You Must Love Katamari Damacy
1up.com has a feature up discussing their deep and abiding love for Katamari Damacy and its sequel. From the article: "The original Katamari Damacy is to many the best example of innovation the game industry has seen in years. It's not easy to define, it doesn't use traditional game mechanics, and it's a game where the music and the feeling of playing are as important as the objective. You roll a ball around, it picks stuff up as you go, and it's a swell time. But to hear game director Keita Takahashi describe it, the concept of "fun" comes before 'innovation.'"
I've heard enough stories about this game. I'LL BUY IT. Just PLEASE stop posting about it for heaven's sake.
On a somewhat similar note, does anyone know how to pronounce this game? Katamari isn't too bad, but is Damacy pronounced "Dama-chee" or "Dama-see"? I don't want to look stupid when I go into the store to buy it.
Fun should always be the number one priority in a video game, but most people seem to forget that these days... Everyone's too obsessed with graphics and celebrity voice overs to remember that gameplay and fun come first. I'm happy Katamari ever got any press at all in the first place :) This new one looks very intersting (again)...
"A truly wise man realizes he knows nothing."
I couldn't agree more. It's almost as if a bunch of breathless PS2 fanboys who finally found an innovative game were beating it to death by posting daily stories about it to Slashdot.
The quote from the article is telling:
What, did they miss Pikmin, Animal Crossing, Wario Ware, Electroplankton, Nintendogs, Killer 7 and countless other examples of innovative games that just happened to not (or not yet) run on the PS2?
Why didn't we see daily updates when Pikmin 2 came out? Why don't we see daily updates about Animal Crossing DS, which is certainly at least as interesting as Katamari Damacy 2?
Or maybe I should stop complaining and write some news stories :-)
Actually, Katamari uses very traditional game mechanics:
1. Before you can go there, you must get something here.
In Zelda and Metroid, these are usually special items that give you abilities. In Katamari, it's raw mass.
2. To increase tension, the player must have a risk of failure. Not all levels have this, but in the most important ones (the "just size" levels) the player must make a minimum diameter before a time limit expires or acquire the wrath of the King of All Cosmos (who shows his bad parenting skills to the utmost, especially in the new game coming out). A time limit is a fairly arbitrary limiting factor that, neverthless, can be put to good use.
3. High scores; the game begs to be played again and again, in order to better your past efforts. That's about as traditional as you can get.
In my mind, Katamari Damacy is acres more traditional than all these games with boss enemies, pickup powerups and such. It's just a really pure action game that's not afraid (unlike many games) to discard those elements that are not essential to it.
In any real work of art, music, literature, visual arts), all that is unnecessary is discarded. The same applies to game design.
A character-for-character English transcription of the Japanese title is "Katamari Damashii". Simple, only one way to pronounce it. For some bizarre reason, they changed it to "Katamari Damacy" when it came here.
A 13-year-old is less likely to change "Damacy" into "Damashit" than "Damashii" into "Damashit" on some message board.