
I've been having this dream lately. Sometimes
it comes to me when I'm only half asleep, lying in bed unable
to focus my thoughts, and sometimes it comes to me while I'm
in a deep trance, memories swirling around my mind in a disorganized
manner. But yet this dream is always the same. In the dream
I'm rolling a large ball around, picking up the various objects
cluttered around my room. A pile of dirty socks latches onto
the ball, each one accompanied by a pleasant “bloop” noise.
Next I roll over my computer, and it latches on awkwardly, causing
my ball to roll a bit differently, in a more awkward manner
than before. I bump into a stool, and realize I'm not yet large
enough to pick it up. I continue onwards, rolling and rolling
this ball, letting it grow larger and larger, picking up more
and more items, until it eventually grows so large I can't fit
it through the doorway. At this point a floating head shows
up and lets me know the time limit is up. I watch in fascination
as he sucks me and my ball up into a bright spectrum of color.
Then I wake up.
Katamari Damacy has taken root somewhere deep
in my brain, and it isn't letting go anytime soon.
For the uninitiated, “Katamari Damacy,” which
translates to “Clump Soul,” is a bizarre budget title from Namco
that has been garnering more and more interest ever since it
originally came out in Japan. It's one of those truly odd games
that makes you wonder how it ever made it out of home country.
Thankfully, Namco realized that this game's brilliance should
be experienced by all, and they've released it here in the states
for a paltry $20. My own quest for this game was an arduous
one, finding little more than strange glances at the first few
retail outlets I checked. My quest finally came to an end at
a Gamestop many miles from my home, where the manager responded
to my inquiry with “Oh, you mean that rolly-ball game? Yeah,
I saw that on G4.” I chose not to comment on this man's choice
in cable networks and instead returned home triumphant with
my prize.
Oh yeah, I guess I bought Gradius V that day too.
That game is sweet.
Ahem
When I first booted the game up I wasn't really
sure what to expect. Aside from a few screenshots and online
associates swearing up and down about how addictive the game
was, I was still in the dark about exactly what I was in for.
I booted the game up, and listened as the game's trademark “na
na na na” theme started to play.
These days I've begun to hum that song while I
sleep.
Right from the get-go I knew this game wasn't
going to be like anything I had ever experienced. The opening
bombards you with so many colors and images your brain starts
to spin. Cows, rainbows, mushrooms, giraffes, balloons, ducks,
pandas, all combining to form a truly bizarre visual cornucopia.
Every time I boot up the game I am unable to resist watching
the opening. It's just beautiful in its randomness, brilliant
in its simplicity. These characteristics hold true for the rest
of the game as well. Something so bizarre that you can't help
but watch, and be pulled deeper and deeper into it. Whenever
I show somebody the game, I force them to watch the opening,
so they can feel the same sense of wonder I got when I first
watched, so I can see the strange sense of confused awe that
overcomes them.
Trying to explain Katamari Damacy to someone is
somewhat of an impossible task. Believe me, I've tried several
times to tell my friends that “they have to try this crazy ball
rolling game,” only to be rewarded with confused looks and comments
like “Chris, why do you only buy crazy Japanese games? Why can't
you just play Halo like everyone else?” I just wanted to find
somebody who would listen to me about how great it was, about
how brilliant and original it was, about how nothing compared
to the pure unbridled joy that came from bowling through a crowd
of screaming Japanese schoolchildren. But no one seemed to care.
You can't explain Katamari Damacy the way you explain other
games. You can't tell people about how you can have sex with
a hooker and then beat her to death with a baseball bat and
get your money back, or how totally awesome the bump-mapping
is. Because Katamari Damacy doesn't have those things. All Katamari
Damacy has is a ball that you roll around and attach stuff to.
I mean, there’s no way to tell people how exciting that really
is. I soon realized that there was no way to express… no words
to describe the complete elation I got from playing this game.
And it tore me up inside, because I wanted to somehow share
this game with the world.
But for a few days I was alone, rolling katamari
in my head as I slept.
A few days after I had given up on trying to tell
people about the game, two of my friends came over as I was
playing. I welcomed them in and we shuffled into the den where
I had been playing the game. Then they asked me what I had been
playing. At first I thought of explaining the game to them,
but instead I just thrust the controller into their hands, telling
them little other than “Use the analog sticks.”
Two hours later I was begging them to leave my
house. They were addicted, the same as I was. And I soon learned
the only way to truly understand the game's brilliance is to
play it, the only way to know the joy it brings is to feel
it.
Katamari Damacy isn't a game you play, it's a
game you feel.
...of course, all this comes before describing
the game itself, so let me get down to that.
In Katamari Damacy, you play as the prince of
all cosmos, a tiny 10cm tall creature with an elongated head
and spiffy green outfit. One day your father, the king of all
cosmos, gets drunk and goes flying recklessly around the universe,
managing to singlehandedly destroy all the stars in the sky.
After realizing what he's done he hands the task down to you
of going to earth and creating new stars out of the objects
you find.
This is where Katamari Damacy begins.
In order to create these stars, the prince must
roll a strangely shaped, multi-colored ball, called a katamari,
over the various objects scatted about the levels. These objects
latch onto the katamari, becoming part of it, causing it to
become larger. Your purpose is to create the largest, most massive
katamari that you can. You start off small, picking up thumbtacks
and erasers, but as you pick up more and more objects your katamari
grows larger and larger, in turn allowing you to pick up even
bigger items like animals, then people, then buildings, and
then eventually entire islands. There's this incredible sense
of scale you get when you start off rolling underneath a car,
and then eventually move on to picking up that same car. This
is one of the main drawing points of Katamari Damacy. Watching
the gradual growth of this tiny little katamari into a gigantic
city-destroying ball of doom. It’s just fascinating to watch.
There's also this amazing sense of euphoria the first time you
realize you can finally start picking up people. Though the
various items scattered around the levels are all interesting
in their uniqueness, chasing after fleeing civilians is a million
times more pleasurable. And while most items simply attach to
your ball with a simple “bloop” sound, the people reward you
with their screams of terror. The collective symphony of screams
you get when your ball is large enough to suck up entire cities
is one of the most satisfying parts of the game, and it made
all the more ridiculous when contrasted with the incredibly
upbeat and joyous soundtrack. Imagine people screaming in absolute
terror as “It’s a small world” plays in the background. It’s
kind of like that.
The goal of the main levels is to get the katamari
to a certain size within the time limit. This is where the game's
true challenge lies. You want to pick up the largest items your
katamari can handle as quickly as possible. It sounds simple,
but there's actually a few degrees of complexity to the formula.
If you waste time picking up small objects like dice, or move
onto a new area with objects your katamari isn't large enough
to pick up, you'll suddenly wonder where all the time went when
the king of all cosmos announces you have sixty seconds left
before he gets tired of watching and the level ends. You also
have to consider the shape of the objects you're assimilating
into the katamari. Picking up a large object like a guardrail
will increase the size of your katamari greatly, but will also
cause your katamari to become misshapen and awkward to roll.
There's a need to maneuver your ball properly so the objects
attach themselves in a certain equilibrium with the other objects.
However, probably the most important factor to succeeding in
Katamari Damacy is mastering the controls. The katamari is controlled
completely with the two analog sticks, and although the controls
are easy enough to pick up, they take time to properly master.
You won't start getting your katamari to a truly huge size unless
you learn to gain total control over it, to let the rolling
become a part of you. Eventually, it becomes like second nature,
as though the rolling is an extension of your self, and you
achieve an almost zen-like connection with the rolling. The
rolling becomes you.
I can feel the rolling even now. Thumbs gently
gliding over analog sticks that aren’t there. But I can feel
them, I can feel the rolling.
It’s euphoric.
In addition to the ten main “Make a Star” stages,
there are nine different constellations stages, where your task
is to create various constellations like Taurus and Cancer.
These stages provide simple variations on the game's main premise.
For Cancer, the size of the katamari no longer matters, now
your katamari is judged by how many crabs it contains. These
stages provides a certain sense of order to an otherwise chaotic
game, giving you an actual mission to accomplish rather than
just rolling over whatever you can find. The game also sports
a versus mode, where you can choose from the prince or one of
his twenty three unlockable cousins, and go head to head against
a friend to see who can make the larger katamari. This is one
of the few parts of the game that feels like it could've been
so much greater. The versus mode is restricted to a small circular
arena, and the items are now scattered in circular patterns,
reducing strategy to little other than “move to the outer ring
of items and roll around the circle.” It lacks the disorganized
item layout the core gameplay features, and there’s little substance
to this lackluster versus mode. I guess the ability to roll
up your own opponent is a bit humorous, but otherwise the versus
mode is rather forgettable. I can understand the kind of problems
that would arise in rendering twice the amount of objects onscreen,
but the ideal versus mode would be to have each player roll
around the city independently, each trying to get larger than
the other. But sadly, this is not the case.
The game engine itself is fairly solid. Occasionally
there will be the problem of your gigantic katamari getting
trapped in the small space between something like a lamppost
and a corner, but it's usually your fault for trying to wedge
a gigantic ball of stuff into such a small space anyhow. And
despite the hundreds, sometimes thousands of objects that litter
the levels, there is surprisingly almost no slowdown. In fact,
the first (and only) time I ever experienced slowdown I was
actually quite surprised, as up to that point it had been completely
non-existent. The objects themselves are comprised of a very
low polygon count which makes it possible to have so many things
on screen at once. Some have been disappointed with the somewhat
lackluster graphics, but it really lends a unique visual style
to the game that is easily appreciated. Most objects are simple
flat shaded polygons, with a few details that let you differentiate
coins from cookies and so on. They graphics are simple, but
bright and colorful. The entire game world looks like one gigantic
children's book, a world littered with a lot of heart.
Perhaps one of the greatest features of Katamari
Damacy is the brilliant soundtrack. You wouldn't of thought
it possible to have so many different songs about rolling up
stars, but the soundtrack boasts an impressive 15 or so tracks,
each of which with it's own unique sound that spectacularly
complements the addictive gameplay. Several of the songs incorporate
little snippets of the game's trademark theme, and a broad sampling
of genre's are covered, from the Sinatra-esque “Que Sera Sera,”
to the scarily beautiful children's choir song “Cherry Blossom
Color Season.” Clearing all the regular and constellation stages
you can unlocks the moon memorial, where all the music tracks
are available for your listening pleasure. It really is worth
just sitting down and listening to the music, all of it is uniquely
wonderful, and it's one of the best gaming soundtracks I've
seen in a while. The only thing I wish Namco would've done is
give you the ability to choose the song you want to listen to
rather than making them level specific, but aside from that
the music is just great.
Katamari Damacy hearkens back to a simpler time,
when games were made by tiny development teams for small sums
of money. The developers of early arcade and console games weren't
concerned with creating lush visuals or complex interfaces,
they were concerned with making their games fun. These days
games can cost upwards of twenty million dollars to develop,
and require massive development teams. But, Katamari Damacy
only took about ten people and a million dollars, and to me
it's a million times more enjoyable than any other game in recent
memory. This game shows us that you don't need a giant development
team and a lot of money to make a good games, you just need
a concept that is inherently fun. I'm glad that in an industry
where most people care about little other than first person
shooters and RPGs, a game like this is garnering so much attention.
I think we a lot of us had forgotten what makes a game, and
it took a title like this to show us what we knew in our hearts
all along. A game isn't about lush graphics, or realistic visuals.
It isn't about navigating menus or pushing crates. And it isn't
about spending millions of dollars to make the same game you
made last year with a few changes.
It's about fun, and that's just what Katamari
Damacy is. Pure uninhibited fun. The purest I've seen in a long,
long time.
Sadly, as soon as this rampant katamari joy fest
begins, it's over. The nineteen different stages can all be
beaten in around three hours, and though they were possibly
three of the greatest hours of my life, I felt almost unfulfilled
afterwards, just wishing I could do it all over again. When
the end credits began to roll I felt this sadness in my heart,
like I was saying goodbye to a dear, dear friend. Truly, this
is Katamari Damacy's only flaw, that, as they say, all good
things must come to an end. Sure there's plenty of replay value.
You can try to beat the levels fast enough to create the different
comets, find all the different royal presents, attempt to roll
up all of the 1,500 different items, race to beat your own high
scores, or just spend countless hours rolling to your heart's
content in the time-limitless “eternal” mode. But still, it's
hard to experience something as great as Katamari Damacy, only
to say goodbye so quickly.
But hey, Namco's already announced Katamari Damacy
2, so maybe there's hope after all.
And now, back to dreaming that wonderful dream...