Still the relaxing jaunt it always was
which, being as it’s a PS2 game, is most
of the problem. Too little’s been spent
on making Katamari feel at home on
360, and that makes us sad.
SCORE
08/FEB/08
CLICK ON A THUMBNAIL TO PREVIEW
BEAUTIFUL KATAMARI COMMENTARY VIDEO
To view this trailer, you will need to have Adobe Flash Player already pre-installed.
Y’know, cool Japanese nonsense
is all well and good, but
sometimes that Kawaii waving
cat hides sharpened claws of stainless
steel. We’re all up for fresh concepts
every now and again (which Beautiful
Katamari technically is following the
series’ migration to 360 from PS2), but
it’s all ironically one-dimensional for a
game based upon rolling around a giant
sphere. The crucial wound, for want
of not wanting to harp on, is dual: you
spend 95 per cent of your time rolling
around repeatedly, like the world’s least
angular tank, while pretty much any
attempt to spice things up fails, for a
variety of reasons.
For those unfamiliar, Beautiful
Katamari charges players with collecting
a wealth of debris from various everyday
locations, due to a story that doesn’t
particularly matter. It doesn’t. Really.
Well (cough), it’s because the King of all
Cosmos created a black hole by shooting
a tennis ball through the atmosphere.
Don’t say you weren’t warned. Anyway,
using both analogue sticks you must
trundle through progressively larger
items, building a ball containing coins,
barrels, people, buildings, and eventually
the Democratic Republic Of Congo.
Once again, don’t say you weren’t
warned. Providing a certain diameter
is reached by a certain time, success is
guaranteed, forming a star to lie in the
depressingly bare solar system. Apart
from that last bit, sounds simple enough.
Trouble is, things don’t seem to
progress from here, Namco no doubt
suggesting that the kooky charm makes
up for a moment or two of boredom.
Nevertheless, multiple questions pop
up that never really get answered.
Why, with such an awkward concept
to program a camera position for, do
some set pieces require the picking up of
certain types of item over others? Even
if the corner of some building didn’t
obscure your view, we’re talking the
eyesight of an owl here. Stick a bag over
anyone’s head and see how wrong they
become. Why are around three-quarters
of available challenges simple races to
a certain girth? Why, indeed, given the
opportunities of 360, was the decision
not made to zoom the viewpoint out
a little, reducing the amount of nausea
katamari rolling can bring about and
allowing players a better view generally.
Not everyone wants to hear about
how manly the Prince’s cousins are,
man. Why too has Namco not taken
the opportunity to spice up its heavily
stylised visuals for this 360 release?
Yes, there’s a distinctive style on show
that needs to be protected, but a lot of
gamers out there are going to do the
simple ‘exactly how much of my 50
quid did it cost them to recycle old
assets’ calculation and decide it’s not
worth it.
So, what exactly does Beautiful
Katamari offer that makes awarding the
score we did make us cry the tears of a
six-year-old girl? Well, first and foremost
the overall concept is something you
simply won’t find anywhere else on
360. Later levels of the game really do
see you expand your katamari from
less than a metre wide to thousands of
kilometres, drawing in stars and planets
with its mighty gravitational pull. No
loading gaps, no interruptions. Secondly,
tiresome preamble aside, it’s rare to see
a videogame going all-out to offer an
experience as close to distilled fun as
possible. Now the phrase ‘we want to
create the universe’ has moved from
the feverish dream of a madman to
something a company can turn round
in less than a hardware generation, it’s
refreshing to see dogs being captured in
your mighty stack, wiggling their legs as
you go along.
For all the increasingly frenzied grins
you’ll be forced into however, you can’t
help but think this should have been
a download along the lines of Tomb
Raider: Anniversary. And then, of course,
you’ve the fundamental problem from
which Katamari has always suffered,
namely the only reason it’s difficult at
all is because you can’t see enough of
the play area. The contrast between
Super Monkey Ball and Marble Madness
mirrors this, except Sega’s classic at least
had the decency to provide you with a
map of each stage to avoid confusion.
As it is, you’re left to speed around
each level frantically first time out,
gradually learning from mistakes made
towards the end of your time limit,
eventually coming up with a route that
will bring victory. It’s a nice opportunity
to swing your head from side to side
and play ‘hunt the English word in the
sweet ambient music’, but ultimately
frustrating. A word apt to the game
as a whole, second only perhaps to
‘overpriced’. On the day you see this in
the bargain bin (properly reduced that
is, not with the usual five quid discount
second hand brings nowadays), give
it a shot. Until then, just roll one of
those sticky dust collectors round for
a bit. Harsh words for an idea so new
to 360, but they had to be said.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson