I heart Katamari Damacy!

Someone
out there in Flickr-land has done the world the invaluable
service of collecting and posting dozens of delightful Katamari
wallpapers. If you like Japanese animation and graphic design,
you need to see these things.
The box copy really says it best:
Play is controlled with the analog sticks only. No buttons
to press. No combos to cause distress. Featuring ball-rolling
and object-collecting gameplay mechanics of mesmerizing
fluidity, reduced to Pac-Man simplicity, through pure absurdity.
Dimensions change drastically as your clump grows from
a fraction of an inch to a monstrous freak of nature. Go
from rolling along a tabletop to ravaging through city streets,
picking up momentum and skyscrapers along the way.
Enjoy quirky, infectious humor throughout—from the
insanely cosmic animations, to the wacky and wonderful musical
stylings, to the royally contagious storyline that's undoubtedly
like no other.
Undoubtedly!
'Katamari' means 'rolled-up wad of stuff'. 'Damacy' is an
idiosyncratic transliteration of a Japanese word meaning 'spirit',
not in the supernatural sense, more like the team spirit or
school spirit sense. There's a backstory which, if I elucidated
it, wouldn't help you much. The basic idea is that you're
a tiny antlike being rolling a sticky ball through various
environments, trying to gather stuff up. The more stuff you
gather, the bigger the sticky ball gets, and the larger the
objects you're able to pick up. For the most part, the game
aspect is in 'beat the clock' form - you have a certain amount
of time to make a ball of stuff of a certain diameter. That's
it, that's the whole game. Does it sound like fun from this
description? Maybe not, but as an experience, it's utterly
compelling.
The cool thing is that the game is all taking place in ordinary
human environments, populated by ordinary human artifacts.
In a house, you're trying to roll up erasers, bottles, socks,
chairs, remote controls. In the supermarket you're rolling
up shopping carts, melons, cans, rolls of toilet paper. Every
last object you encounter can be interacted with or picked
up; there's no functionless "wallpaper" the way
there is in most supposedly 3D games. The highway guardrails,
clouds in the sky, trees and bushes, islands in the ocean
- if you're big enough, you can glom any object into your
katamari. It turns out to be great and uncanny fun to see
quotidian settings and objects in a video game. Katamari would
be much less surreal if it took place in outer space or wherever.
The various Wil Wright and Sid Meier simulation classics have
that same uncanny quality, for me one of the big attractions
of video games generally.
Designers of mainstream computer game graphics are currently
locked in an escalating race to produce ever more highly detailed
and "realistic" game environments. The best designers,
like Shigeru
Miyamoto, long ago recognized that a cartoony look plays
better to computer animation's strengths as a medium. In a
game like KD or anything in the Mario series, every object
you encounter is made of a few simple flat-colored polygons.
That leaves plenty of computer horsepower to render a lot
of such objects on the screen moving around in full fluid
3D. Even in "realistic" games, designers have to
do a lot of stylizing and streamlining to make their jobs
manageable. The cartoony guys wisely recognize that limitation
up front and turn it into an advantage. Part of the fun of
KD is discovering the vast array of objects populating the
game, and seeing how the designers have translated each one
into their vocabulary of basic 3D solids: people, dogs, cats,
bicycles, spatulas, batteries, baseball stadiums, shrubs,
juice boxes, pencils, gas stations, carrots, balloons, endless
varieties of seafood (remember, it's Japan), video games (!),
traffic cones, pillows, oil tankers, giant squid, giant robots.

Katamari is instantly intuitive to everyone I've seen play
it, down to a friend's two-year-old daughter. Its taxonomy
of objects in the everyday world is vastly simpler than the
one in your head, but the process is much the same. What makes
the game interesting is how it combines the familiar routine
of classifying and distinguishing objects in the world with
distinctly unfamiliar radical changes in scale. In the game's
eighth level, you start out at the size of a thumbtack, and
if you're successful, by the end you're picking up cars and
shipping containers. In one swoop, you pass from rodent size
through familiar human scale and out past whale or brontosaurus
(both of which you pick up in the final level.) One reason
I'm so eager to get my hands on Spore
is that it carries the scale thing all the way out to its
extremes in both directions. What makes Katamari D unique
in my gaming experience is that the scale change is gradual
and continuous. At first a bike or table is a major feature
of the landscape; later it's an obstacle; still later it's
an object you can pick up. Your own size changes affect not
just which objects you can pick up, but which areas of the
terrain you can access - for example, when you get big enough
to roll over and absorb fences.

Computer simulation is an extremely helpful way of expanding
your imagination out of what Richard
Dawkins calls Middle World. For example, try
this out. Take
a look at this too. Your senses and attendant brain areas
evolved to make sense out of objects and events in a very
narrow range of scale between extremely huge and extremely
tiny. We now know that, say, rock is comprised almost entirely
of empty space pervaded by invisible force fields. Our experience
of a "solid object" is really neural shorthand for
big wads of particles that hang tightly together in predictable
ways. To a neutrino, a rock looks like a thinly populated
asteroid belt. I'm not talking here about the Empire Strikes
Back asteroid belt, I mean the real one, where each asteroid
has an average million trillion cubic miles of empty space
to itself. You, too, are nearly entirely made of empty space,
and trillions of neutrinos pass right right through you every
second.
Even slight changes in scale would make a very big difference
in our experience of the world. Shortly after getting KD,
we also got a new kitten. I would turn off the game and then
sit and watch Bird explore our apartment from his tiny vantage
point. What is it like to be that small? KD put me in the
perfect frame of mind to imagine it. I'd love it if somebody
did a detailed simulator of the ordinary life of an NYC pigeon,
or rat, or cockroach. Even better, I'd love a game set in
a human immune system. Think Fantastic
Voyage meets Osmosis
Jones.
Katamari's soundtrack deserves particular mention, because
it's a full-length album of fully-produced songs in a variety
of genres, all of which are about the game. The record was
a hit in Japan and won their equivalent of a Grammy. A couple
of songs in the game are extremely weird love songs, like
so:
I know you love me, I want to wad you up into my life
Let's roll up to be a single star in the sky
This is sung by a Japanese guy, in English, in a clear effort
at emulating Tony Bennett or Frank Sinatra, missing both targets
by a country mile, but succeeding at creating a crooner style
of his own. Equally indescribable is the beatboxing by Björk
collaborator Dokaka.
KD has spawned two highly recommended sequels. We
Love Katamari is also for the PS2. It's the same basic
idea, but with new wrinkles. There's a racetrack environment
with a race going on, and you're hurtling around at many times
your usual speed. But you're not participating in the race
itself, you're just rolling stuff up as usual, so you're free
to roll along against traffic, off-road among the spectators,
whatever you want. Another level has you seeking out objects
based not on their size but their monetary value. Finally,
there's a breathtaking underwater level. The soundtrack continues
to be mostly delightful J-pop.

There's also a sequel for the PSP called Me
And My Katamari, combining features of its predecessors
with more widely varied topography. The cartoony graphics
translate very well to the tiny screen. Suddenly, a long line
at the post office or supermarket takes on a whole different
flavor when it becomes an opportunity for uninterrupted Katamari.
Those guys at Namco deserve some kind of prize.
By the way,
check out ths TV ad for Travelers Insurance that delightfully
recreates Katamari. Blogger
Florian Eckhardt makes an intriguing suggestion:
I've only played a bit of the first Katamari. Do any of
the levels allow you to build a Katamari so big that you
eventually manage to roll-up the planet you're on, then
continue to build your katamari until you make a star of
all creation, sucking up black holes and galaxies? Eventually,
you get so big that you realize that the entire universe
is but one small molecule in an infinitely recursive
cosmos, and you can actually continue to expand your universe
throughout infinity? That really does seem like the natural
conclusion of the concept.
I totally agree. A fourth Katamari is supposedly in the works.
Namco, want to take this idea and run with it?
Update:
see my many Katamari-related links on del.icio.us, especially
the interview with the game designers.
© ethan hein 2007 | back
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