Having played both Katamari Damacy and We ♥ Katamari, I have to say that Me & My Katamari just doesn't live up to the franchise's reputation.
The main issue I have with it is the fact that it's not as open-ended as the previous two Katamari games. Sure, this may be due to the PlayStation Portable platform, but I highly doubt it. On a portable platform, I would prefer to have an open gaming experience.
The nature of the game does not work well since the controls can be a tad cumbersome. The fact that the PlayStation Portable lacks a second analog stick makes a huge difference here. It can be difficult to control the Katamari even in an wide-open level, but the fact that the levels feel like mountain passages makes it even worse.
But in the end, if you're a fan of the franchise, you'll probably overlook these issues. I did.
"...after about 2 hours of playing its extremely easy to get used to..."
A gamer shouldn't have to get used to playing a game a certain way. I've played the game for various stretches of time. The average is 30 minutes to an hour.
A gamer shouldn't have to get used to a game's controls? So then we should never have new, original games with different schemes? Always the same basic formula for everything from now on? Wow, that would let out almost all the new Wii and lots of DS games.
Now if you're saying you shouldn't have to learn a new kind of control for an already existing game, then you have a point. Thing is, I was able to pick up the control scheme within about 30 minutes of fiddling around. It seemed daunting for the first few minutes until I realized 'hey, this is like a tank game, sort of like Battlezone' (both forward for forward, both back for back, forward on one and back on the other for turning sharply, etc.). After I figured that out, it was pretty basic. Make sure you learn the extras like the 'jump to the other side' tap combo and you're set.
The tutorial is, I think, the problem. They tried to make it intuitive but I don't think they did a good job just plopping all the control combos on the screen and letting you roll around to figure it on your own. They should've walked people through it, one move at a time.
Interesting you gave the game 87 but your review is mostly negative since you focused on the control issue. :p Still valid though, since it's true it'd play much more simply and easily with dual analogs.
what i said was after you played the game 2 hours you basicly never roll the wrong way and always pick up whats in your path and dont miss it, and can get between osticls easily and all that.
What I meant was not having to get used to new controls for an existing game. The controls for the original Katamari were original for a puzzle game, but not a remote control car.
Yeah, I realize now that my review doesn't seem to vibe with the score I gave it. I see the score similar to tests. 65 is a horrendous game, not 0.
If I could retype my review, I would comment more on the level designs, too. Not too great, but understandble considering the platform and the nature of gaming on the PSP.
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