Unirally<\/a><\/em>, by heading further in that direction, and that ain’t half bad.<\/p>\n\n
We Love Katamari<\/h3>\n
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Rolling up a snowball of commodity items to wacky Japanese music certainly has its charm, yet I wonder, how long it’d take before the magic runs dry? Fortunately, we don’t ever get to find out in We Love Katamari<\/em> as it’s surprisingly varied throughout. This variety in the mission-per-mission gameplay and the overworld of quirky characters wrapping it all together keeps the concept feeling suitably fresh. It’s ironic then that such a repetitive game can feel so new and exciting. I mean, every level requires the player to partake in what is fundamentally the same activity (push giant sticky ball to roll up random objects), yet there’s enough spin on the parameters and gameworld itself that each level, mission, you might say, is prevented from feeling overly familiar. In this regard, Katamari reminds me of Burnout Revenge<\/em>, where each track\/level is re-used multiple times over, sometimes reversed, sometimes with different parameters or objectives, and sometimes you’ll just venture down one of the track’s different routes\/shortcuts. The same content is repeatedly farmed for gameplay and you’re primarily doing the same thing, it’s just that the individual approach of each \u201cmission\u201d gives the game a continually new angle.<\/p>\n\n
<\/p>\n
What bugs me about Katamari is the king and his delusional legion of fans. After almost every level, the king and whoever he has on his shoulder will complain that you didn’t roll a larger katamari. I could deal with this criticism, if not for the fact that it doesn’t necessarily require more skill to roll up more items, just the luck of being in the right place at the right time. Most \u201cskill\u201d, the kind the game is dissing me over, one would think, would come from rote memorisation of the areas most densely populated with roll-upable (?!) goods. In which case, it feels like Katamari is taking cheap shots, which works against the relaxed nature of the game.<\/p>\n
—<\/p>\n
Irrelevant question on stylisation: if I shorted a title (ie. the original Sonic, Katamari), do I still italise it? :$<\/em><\/p>\n\n
\n
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Geeze, it’s been roughly 6 months since the last Play Impressions article. You can hardly call it a regular feature anymore, can you? Sonic Rush The quality of a 2D Sonic game hinges largely on the level design. Controllability and presentation tend not to really matter since the games follow an established template. Level design, […]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[409],"tags":[773,774],"class_list":["post-2256","post","type-post","status-publish","format-standard","hentry","category-game-discussion","tag-sonic-rush","tag-we-love-katamari"],"_links":{"self":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2256"}],"collection":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/comments?post=2256"}],"version-history":[{"count":4,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2256\/revisions"}],"predecessor-version":[{"id":4125,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/posts\/2256\/revisions\/4125"}],"wp:attachment":[{"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/media?parent=2256"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/categories?post=2256"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/danielprimed.com\/wp-json\/wp\/v2\/tags?post=2256"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}