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    SFrazer's GameLog for Katamari Damacy (PS2)

    Friday 25 January, 2008

    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.

    Comments
    1

    Good this is exactly what we are looking for, but try to separate the different design aspects you are looking at into different sections to give a more detailed analysis.

    Wednesday 30 January, 2008 by TA-Nate
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