on the short side.

    - Ian Rickard (your TA for this assignment)

    Tuesday 29 January, 2008 by inio
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