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Hey guys, it's me, Flying Gorilla from my new app on the App Store, Flying Gorlilla. It's a free download, so I hope you check it out, and I hope

You never really hear about PS3 homebrew, do you? After hacking my PS3, I found out why. It's a fucking pain in the arse.

If you know where to look, and join a private discord, you can find people modding old PS3 games. I almost found myself motivated to pursue this when I found out that fans have brought back MGS4's online mode, but that didn't feel like something I needed. Apparently, having the whole of Revolver and Magical Mystery Tour as Rock Band DLC was.

I guess it speaks to how earnestly I love The Beatles. They weren't just a bunch of guys who played good songs. When they emerged out of the early sixties, they were like a whole new kind of person. They broke the conventions of what an adult was supposed to be, and with their wit, intelligence and compassion, made all those guys look ridiculous. They made it okay not to live for the expectations of society or your family name, but your passions. Maybe you're not a fan of the band personally, and that's fine, but I think if you have any interest in pop media, fringe political thought or the embrace of foreign cultures, I think you owe some gratitude to The Beatles' influence. I can't imagine there would be a videogame industry without The Fabs. (This is beside the point, but did you know all those Atari 2600 cover artists were Yellow Submarine animators?)

Playing PS3 Rock Band in 2024 at all is a pain in the arse. If you didn't buy all the equipment 15 years ago, and held onto them for the following decade and a half, you have some very expensive eBay purchases ahead of you if you want to get in on this. I've still got a couple of the guitars, but thanks to multiple house moves, and weird, malicious flatmates who may not have appreciated my vocals on Debaser, those USB dongles were long gone. And it's not as if you can just buy any old dongle. With very few exceptions, they will only pair with their specific controller. And I have one of those fancy George Harrison Gretsch Duo Jets that you couldn't even buy in highstreet shops. I'm not willing to readily give up how much I spent on the dongle when it finally showed up for sale. Unless you're emulating (and seriously, if you're new to all this, please consider emulating), there's no new devices that are compatible with the PS3 games. Harmonix remedied this a little bit with the release of Rock Band 4, which supported full song exports for the previous games (which require DLC keys that are no longer purchasable) and are still playable on PS5 and Xbox Series consoles today, but one-off games like The Beatles Rock Band, which didn't allow you to transfer their highly-valued content to other titles, are still trapped on PS3, Wii and 360, with all their awkward "it made sense at the time" quirks.

So, hacking. I'm not confident I can recall the process well enough to provide even the most rudimentary of tutorials, but if you're going to hack your PS3, you'll need to be on a specific outdated firmware release, and it matters what kind of PS3 you have. You can utilise custom firmware on original PS3s and some slim models, but if, like me, you currently own a "superslim", you'll have more limited access to homebrew software. You can still do it though, with the Homebrew Enabler software ("PS3HEN"), but it's just a little more awkward. Each custom song needs to be transferred to the PS3 via FTP software (something that the installation guidelines only give a cursory mention of, and I hadn't used since college), you may need to make a direct Ethernet connection between your computer and PS3, and you'll need to keep every track in a special folder on your PC to use an executable to recompile the full tracklist each time you want to modify it. You also have to transfer over a special bit of software to make the game modifiable in the first place, and in the haze of everything I tried and retried, I really can't remember how I did this. This isn't a casual undertaking.

I'd argue Harmonix are one of the most under-valued development studios out there. Even in their smaller games, like Super Beat Sports, that nobody cares about, they're stuffed to the brim with extra modes and optional content. Rock Band was an insane logistical undertaking. Not only are thousands of songs accurately transcribed for multiple instruments and difficulty settings, but the on-stage bands are authentically animated, too. They made enormous bespoke electric drumkit controllers and sold them to American normies. By the peak of all their energy and ambition, on Rock Band 3, they were even including tracks for two backing vocalists, "Pro Guitar" mode (which would have you plug in either a midi-compatible electric guitar or a special, expensive plastic one with buttons on every string of every fret, to play the real guitar parts) and keytar, and barely anybody was playing the game like that. That doesn't even scratch the surface of how much of an undertaking it was to acquire the licences to an incredible range of pop and rock songs from a huge number of different publishing houses, and re-sell them. Of course, modders don't have to worry about the legal aspect, but it's just as ambitious for them to attempt reverse engineering the game to play home-made content and match the level of quality that Harmonix established.

There are amateurish custom Beatles Rock Band DLC tracks out there, but they're not the ones made by the core TBRB Customs devs. For the most part, you'd really struggle to tell them apart from the official Harmonix ones without prior knowledge. Sure, they have to lean on the handful of environments that were established for the original game, some of the surreal Pepperland visuals wear a little thin when applied to multiple songs, and in a post-Get Back world, Twickenham and Apple Studios seem like crucial Beatle locations, so it's a shame that they haven't been incorporated, but man, they managed to hack the Magical Mystery Tour bus into this. Would you have even the slightest idea how to make your PS3 games do that? They've been pretty clever, utilising the established assets to animate each new song, and the multiple costume changes during Glass Onion's callbacks are a particular treat.

TBRB Customs have set themselves the goal of creating custom DLC for every studio-recorded Beatles album, including the Past Masters singles collections and Giles Martin's remix album, Love. It's a lofty ambition, and the team have approached the to-do list with a completionist mindset. Frustratingly, this means that many of the most wanted tracks have been held off on for now, while we're stuck pissing around for the files for Sie Leibt Dich and Hold Me Tight. So far, there's been a huge number of tracks from With The Beatles and A Hard Day's Night, but no All I've Got To Do or You Can't Do That, and I personally find that extremely distressing. No Baby's In Black, no Hide Your Love Away, no Bad Boy, upsettingly few White Album songs - we're promised them in the future, but apparently, there were no new releases in the whole of 2023, and the team's recent focus has been on making previous tracks available for the Wii version of the game. I really want to believe they'll complete the tracklist, but I worry their energy may run dry when they see how many years they'll need to devote to the process.

There's also the fact that the modders seem to be young American Beatles fans. The kind who cried over 2023's Now & Then and think all of Paul McCartney's solo career is worth paying attention to. They don't have the same interest in the back catalogue as us slightly older fans who still think John was the big Beatle to like, despite the things he's alleged to have done after hearing of Nixon's reelection. They're insular and memey, and if you look into the more amateurish Anthology and Solo Career projects, you'll have to wade through some rake of Spongebob shit to get some comparatively rough content. It's very annoying that they've made a custom track for George's terrible White Album off-cut, Circles, while we're still waiting for Happiness is a Warm Gun, but I shouldn't upset the babies too much while they're working so diligently on my precious Rock Band DLC.

There's always a bit of a fear of custom Rock Band stuff. The most hardcore fans seem to be those who never got over Through the Fire and Flames, and not just guys who really like songs. While the focus in this DLC has been on matching Harmonix's precedent, there's still a wee bit of that Guitar Hero elite in here. We were never supposed to play the tape loop at the end of Strawberry Fields Forever, and I think you know this. Please take your job more seriously, unpaid hobbyists.

Many have approached the custom content as a thing strictly for emulators, and sensibly, it's the only way I can recommend a fan to go through this rigmarole. That strips out so much of Rock Band's appeal for me, though. For me, accessibility was such a draw to these games. I've played them at house parties with exchange students who really struggled with conversational English, but were delighted to see those falling note icons and become part of the band. If fellow Big Bad Beatleborgs are over, I can show them my special game that has twice as many songs as anybody else's copy, and we can delight in playing the whole of the Long Tall Sally EP. Nobody should go through the embarrassment of having to navigate a docked Steam Deck in front of another person. Now I've got everything set up, Beatles Rock Band is just as inviting to casuals as it was in 2009. I can grumble about minor details or the trajectory of the project, but really, it's so cool that any of this is possible.

depicts an average day of a backloggd user

Dave the Diver: Cute, colorful and charming, but Dave sure knows how to overstay his welcome. Variety becomes “too much of a good thing”, and eventually you're bogged down in so much managerial work that Dave the Diver can feel like a series of chores that will, interestingly enough, have you opt out of the diving portion most often.

If you know this game, you know you dive for fish by day and manage a sushi restaurant by night. “Cool,” you're thinking, “I loved Moonlighter!” Well, Dave is comically ambitious, as he chooses to moonlight as many different things: waiter, bartender, busboy, and photographer; he'll farm eggs, vegetables, fish, and underwater crops; occasionally hunt terrorists and ancient leviathans. Really, Dave does it all while managing to hang onto his curvaceous figure much like Hurley from “Lost”.

So there's lots going on, but that's good, right? You just gotta trust me: this game goes on far too long and is crammed with too much stuff. Dave the Diver is very good until it isn't, probably around the one third or halfway mark is where there's too much you "have" to do.
The diving part of Dave the Diver becomes almost an afterthought; you'll be overflowing with fish from your farms at a certain point so that when you do finally dive, it's to grab something specific that of course you'll then have trouble finding. You just saw a cookiecutter shark last time, where are the bastards, now?!

Despite looking like a game that your grandma might play, Dave the Diver is surprisingly cruel to you, too. When you die diving, you can only bring back one thing and the rest is wasted time. This is far too brutal, when your weight is high enough you may have dozens of things you were hoping to bring back (this is of course before your farms are self-sustaining).
The decision to tie your health to your oxygen was probably a poor one, as you may look over at your O2 and say “90? Plenty of time!” but then a narwhal only has to bump into you for an instant death, losing all the rare minerals you'd just grabbed that run. Bringing back a single item is almost worse than nothing at all as you're forced to go through your entire inventory and see exactly what you won't be bringing back home.

Dave is far too sluggish in the water for this lousy combat system. He can barely dodge (if you even equip the right necklace, that is) and his aiming is terrible, he can't aim up or down. Are his weapons good? Well, you'd be a fool to bring anything other than the dart gun or net launcher, as those get you the three star fish with the added chance of eggs for your farms. So even though there are sniper rifles and grenade launchers, you'll very likely not even upgrade them, cause why bother? Maybe you'll bring a rifle if you know you're headed for a boss fight, but that's about it.

My favorite part of this game was the sushi restaurant managing. I liked enhancing my food options before choosing the menu then kicking things off, watching my freshly-upgraded staff help me sling expensive dishes and clean up messes to make room for the next sucker I could rip off. It's good, but it's only a fraction of the game. Everything becomes a small fraction and you can't really skip much of anything if you want to make money and get Bancho his five star ratings each night. You can let your Tamagotchi die, but you won't miss out on vegetables and fish, those are big bucks.
I had a good deal of fun with the restaurant, but the other main reason for giving it the high(er) rating despite not loving too much of the game is the incredible pixel art. The cutscenes are phenomenal and even the “simple” pixelated models of characters look great against their 3D backdrops. The sounds are lacking, especially compared to the visuals; I don't think a single musical track is worth listening to and none of the sound effects are particularly good. The journalist's “voice”, god, was that painful to hear over and over.

You definitely get a lot of bang for your buck with Dave the Diver, but I doubt many people will enjoy new minigame after new minigame. If you were hoping to just dive and serve food, you might hate how convoluted this game becomes. I just got sick of it eventually.

I wouldn't really recommend the game.

He might just be the greatest Dave to ever do it. Dave the Diver is a game that succeeds in blending a very fun sea diving adventure with a cool restaurant simulator that, for better or worse, is constantly trying to expand on itself.

The gameplay mainly revolves around diving into the vast sea and gathering materials and ingredients during the day, and then using what you acquired to create dishes for your sushi bar which you operate during the night. This day/night loop hooked me from the very beginning and it stayed that way for a good chunk of my playtime. Exploring the ocean and discovering/catching all the aquatic life was very fun and you're given a lot of tools and upgrades to work with. The restaurant management section of the game starts out very slow but quickly picks up once you start building up your rating and more things are opened up to you. I honestly ended up enjoying it more than the diving section by the time I was done with the main story.

Speaking of the story, I ended up really liking that as well. It's silly, endearing, and pretty well-paced for the most part. I think what really makes it shine though are the characters. The main cast is really cool and each of them have their own little quirks that make them stand out. The way they interact with Dave, whether helping him out in some way or just simple banter, is really nice. I ended up liking a lot of these characters more than I originally assumed I would. Trust me when I tell you Bancho is the coolest character in the game.

The game is also really good-looking. The 2D-pixel art is really appealing to look at and the cutscenes are really over the top in the best way possible, they fit each character perfectly, and I rarely ever skipped them.

Remember when I said this game constantly tries to expand on itself for better or worse? Yeah, that's my main issue with it. This game constantly introduces new mechanics, features, minigames, etc.(especially in the 2nd half) in what I assume is to try to keep the gameplay loop fresh. While some of the things they introduced are nice, how they went about it and the sheer amount of stuff brought in is almost overwhelming. By the end of the game, a lot of it just felt like I was just doing busy work. Getting overloaded with a constant flow of new information...now I know how Jogo felt.

Despite the issues, I really enjoyed my time with Dave the Diver and I do recommend it. Not sure if I would call it a "cozy" game like a lot of other people do tho.

Gameplay - ★
Roster - ★
Graphics - ★★
Sound - ★

I'm not even going to dignify this with a full review. This has got to be one of the worst fucking things I have played all year. Never again. Fred Durst funny moment

This review contains spoilers

I wasn't ever scared playing this game but there were a lot of moments where I went “Thats pretty cool!”

A lot of that is in the presentation. I grew up on the GBA, so not only am I familiar with sprites made big to make up for small screen space, it’s an aesthetic I remember my fondly. Bunny Graveyard captures that look and charm to a t. The game however boasts cutscenes with incredibly sharp compositions and directing that i don’t think any GBA game could pull off. A nice modern touch.

What also reminds me of the GBA is tha you only have two buttons and a d-pad at your disposal. This is a simple mechanics game that tests your ability to hit Z with various mini games. And the various mini games they do with them are fun! Boxing was definitely the highlight with the fishing mini-game a close second. The final round of the fishing mini-game was probably the most tense I got during my playthrough.

Cause like I said, I was more impressed by the sleek spritework and craft even during the scary bits. The jumpscares I ran into during the final act, when it goes into more modern horror game territory with stealth sections that reward failure with jump scares, the jumpscares left me more impressed and loving the effort put into them rather than any sense of being rattled by the well crafted monster that caught me.

And that can be a big issue with this game for a lot people. I never thought it was that scary, but I don’t think it’s out of any attempt to appeal to the growing mascot horror audiences. I also fear with this game being assigned this genre by some that many will assume this game has the usual worst tropes of that genre, (i.e. cheap, uninspired, just begging for lets players to lose their shit at it for videos upon videos)

Cause I think The Bunny Graveyard is anything but that. I didn’t leave game thinking “That was such a scary take on a haunted GBA game” but rather “Man wouldn’t it be cool if there were horror games on the GBA?”

And if there are any worth noting, do tell! I was five when I had my GBA, no way my parents would let me have any (if they exist).

the game development equivalent of the 93 chicago bulls developing the video game equivalent of pulp fiction. a game so wildly ahead of its time that it still feels a good twenty years past where jrpgs are at now.

this game thrives on keeping the content lean, briskly paced and engaging throughout. the varipus chapters runtimes give you just enough time to learn a character's toolkit and quirks before letting you step right into the next one. the combat system in the remake is very self-explanatory, and lets you discover most of the nuance to it with time. in keeping with staying lean, it never gets super deep or intricate but it also never really felt like i was on autopilot either. anyone who's played enough jrpgs knows this is a razer thin line to balance on, but some how live a live makes it all feel effortless.

to touch briefly on the visuals, i was never a particularly big fan of HD2D when it first rolled out. octopath's oversaturated instagram lighting had me worried this was part and parcel for the style, but live a live proved me wrong. the environments are gorgeous, the devlopers deftly utilize space to make the world feel large and real without the tacky dollhouse feel that other titles had. props to the team for making bold choices with the visuals, they somehow manage to feel true to the original but contemporary. i havent played the original to know how much was changed, but i can respect and appreciate what was done here.

i think something that hasnt been discussed much is how much agency is afforded to the player and how that connects thematically to the core narrative. i was surprised to see a pacifist and genocide routes, time-based decision making based on player intuition and context clues, and the ability to sequence break and poke around where you shouldn't pop up rather frequently as well. live a live takes a great deal of time to express its care for the player and their freedom to choose. games since have questioned what role the player has in a game's story, either catalyst or observer, but live a live takes a great deal of care in considering the player's own perspective.

in much the same way playing moon earlier this year did, i find myself enriched coming out of live a live and with a better understanding of game devlopment and how things id have had no exposure to growing up were quietly laying the groundwork for some of my favorite works. i hope the small trend of cult classic jp only releases getting worldwide rereleases with this level of care and respect continues and more titles like these can be brought to new audiences. flower sun and rain next please?

It’s really incredible how much you can accomplish within a genre space with what feels like very little to work with if you’re only willing to step outside of convention even just a little bit. There’s a commonly tossed off criticism of modern AAA games that is often deployed unthinkingly or without proper elaboration, that they “look like HBO shows” or like Hollywood blockbusters, with the understanding that most Hollywood blockbusters these days look like shit even as they dominate pop culture. I’m guilty of using this shorthand myself. I think when people say this it doesn’t mean that it’s bad inherently for video games to pull from other mediums for filmic inspiration, only that it’s bad to unthinkingly chase trends and replicate the aesthetics of things that are popular despite an absence of actual artistic intent or merit behind the inspiration beyond that. I actually think that it is generally cool and good to take overt influence from your inspirations if you pull it off. Across its disparate chapters, Live A Live not only pulls popular tropes and story structures from the genres it flits between, but more than once openly, probably actionably lifts scenarios directly from popular movies and tv shows. It does so with aplomb, and the game is better for it. It steals these things and adapts them to the strengths of the formats of 90s Square Enix JRPGs and this is the key difference between wholesale merging the plots of Every Toku Show From the 70s through 94 and Akira and something like the way we talk about your average modern Sony Studios game. There's a lot more intentionality in the selections and the implementations here even as the actual references and stylistic touches are a LOT more overt.

But it’s not JUST that one chapter of this game is Just Alien Plus 2001 A Space Odyssey, it’s also that the game knows when to mess with the structural conventions of RPGs, and, wisely, that is Almost All The Time. Of the seven main chapters of the game, only two of them even remotely resemble a typically structured RPG, with regular combat encounters, story interludes, equipment, etc. And even then, one is set in caveman times and playfully communicates its small story entirely through pantomime. Each of the seven chapters is set in a different time period and the wide array of settings is utilized to get really playful with the verb sets without ever actually changing the fact that you interface with the game via traditionally JRPG means.

For example, the kung-fu themed chapter has essentially no true combat encounters, focusing on the story of an elderly master finding, selecting, and beginning to train three possible successors to his martial art. A couple times you beat up some like, muggers, but they go down in one shot. The combat screen is also used during training sessions with the students, and the attacks you use on them most frequently will be the ones that they learn. As you engage in more and more training sessions the students’ stats increase rapidly and it starts to become evident that this powerful master who mops the floor easily with the local town’s shitty rival dojo’s riff raff, is actually a frail man nearing the end of his life. This is communicated as well via the stats screen and the fact that by session 12 Li or Yuan MIGHT almost get you to take a knee as it is by the ever-more-frequent scenes of the master huffing and puffing when he gets up in the morning. And that’s all there is as far as combat goes! You COULD grind, I guess, in ONE zone in the map, but it’s out of the way of all of the story scenes, there are only like five non-random enemies there, and they don’t even spawn in if you ever have to walk through that part of the map for a story reason. And that makes it all the more effective when finally, at the end of this chapter, the water boils over and the drama arrives and the tension breaks into an explosion of real violence. The climax is way more impactful than it would have been if you had been fighting tigers and bandits as you walked up and down the mountain paths for the two hours leading up to it. Every chapter is like this, and three of them are potentially devoid of combat entirely if you feel like it.

Even when the game is at its most tedious, in the two chapters that lean the hardest into normal JRPG conventions, there are always strong aesthetics (for example Yoko Shimomura is here doing the definitive, standout work of her early career in a decade that includes osts for street fighter 2, Mario RPG, Legend of Mana and Parasite Eve), and even excellent encounter design to compensate for the fact that you’re participating in The Grind. The Mecha chapter is mostly made up of encounters where there is one weak enemy you can take out that will end the encounter immediately and get full experience but as you level up the pattern, numbers, and strength of his robot minions will become stronger or more complicated, which not only makes getting to the weak leader harder but also increases the risk/reward present where if you DO kill all the robot minions first you get items that upgrade your own robot party member, which is the only way to power him up because he doesn’t level up via experience points like your human characters. It’s a layer of tactical depth that isn’t present in most of the rest of the game’s encounters (some of them though! The ninja chapter is a notable exception and the wrestling chapter is entirely comprised of intense combat strategy puzzles with no play outside combat whatsoever – something for everyone!) but usually isn’t necessary because of the prioritization of other shit than combat.

Live A Live was directed by Takashi Tokita, most famous for his work as lead designer and/or director on Final Fantasy IV, Chrono Trigger, and Parasite Eve, as well as SPECIFICALLY just event planning for Final Fantasy VII, and the scenario design was largely handled by Nobuya Inoue, famous for, well, this, and then for leaving Square a couple years later to cofound Brownie Brown and direct Magical Vacation, Magical Starsign, and Mother 3 before that company was tragically entirely subsumed into Nintendo’s first party support studio network. Clearly there is a design lineage here, with both of these creative leads interested in playing with the form and format of the JRPG – making games where atmosphere, narrative, and aesthetics take precedent over combat design or length. A lot of that DNA is present here in Live A Live, and it’s very telling that these guys, even an up-and-coming big shot like Tokita was made to exercise these design sensibilities in Square’s comparatively lower budget, smaller in scope, unpopular-even-in-the-country-it-got-released-in project of 1994, compared to the much more traditionally designed and obviously mass appeal Final Fantasy VI. I’m not a young adult in Japan in 1994 so I can’t say how much of this is a natural progression of popularity given Final Fantasy’s momentum as a series vs Square actively choosing to abandon this one to the wolves. Probably a little of both. Hopefully now that it’s getting a proper international release with the upcoming HD-2D remake, it’ll get some of the recognition I think it sorely deserves.

It's not that this game didn’t have any influence, but it definitely feels to me like that came more from the general interests and careers of its staff than from explicit love for Live A Live, which is a shame, because even with a shockingly, borderline offensively tedious final chapter this is easily, without question the most formally interesting and simply pleasurable traditional JRPG I’ve ever played. Games don’t get ANY better than Live A Live. A classic. A titan. Honestly shocking to me that they kept making these after this.

To me, Katamari Damacy is the margherita pizza of video games. It's one of the simplest yet most innately fulfilling concepts in the medium: roll up things with your ball to become big to roll up more things. While this description is accurate however, it doesn't do justice towards the game's underlying complexity. Committal tank controls combined with the seemingly strewn about yet carefully placed objects of varying sizes means that Katamari forces players to consider both the micro and macro design which the game effortlessly excels at. The player must weave in and out of clusters of increasingly large objects, building up their sphere while also mapping out the optimal paths (snagging relevant objects while factoring in how their shapes, once collected, will alter the roll) and keeping in mind how larger objects must be avoided at first and later consumed in the growing mass as the world appears to shrinks around you. For this reason, I think it's not just a simple power fantasy, and instead more closely resembles pure obstacle escalation. Katamari Damacy really drills in the sense of player progression from how the world unfolds from sense of scale (which is why it gets away with only three distinct stages) and even seemingly inverts its own concepts with side stages that force you to avoid smaller themed objects just to get your katamari to the perfect size for the ultimate outcome: the reward is made that much more gratifying with just a bit of restraint.

This all works seamlessly because Katamari is the king of player feedback. It can certainly feel frustrating at first, getting tossed around like fireworks by these moving objects that dwarf you, but the game knows exactly how to communicate your inherent progress. As your ball exponentially swells, these moving objects go from sending you flying, to lacking any significant impact upon contact, to eventually spotting the player and running away from the growing catastrophe. There's nothing more viscerally satisfying than coming back to mobile obstacles that were pushing you around and flattening them, hearing their cry as they too become stuck in the jumbled mess of rolling flotsam while the King of the Cosmos quips in the background. Simply put, the concept never outstays its welcome.

Going back to the opening metaphor, it requires much finesse to make all these different concepts sing together with little friction in a video game, this fusion of audio-visual presentation and player input. That said, to successfully disguise its intricate design and depth beneath its far-reaching artistic vision and simple yet realized gameplay mechanics takes a master's touch. Katamari Damacy does not try to explain why it works or how it succeeds, because it simply is, and it just does. Perhaps I've moved onto greater and grander things since that have built off of this, but I have to admit that sometimes, you just can't beat the basics in life. It's always worth going back for a slice or two every now and then, just to remind yourself that this is why video games exist in the first place: because underneath all this talk of focus and cohesion, video games are just goddamn fun.

Also, it's fantastic hangover food for you and your buddies after a long night, when they come calling you for content and suddenly it's 3 AM in a packed Discord call where everyone is wailing "YOU'REEEEE LONNEEELLLY ROLLING STARRRR" as this growing, screaming ball of flailing limbs bounces helplessly about for yet another awry creation. Let the good times roll.

some of the best sound design in the medium. nothing makes me smile more than hearing the cacophony of tormented cries from people and animals as i cut their lives short while massacring and demolishing their cities. genocide with a vibrant coat of paint and cheerfully procured musical score. tickles the senses in all the right ways with its artsy polygonal art direction and dynamic usage of perspective. awakens the yearning child inside us all. tragically beautiful in every sense.

One of the purest expressions of the childlike understanding of Play imaginable. Picture it: a painstakingly constructed diorama, each piece crude and small on its own, but weaving together to create little places, little stories, some sad, some thoughtful, some funny, all very very silly and creative, that in turn each weave together to a larger picture, a larger statement of the world and the vision it constructed it.

And then you come in with a wrecking ball, yelling "NEEEOORRRMMMM" and destroy it all.

Katamari Damacy captures Play how I remember it, silly, crude, anarchic, bursting with imagination and reflective of the world around me whilst having a callous disregard for permanence, consequences, and sense, with a voice from on high always on the edge of hearing, waiting to call an end to playtime.

Keita Takahashi's directorial work tends to lean more towards the idea of games as toys rather than a more modern conception of them, utilizing family-friendly graphics and very simple mechanics with de-emphasized win and lose states to make games that emphasize play for the sake of play, without drivers such as plot, mastery, or levelling up. However, Katamari Damacy raises itself above Noby Noby Boy and Wattam because of the constraints on that play it offers, the timelimits and the extra modes about avoiding or collecting specific items, are frictional elements that contextualise the experience wonderfully, like a father figure setting arbitrary tasks or constraints that push back against the barriers of a child's imagination. As much as I would prefer to just roll a big ball around sucking things up, these elements provide a sprinkle of thematic salt on an experience it would otherwise be easy to breeze through without thinking about.

And then there's the final moments of the final level, which twice now have struck me as a strangely lonely, boring experience where all you have left to do is hoover up the last few things in a vast empty space, a chore that pulls back the curtain on the artifice and pointlessness of what you've been doing. Where the diorama pieces just look pieces, when the dolls just look like dolls, when your imagination bounces right off them. When it's not Fun anymore, what is it?

There's a lot of really good pieces out there discussing this game from a variety of angles, and I agree with a lot of them, particularly those looking at the depictions of father-son relationships in the King and the Prince, but they aren't why I love Katamari Damacy.

No, I love Katamari Damacy because it makes me feel like a kid again. For good and for ill.

This review contains spoilers

Thats me rolling da blunt 💯 💯.

This review was written before the game released

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