Videogame
Beautiful Katamari
(Rated E.)
A Namco Bandai presentation of a game developed by Namco Bandai for the Xbox 360.
As a sequel to arguably the most original videogame to come along in
the past decade, "Beautiful Katamari" has a relatively simple task:
bring the franchise into the hi-def, surround-sound, online age without
screwing anything up. That's what it accomplishes, and nothing more.
Longtime fans and newcomers to the franchise will thoroughly enjoy the
new levels and the competent, if not exactly deep, online play options.
But the lack of anything truly new demonstrates it's time for a sequel
to shake things up at least half as much as the original "Katamari
Damacy" did three years ago.
Describing "Katamari" to anyone who
hasn't played it is a difficult task, since it's so fundamentally
different from other videogames. There's no shooting, no enemies, no
destinations to reach, and not even any buttons to push. Players use
the two analog sticks on a controller to steer a sticky ball that's
being pushed by an alien prince. The ball picks up everything it rolls
over and grows in size in the process. A typical level could see the
ball start off rolling up thumbtacks and end devouring elephants.
"Beautiful
Katamari" follows the exact same formula, but kicks it up a notch. As
the first installment on a next-gen platform, it features dazzlingly
bright graphics, which fit perfectly into the franchise's Crayola-esque
palette. Surround-sound lets players hear amusing sound effects, like
braying animals and cops futilely firing their guns.
The biggest
improvement in "Beautiful Katamari," however, is the scope. While the
final level of the last game, "We Love Katamari," had players rolling
up mountains and the Great Wall of China, this one goes much further.
By the end, players will be rolling up major cities, continents and,
finally, entire planets. It's truly trippy -- in the best sense of the
word -- to start off the size of a shoe and end up bigger than Jupiter.
It
also continues the insane, yet uniquely Japanese, plot of its
predecessors. The prince is sent to roll up items on Earth by his
father, the King of All Cosmos, who in "Beautiful Katamari"
accidentally ripped a hole in space with a tennis ball and needs his
son to roll up new planets in order to fix his mistake. Despite his
penchant for wearing tights and shooting rainbows out of his mouth, the
king is a stern taskmaster. Even when players succeed at a mission, he
asks "Is this all you want out of life? Mediocrity?" Fail at a level
and the king says, "We get it. It's a slacker thing. What's next?
Videostore clerk? Screenwriter?"
But "Beautiful Katamari" is
short on new ideas. Many levels, in fact, are just identical maps
populated with different items. The J-Pop soundtrack, while still
peppy, has some of the same songs already used in "We Love Katamari."
On- or offline competitive play is a welcome addition, but it would be
much better if there were more than just a handful of maps from which
to choose.
Now that it has online capabilities, the "Katamari"
games are screaming for the kind of customization and sharing options
Microsoft put into "Halo 3." If they were given the tools, players
would undoubtedly design an endless array of amazing maps with crazy
items to roll up, from replicas of real places to new worlds populated
only with whales, scotch tape and hamburgers.
Perhaps the King of
All Cosmos put it best in one of his classic expressions of faint
praise at the end of one level: "Well, it's not hideous. Wish you'd
tried harder."
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