01.05.2011
Analysis by: Emily Greenquist
Katamari Damacy
“Katamari Damacy” is an absurdist puzzle/action game that is equal parts charming, addictive, and nonsensical. Developed into a franchise, it has spawned many sequels and a katamari (Japanese for “clump”) of loyal and creative fans:
The game play is simple and easy to pick up – with tank controls (i.e. twin joystick movement), the player grows their “katamari” to epic proportions by rolling up the random objects that lay in extravagantly cluttered environments. The resulting katamari is a 3D “exquisite corpse” of surrealist decadence, including such odd groupings as: insects, hot air balloons, birthday cakes, clown bears, rain, islands, businessmen, cutlery; anything, and everything is available depending on how quickly the player can grow their katamari.
The premise is that your father, the king, has carelessly destroyed all of the stars, and it is up to the prince to create large katamaries to replenish the cosmos. This is a reversed parent-child relationship: here the neerdowell parent is not living up to his potential, while the child is responsibly cleaning up their mess (including their room).
The cut scenes are sequences that both develop and deviate from the overall story. Their purpose is more for a reward via the peculiar animations and act as a much needed pause to an enthralling (albeit often frustrating) game play.
The premise is that your father, the king, has carelessly destroyed all of the stars, and it is up to the prince to create large katamaries to replenish the cosmos. This is a reversed parent-child relationship: here the neerdowell parent is not living up to his potential, while the child is responsibly cleaning up their mess (including their room).
The cut scenes are sequences that both develop and deviate from the overall story. Their purpose is more for a reward via the peculiar animations and act as a much needed pause to an enthralling (albeit often frustrating) game play.
EXAMPLE GAME PLAY:
CUT SCENES (spoiler alert):
A frequent complaint about “Katamari Damacy” is the shame inducing beratment thrown on the unsuccessful player – it is a long and thorough debasement. I find these moments to be comically counterintuitive to the typical approach of constant player encouragement. In fact, I find these moments inadvertently rewarding in their excess. In a sequel, “Katamari Forever,” these instances were developed into a mini-game of avoiding fiery molten insults.
The music and sound are an exceptional high point to an already exceptional game. Influences are drawn from Japanese/American pop, lounge jazz, old school hip hop, and even lyrical love songs. An especially perfect and odd choice is the tyrannical king speaking to the sound of record scratches.
“Katamari Damacy” is one of those uniquely special games, with a culture and logic completely and richly its own. Join the nonsense.
Play Katamari Damacy
The music and sound are an exceptional high point to an already exceptional game. Influences are drawn from Japanese/American pop, lounge jazz, old school hip hop, and even lyrical love songs. An especially perfect and odd choice is the tyrannical king speaking to the sound of record scratches.
“Katamari Damacy” is one of those uniquely special games, with a culture and logic completely and richly its own. Join the nonsense.
Play Katamari Damacy
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