I played "Make A Moon" last night in Katamari. Beat it first try, and had a blast. Most games will save the biggest, toughest challenge for last, you know? Alaska in SSX Tricky, or the hand in Super Smash Bros, or that one fiery stage I could never beat in F-Zero, and am apparently too lazy to look up.
Katamari was different. Katamari wasn't a challenge; it was an experience. "Make A Moon" showed me how much I had grown. It distilled everything that was good about the game into a single 20 minute burst of joy. The joy of rolling up people, then the buildings, then the islands the buildngs are on*. Twice in the last stage I came across what I thought was a new area, before realizing that it was just my new perspective which had rendered the scene unrecognizable.
Katamari's easy-but-perfect last stage isn't unique. Space Channel 5, whatever its shortcomings, has a non-challenging but ecstacy-inducing final stage, and Brave Fencer Musashi had an extremely good final stage that transcended the unambitious game it was stuck in.
These are not games about telling stories or overcoming challenges. These are games about the joy of playing games. (less true of BFM, definitely true of KD and SC5) Katamari is an easy game to recommend to anyone, as Ryan's evangelism, and mine, have shown. You don't have to like stories. You don't have to like challenges. You just have to like new kinds of joy.
*I am hoping the game does well enough in Germany that we will some day have a single word that eloquently communicates this feeling. Also needed: "The joy of rolling over a schoolyard fence, rolling up all the kids inside, and being so fat with children that you can roll up the fence on your way out." And: "The joy of rolling up a few cows, and on your way out of the field rolling up a previously-unseen sign that reads 'no cow stealing'." And, of course, "The joy of the first time you roll up a cat because, you know, fucking cats."
Thursday, October 21, 2004
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4 comments:
Yeah... make a moon. I do love this. I love when you just get so big you start picking up clouds, whirlpools, the damn rainbow... ah. Yeah, [content sigh] katamari for life. I think it's because of all those elements which most people would think a game needs (cohesive story, increasing difficulty, what have you) but, you're totally right. What makes Katamari the ultimate game is that it's about having fun playing a game. And while it took me a while to actually beat this stage (my game thumbs ain't what they used to be) It's not like i ever got frustrated with it -- actually no, i beat it on the second go, the eternal stage (800m) is what i was having issues unlocking. Either way, it is wonderful, and I to am dying to shout off into the abyss in my best broken-german one of those wonderful words that they have.
Oh, Zack, cunning linguist you, why is it that those wacky germans get to do this and us english blokes do not? And side question, how is all that going, the school and all?
I still refuse to believe this game is as fun as you idiots say it is, or that it's fun at all. But since I'm putting off writing a paper I'll indulge your German desires. I make no guarantees as to correctness.
Rollenleuteunddanngebäudeunddanndieinselnwohabendiegebäudegestandenfreude
Uberrollenschulegartenzaunundallediekinderdarinundsofettmitkinderseinkönnensiediezaunwennsieausgehenrollenfreude
Rolleneinpaerküheundwennsievondemgartenausgehenrolleneinnichtvohrergesehenzeichendiestehlensienicthkühesagtfreude
Ersteskatzerollenfruede
I love Matt. Happy (early) Birthday, Matt, and I'm sorry I'm missing your party right now. I happen to be in The Cats, actually.
I love Katamari Damashii.
I love Zack.
I love Ryan too.
I love the fact that my Pinkmin got a mention on Penny Arcade.
I am in a katamari mood!
Matt, thank you kindly for the words. I didn't expect that they would just appear on my blog if I asked for them. There is a typo, I think, in the cat rolling one, since that word ends in "fruede" instead of "freude". Okay, I'm going to sleep.
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