Katamari Damacy

Katamari Damacy

released on Mar 18, 2004

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Katamari Damacy

released on Mar 18, 2004

The King of All Cosmos accidentally destroyed the stars and—having recovered—wants the prince to rebuild them. Unfortunately the prince stands a little less than half a foot tall, so recreating the stars will require some effort. Enter the Katamari, a sphere the prince can push around our world to “roll up” items increasing the Katamari’s size until it’s suitable for the King.

Taking place in stylized versions of Japanese houses, cities, and environs, the prince pushes the Katamari around collecting items which adhere to it. At first, the prince can only pick up smaller items, but as the Katamari grows, the more it can collect. Push pins and paper clips cling to the Katamari increasing its size so it can roll over obstacles and pick up bigger items. Over many levels, the Katamari can eventually pick up people, cars, and other bigger items.

Players steer the Katamari from a third-person perspective using the analog sticks on the PS2. A tutorial stage takes the player through the controls and sets up the story as well as introducing a side story about a Japanese girl who can feel the cosmos. Wanting to challenge the prince, the King sets requirements on the Katamari’s size and sets time limits on the level. Bonus missions restore constellations and have their own restrictions.

The world of Katamari Damacy is brought to life with off-beat animation and a catchy soundtrack. Players can find presents hidden in the levels that contain accessories for the prince. Two players can also battle head-to-head in a Katamari competition.

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So good that I didn't want to finish it.

Katamari Damacy might be the best game ever made. The simple act of rolling things up feels as if it was scientifically engineered to be as satisfying as possible, even though it is so ostensibly simple when you break it down. The aesthetics are not only always a joy to take in but also communicate everything at play perfectly. The feeling of rolling up something that had previously given you trouble is both cathartic in the moment but also serves to further progress in the most elegant manner possible. I feel that the game's weaker stages are generally the ones that don't require the player to just reach a size threshold, which is because the feeling of simply rolling things is so perfectly incentivized by the mechanics and aesthetics at all times.

Katamari Damacy could be easily compared to a clicker game. Both center around the player doing actions that are nearly completely devoid of depth yet also yield constant reward. The only difference is that Katamari communicates this with a, uh, Katamari, and a clicker game communicates it with a plain number, but they serve the same function. But somehow, despite this, it is still one of the purest games ever made. I think this is because of the sheer satisfaction of the singular mechanic of rolling forward. The way the game guides the player through that single mechanic is the true beauty of Katamari Damacy.

Just pure uncontrollable fun, the gameplay is engaging, the ost is phenomenal, and the king is an abrasive shit head who I love.

If this isnt your favorite game of all time you either havent played it yet or Are braindead fucking stupid The best video game soundtrack of all time One of the most creative and interesting video games of all time The art direction is like no other and Keita Takahashi is a Genius like no other So suck on that mothafucka!