Katamari Damacy Turns 20

Paste Magazine has a piece up on Namco’s seminal Playstation 2 game Katamari Damacy turning 20. It’s still one of those titles that has the power to attract attention when they see it played, especially if they’ve never heard of it before.

In case you haven’t heard of it (is that possible?)–you, playing the part of the Prince of all the Cosmos, have a sticky ball, called a katamari, which means “clump,” on a series levels that are laid out as kind of surreal versions of normal Earth environments. Typical places might include a Japanese living room, a modestly-sized town, and a larger city. The idea is to roll the ball so that it comes into contact with various objects. If they’re at most a certain size relative to that of the ball, they stick to it, and in so doing make its aggregate size a little larger. The more things that stick to the ball, the bigger it gets, and so the larger the size of things that will stick. If you reach a certain target size within the time limit you complete the stage. If you fail then the Prince’s father, the King of All Cosmos, expresses his disappointment in you in a ludicrously extreme manner. While not all of the levels are about achieving raw size, the most entertaining ones do, and they’re all about fulfilling certain goals with the katamari. This should give you a sense of how the game plays, if needed:

Since Katamari Damacy, designer Keita Takahashi hasn’t been idle. They also made the downloadable game Noby Noby Boy for PS3, worked on the Flash MMORPG Glitch, and made the weirdly wonderful Wattam. I’ve mentioned previously in these pages that I’m looking forward to his next project, To A T, presuming it survives the travails of publisher Annapurna Interactive.

Back to the Paste Magazine article, it mentions that the game happened due to a fortuitous set of events that involved a bunch of student artists looking for a project, and a number of programmers who worked on it so as not to be seen as idle in a time of layoffs. I personally remember that a substantial part of its legend, perhaps even the tipping point, was due to a particular review on Insert Credit by Tim Rogers. While it’s possible to see his review as a tad self-indulgent, I really don’t have any standing to criticize, seeing as how I created pixel art aliens to be our site’s voice. Hah.

Japanese cover

It did the trick of making people consider the game though, which may have been how this very Japanese game got an English localization, rainbow-and-cow festooned cover intact. I was in college at the time, and for a few months they had PS2s to play in the student union. I found a certain delight in taking in my copy of Katamari Damacy (it had been released in the US by this point) and just playing through Make The Moon. It was the kind of game that would arrest other people in the room and cause them to just watch for a couple of minutes. Another time, I played it on the TV at my cousin’s house when there was a certain teenager, at the age where they sometimes get into a mood to dismiss everything. They scoffed at the game when I put it in; eight minutes later, they were calling out “get the giraffe!”

That Katamari Damacy could happened was a miracle; that it had, and continues to have, this effect on people, seems like magic. It isn’t perfect, because it doesn’t ever make sense to say a created work is “perfect,” there are always tradeoffs, but it is a care where it’s difficult to say it could be improved. Sure, it could be a little easier, but it still never takes more than a few attempts to pass a level. It could be a little harder, but that would make it much less accessible. Suffice to say that it’s at a local maxima of quality, and that can’t be an accident, it’s there because strong effort put it there.

It was inevitable that it would get sequels. Critical consensus is that the best of them was the first one, We Love Katamari, stylized on its logo with a heart in place of Love. It’s the only one with creator Keita Takahashi still at the helm. It’s a little less thematically together than the original; the premise is that the King of All Cosmos from the first game fulfills requests made by fans, much like how the game itself was made due to fan requests. Later sequels were made without Takahashi’s efforts. They feel increasingly fan-servicey, in the sense that they were trying harder and harder to give fans what they wanted, without being sure of what that was.

With each sequel, the luster dulled a bit. There was a furor over the third game in the main series, Beautiful Katamari on Xbox 360, for having paid DLC that was actually just unlock codes for levels that shipped on the disk. There were mobile sequels that were mostly terrible. The last of the series until recently was Katamari Forever, a name that proved inaccurate. More recently, remakes of the first two games have sold fairly well, so maybe it still has a chance to redeem itself with a proper successor.

Anyway, happy 20th birthday to Katamari Damacy. May it spend 25 more years of showing Playstation kids that gaming can be something more than Call of Duty and Fortnite.

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