At the hands of a mighty force, the entire
universe as we know it has been shattered. You, a fierce and noble prince, must
set out to rebuild it into the celestial glory it once was. Well, maybe you’re
not so much fierce as cute - and small and green. As for the universe’s
destroyer, that would be your dad. Yes, on a whim, your father, the King of All
Cosmos, has decided to shatter all of the stars. To his surprise, this has
upset a great many beings. Since you owe him your very existence, it falls on
you of course to put the fragmented sky back together by replacing each and
every star and constellation. In order to do this, you are sent to the Earth
with a ‘katamari’ ball. With this ball, you plow through the poor earthlings’
homes, towns, and their hitherto stable world. By rolling around the katamari
ball, you collect earth debris – from thumbtacks to cows to Jumboman. Certain
stars or constellations require the katamari to be of a certain size or consist
of particular items. And, of course, bigger is always better. If you are
skilled enough to build the katamari’s girth up to a specified diameter within
a limited amount of time, the king can transform the ball-o-junk into a star or
constellation. By creating enough large katamari balls, you can make the glorious
starry sky as good as new.
This is the game “Katamari Damacy.” Released in the US in the fall of 2004, its unique gameplay, quirky
humor, and endearing characters addicted both hard-core gamers and novices
alike. When it comes down to it, few people can resist picking up helpless
townsfolk and city skyscrapers with an enormous refuse-laden ball like a cosmic
lint roller picking up dandruff from a planetary black turtleneck. In an
industry saturated with hackneyed RPGs, mundane FPSs, and predictable
action/adventure games, “Katamari Damacy” provided an extremely refreshing
addition to the roster of recently released games. Winning of the 2005 Game
Developers Choice Award in game design and continuing its immense popularity in
America and Japan proves to the gaming industry that it is sometimes
worth taking an unconventional, and potentially costly, yet genuinely creative
approach to create new, exciting and clearly non-formulaic games.
Of course, that is an article in and of itself. This preview is of “Katamari
Damacy’s” sequel, “We Love Katamari” or as it will be called in Japan, “Everyone Loves Katamari Damacy”. If there is any
question as to the validity of the sequel’s title, the swarm of people that
formed around the "We Love Katamari" demo stations upon the opening
of the E3 showroom floor could perhaps be regarded as enlightening physical
commentary. Even so, there had to be serious questions still pressing on
gamers’ minds. Will the sequel have the same sense of humorous interplay and
dialogue? Will the popularity of the first game curse the sequel with cheap,
transparent commercial exploitation as is the bane of Hollywood
movie sequels? Will the game play provide the same novel exhilaration and will
its developers show genuine dedication in trying to continue pushing the
boundaries of innovation? Unfortunately, Namco allowed E3 attendees only a
small but sweet whiff of "We Love Katamari.” Thus, the jury is still out.
However, in this case, I can assure fans that they can sleep easy at night. I
saw enough that I am confident that "We Love Katamari" seems to be a
true to type extension of "Katamari Damacy," yet with enough
originality to keep it intensely interesting while still possessing the same
heart and soul of the original. [
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Next: (First Impressions) >>
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