The B[ack]log: Katamari Do Your Best

It seems simultaneously appropriate and depressing then, that the first game to be ejected and examined (and then ejected again) is one primarily concerned with hoarding as much stuff as you possibly can -- We Love Katamari for the PlayStation 2.
Gamers are a greedy lot. That certainly doesn't set us apart from other human beings, but when you've played enough platformers, you do tend to feel a bit like an obese kleptomaniac gone berserk. If it's not treasure and golden statues and magnificent gems you're after, it's the oddly spinning peaches, apples, cupcakes and yams you'll want ascend the highest mountains to. And when we're faced with the predicament of choosing between the jeweler and the bakery, Katamari Damacy's solution is to empty the shelves of both, shortly before picking up the stores in their entirety along with the rest of the neighborhood. In Katamari Damacy, you want everything.
Appealing to this primordial desire to collect is probably one of the reasons we were so glad to accept -- and collect -- a sequel in We Love Katamari. Another is that picking up every piece of arbitrary junk is both the game's ultimate goal and its ultimate reward. Not many games convey your progress as immediately and obviously as in We Love Katamari, with your rolling prowess visually represented by the expanding ball of stuff and the shrinking size of everything around it. When you pick up that obnoxious brat that kicked you away earlier, you know you're getting somewhere. Interestingly, you also pick up a little irony on the way. As you're sure to remember, the original game was widely praised (by you, probably) for being a wildly unique experiment in an industry so fond of producing all-too-similar sequels. You know, games like We Love Katamari.
I never could figure out exactly what message the game's director, Keita Takahashi, meant to impart with We Heart Katamari. The storyline sees the people of the world embracing the wonders of the original game, quickly demanding that the infinitely bizarre King of All Cosmos give them more of the same joy. He listens and complies quite nonchalantly, responding to their requests only because they're in complete awe of him. At one point a young man, perched atop the gigantic king's shoulder, skews his head and asks, "Complacent much?"
And really, that question is posed as much at the king as it is to Takahashi. Is the answer, "Yes, I'll do this one thing for you, but don't expect me to put much effort into it," or does the game merely serve as a reminder that the eccentric designer was and still is a bit of a one-hit wonder? Before expressing interest in designing (and presumably frolicking on) children's playgrounds, Takahashi sent some criticism towards gaming, lamenting its ability to keep you inside all day twiddling analog sticks. Of course, that's exactly what Katamari was and the arrival of a sequel further turned it into the sort of game it couldn't originally be mistaken for -- a solid, albeit unsurprising sequel.

This is Beautiful Katamari. I think.
That's hardly a dreadful description of what is an enjoyable game, but it does make one consider just how many solid, albeit unsurprising sequels it takes before interest starts to wane. Already initial impressions of Namco Bandai's Beautiful Katamari indicate that it's more of the same and distinctly devoid of that new katamari smell. Whose fault is that? In our established and understandable desire for more of what we like, did we inadvertently lessen the series' innovative impact? Wait, it's a series now... Did we do that? Oops!
Though we can't honestly fault ourselves for supporting ideas we approve of, it is perhaps a good strategy to question why we support them in the first place. If we were being honest, we'd note that in terms of raw gameplay, Katamari Damacy borders on being a gimmick thoroughly entwined with inescapable charm. Oh, you can try to imagine a humorless game of object collecting sans a perennially unhinged god and wonderfully insane music, but it'll do you no good. Separating the style from the substance is like cutting through a river with a knife. Nobody loves Katamari primarily because of its gameplay.
The arrival of Beautiful Katamari (likely to be one of those solid, albeit unsurprising sequels) this October will be just as illuminating to us as it will be to Namco Bandai, I suspect. Do we still heart Katamari for what it is -- a delightful diversion from "serious" gaming -- or is it time to restart the innovation-to-franchise cycle? I'm choosing the former for now, but even diversions run the risk of having the attention laid on them... diverted.
WE LOVE KATAMARI (PS2)
Next week: Ludwig wonders how a game that's over ten years old can be better than most of the stuff released in 2007.












Reader Comments (Page 1 of 1)
JodyAnthony @ Jun 26th 2007 8:07PM
I really liked this. I hope you keep it up. Your writing is hilarious.
I need to get started on my own backlog. So many games, so little time :(
Nushio @ Jun 26th 2007 9:04PM
Ludwig's the best writer around here.
Its the only reason the weekly sales charts are even worth reading :P
Here's some fodder: Super Mario RPG, better than most modern Final Fantasys.
ostermei @ Jun 26th 2007 9:27PM
Nice to see someone else taking the time to go back through their unfinished library. I'm going to take it as a compliment that Ludwig's blogging his way through the process, just like I've been doing already for the past two months (see: http://onehundredpercent.wordpress.com).
rabidkeebler @ Jun 26th 2007 10:54PM
As I remember We Love Katamari was a sort of homage in thanks to the giant success of the first game. In an interview the guy who created Katamari he said he hated sequals but was touched by the love the people had for the first game so he made a second. Anything after that is some other directors game.
Rubang B @ Jun 27th 2007 1:40AM
"Who's fault is that?" should be "Whose fault is that?"
I actually finally played through Feel the Magic this week and beat it yesterday. Coincidentally the game's style has always reminded me of the mutant baby hybrid had by Katamari and an iPod commercial. Now I'm finally going through Sonic Rush. Some day in a fit of rage I'll have to go through my 300 NES games, as I've porbalby only touched 100 of them.
And even if they run Katamari Damacy into the ground, we'll always have the bliss that is Katamari Fortissimo.
sweet @ Jun 27th 2007 5:41AM
You're right that there's not much objectively incredible about the gameplay of the Katamari series in general (although calling it a gimmick is a stretch too far IMO). But like some of my other favourite games, the important thing is it puts a smile on my face, which is something that most other games really struggle to do. For example, no matter how well made Twilight Princess was, the gameplay in general just felt all too similar. No doubt first time Zelda players should probably be in awe, but for someone that's played through most of the series, the game almost felt like a chore to finish.
As far as the sequel argument goes, We Love Katamari was the first title to arrive in Europe (and North America?), so that doesn't hold too much ground. I doubt I'll be picking up anymore Katamari games, because We Love Katamari will always keep me satisfied as a game to pick up and play every now and again, especially when I despair at the monoticity of the games industry.
I can only assume that next week's game is my favourite game, Earthbound, which I recently picked up again last night incidentally. Not only is the script masterful, but the gameplay and general feel of the game is still fresh amid a genre that hasn't really changed much in 10-15 years.
Ludwig Kietzmann @ Jun 27th 2007 8:55AM
Rubang B,
I enjoyed Feel the Magic, though I never wanted to play it again after the ridiculous final boss. All that scratching... and then Sonic Team went and did the same thing for the final boss in Sonic and the Secret Rings.
sweet,
Katamari Damacy did come out in the US, but you're right in pointing out that it missed Europe.
thispaceforsale @ Jun 27th 2007 10:30AM
is tetris a diversion from serious gaming, or bejewled? Or what is serious gaming?
we love katamari improves on the original game with a better camera, stronger visuals, deeper gameplay and higher difficulty. It also came out priced at $30. I think namco did a great job with everything except the cover design.
iMax @ Jun 27th 2007 1:53PM
I loved the box art. =(
David Siferd @ Jun 29th 2007 4:04AM
Someone actually likes the boxart!! I really don't mean to be snarky, it actually genuinely makes me happy that someone out there likes it. ^^;