Katamari Damacy
2004
- puzzle
- adventure
- fantasy
- comedy
- single player
- multiplayer
- split screen
The story
The King of All Cosmos accidentally destroyed the stars and—having recovered—wants the prince to rebuild them. Unfortunately the prince stands a little less than half a foot tall, so recreating the stars will require some effort. Enter the Katamari, a sphere the prince can push around our world to “roll up” items increasing the Katamari’s size until it’s suitable for the King. Taking place in stylized versions of Japanese houses, cities, and environs, the prince pushes the Katamari around collecting items which adhere to it. At first, the prince can only pick up smaller items, but as the Katamari grows, the more it can collect. Push pins and paper clips cling to the Katamari increasing its size so it can roll over obstacles and pick up bigger items. Over many levels, the Katamari can eventually pick up people, cars, and other bigger items. Players steer the Katamari from a third-person perspective using the analog sticks on the PS2. A tutorial stage takes the player through the controls and sets up the story as well as introducing a side story about a Japanese girl who can feel the cosmos. Wanting to challenge the prince, the King sets requirements on the Katamari’s size and sets time limits on the level. Bonus missions restore constellations and have their own restrictions. The world of Katamari Damacy is brought to life with off-beat animation and a catchy soundtrack. Players can find presents hidden in the levels that contain accessories for the prince. Two players can also battle head-to-head in a Katamari competition.
What it’s like
Bright, saturated colors and flat, low-poly shapes give this game the look of a toy box: pastel houses, cartoon cars, and a grassy suburban world rendered with a sticker-like simplicity. The camera trails a tiny prince as he shoves a sticky ball across kitchens, streets, and gardens, and the objects he gathers stack up as they cling to the surface. Off-beat animation, goofy wobbles, and a bouncy, catchy soundtrack keep the mood buoyant and absurd. The vibe is playful, quirky, and warmly silly, with a steady cadence of short timed stages, each one a brief burst of satisfying growth. Violence is absent: people and animals get rolled up and flail comically, and the tone stays cheerful throughout, with no gore, no real threat, and no fear beyond a ticking clock. It suits a lazy afternoon, a short evening session, or a relaxed co-op-style sharing of the controller. Its emotional register is playful optimism, and its arc is a small, odd hero steadily getting bigger. It's for people who want a light, funny, low-stakes game that rewards tidy, rhythmic play.
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