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Review: Beautiful Katamari

Beautiful Katamari

3.5 out of 5

Beautiful Katamari is the latest addition to this surprise hit series. Who knew that a little budget priced title with a quirky cover would spawn several follow-ups and be such a hit among the gaming public? Anyways, Beautiful Katamari follows directly in the footsteps of its predecessors. For the most part, that is a good thing, but some fans may be disappointed and come away with a feeling that they've played this game before. This is still fantastic game and a worthy entry to the series. For the full review, make the jump.

Story
I know, there has never been a true story to any of these games, but I feel obligated to let you know what the King has done this time. During a seemingly innocent game of tennis, the King got all riled up and hit the ball with all of his cosmic might! This sent the ball flying into the sky with such force that it ripped the sky and created a black hole. The Prince's mission, as per usual, is to fix the King's mess by rolling up tons of stuff to, eventually, plug that black hole with your huge katamari. Sadly, there are no silly little intermissions at certain intervals as there were in Katamari Damacy or We Love Katamari. That is one thing I truly missed, but it wasn't so bad that it disappointed me outright. The game has a few other things in it that more than make up for it.

Graphics
The graphics are exactly what you expected them to be. If you were expecting them to be "mindblowing" on the Xbox 360, you've got another coming. I have seen where many people have dogged the game for looking almost exactly like the previous entries. This time, however, the textures and overall look is a lot sharper. Another noticeable difference is the lack jagged lines. Jeebus bless antialiasing, something the PlayStation 2 was never good at. Still, I love the look of this series and I am just fine with it looking exactly the same. Seriously, what did people expect? Even though I am happy with the look, one thing that did bug me a little was the sight of items fading into view. That is not something I expected on the 360, especially in relatively short distances from the katamari. It's a minor gripe, but a noticeable one at that. Thankfully, the music is better than ever.

Music/Sound
The same old sound effects are back, but the music is new and Beautiful Katamari has one of the best soundtracks in the series. The music is varied and exhilarating. It really gets you going and all excited about rolling a ball around to pick up stuff. Fortunately, this fantastic soundtrack can be accessed via the Katamari Memorial after you beat the game. From there, you can select any track you want and play it to your little hearts content.

Extra Stuff
The soundtrack, however, is not the only thing you can find in the Katamari Memorial. Should you have any desire to see the introduction, prologue and epilogue, you may do so from this area. You will also be able to play the minigame that commences during the closing credits. This minigame is actually pretty fun. You shoot stuff and roll it up. Good times! Anyways, after you beat the game, you gain access to a level where you can make Uranus. Not surprisingly, the King of All Cosmos is all about Uranus. It would seem that he's quite obsessed with it and even goes so far as to say it's a fun place. Hmmm, methinks something is behind that.

Gameplay/Controls

The gameplay in Beautfiul Katamari is still as simple as it always has been. You use the analog sticks to control the katamari. A few buttons help you see things from the air or allow you to switch directions instantly. Same old stuff and lots of truly bizarre things to roll up. I do not really have anything to complain about, though it seemed really easy to get stuck in places this time around. Maybe it was just me, but it seemed like I could get stuck more easily in places that I should have been able to roll out of. I will be playing the game again and again, so we'll see if this continues to be an issue. Otherwise, that's my only complaint...almost.

My other complaint about this game was the lack of stages and the recycling of the same one for the first few missions. I do realize that this is something that has always been done with the series, but because there are far fewer stages to roll in than the previous games, it just feels like too many of the requests took place in the same area. Perhaps I'm just nuts, but let us hope that we get some more stages via the Marketplace or something.

Now, I did lie, I have one more complaint. The camera can be quite the bitch. In tight spaces, the camera usually hollows out an area through which you can see your katamari if it goes behind something, but many times it just doesn't do that. In turn, that blocks your view thus wasting precious seconds trying to get out from behind something that you can see, especially if you are stuck somewhere. At least the King has some pretty awesome lines this time around, though one can certainly tell that this was written for North American audiences as opposed to the quirky literal translations we were treated to in Katamari Damacy and We Love Katamari.

Multiplayer
I didn't get to dabble with this as much as I would have liked, but what I did play in this mode was fun. You roll your katamari around in versus mode to see who can create the bigger ball. Along the way, you can 'attack' your opponent and knock some of their stuff off. This can be done either online or locally. Besides that, there is coop, which is exactly the same as We Love Katamari. You work together to create a katamari of sufficient size by having one person control the left, and the other controlling the right. Expect lots of yelling, unless you have worked out a good system or are telepathetic. In that case, coop can be a blast.

Final Thoughts
Beautiful Katamari is a fine game and a great entry to the series. People looking for something new will be disappointed, but for those who welcome something familiar, you will be most pleased. Even though the game has fewer levels than its predecessors and can be finished in the course of an afternoon, there is always downloadable content to look forward to. I just hope it comes out soon, but I will cringe if it costs a whole lot for a stage or two. So do yourself a favor, go forth and buy it from our store. Enjoy the music and roll around in bliss...unless you get stuck in some places like me.

13 Comments

Momo said:

crap compared to the first 2 awesome games. probably since the original creator didn't work on it. 2 out of 5.

TR Rose said:

We *love* all things Katamari, but We were disappointed by this one. Too much was recycled from the earlier 2 games (the soundtrack, the descriptions of rolled-up items), too few requests to fulfill, no cutscenes, the dreadful slowdown (which shouldn't have happened on the 360), getting stuck, the bad camera...

We are happy to still have Our copy of We *love* Katamari, which We still contend is the best in the series. Any Katamari is good, but We expected more in a next-gen environment. We think this was rushed.

Magic Pink said:

This is definitely the worst of the console Katamaris. It's bland and has completely lost the fun, simple feel of the first two. There's no way it rates a 4 out of 5.

ZukinLWW said:

Thank you guys for validating all my points. Hugs and cookies for all!

Super Timsy Author Profile Page said:

Ladies and gentlemen, I decided to lower the score from 4.0 to 3.5 after thinking about it for some time. It did not deserve a 4. In this case, I wish we had a 3.75, but since we don't, I gave it a 3.5 as this one just did not offer up anything significant over previous titles.

In fact, I will go on to say that We Love Katamari was a superior title. One thing that really gets me is the potential of spending more money for stages that should have been there in the first place. The end.

game-boi said:

*semi trollish-rant warning!*

Timsy, why bother with a "X out of Y" score system, if your comments remain the same at 3.5 and 4?

At "4 out of 5", you made a solid case for basically saying that it isn't the deepest game, but it's fun for what it is. You even put it in a perspective for fans of the series and people new to the Katamari games. So if your "final thoughts" section does more than any arbitrary point system is going to offer someone, why bother with it? What's the difference if it's a 3.5 or 4?

My biggest pet peeve with video game reviews as a whole is reviewers (and some readers) place more weight on numbers than review content. Granted that this example isn't anything on the level of the current frenzy over at 1up (VF5 ps3 9.5, VF5 360 10!!1!eleven) or Gamespot's infamous Zelda review last year (8.8). The "need" to scrutinize and quantify the abstract notion of "fun" with numbers detracts and distorts the substance of reviews.

SuperTimsy said:

I absolutely get what you're saying, game-boi, but assigning a numerical score is beyond my control.

Toots Author Profile Page said:

Reviewing games is a way to communicate the experience of playing a game, and to note the strengths and weaknesses of the title. Scores are a necessary part of reviewing. Every site that reviews games puts a numerical value on them.

Movies are generally reviewed with a star system, but there is a huge difference with games. 3 out of 5 stars for a movie is completely average, a 50% score for a game is failing. Most reviewers place their score as if it follows the scholastic 10 point grading scale. I wish there were a better way to standardize the reviewing scores for games, so we can all be on equal footing.

game-boi said:

Shouldn't a review's content, not a two digit numerical summary, communicate the experience?

I don't see how the reviewer's point of view playing a game *necessarily* relies on assigning the experience a numerical value. It's a shallow/quick way to do it, sure. But it's not necessary and oftentimes misrepresents the content of the author's review.

Not to nit pick here but, there are plenty of places that review games without numerical/letter scores. The most notable of which would be the system from the now defunct Daily Radar (Dud, Miss, Hit, Direct Hit). The vast majority of these systems boil down to telling readers "avoid, rent, maybe buy, buy." One could argue that system could be easily be replaced with a 4-star system, but it still bypasses any .5-nonsense. On 1up, classic downloadable content (read: old school stuff) is judged by a pass/fail recommendation system. Granted these systems differ depending on the goal/depth of the review, these systems still accurately provide the reader with an insight into the gameplay experience.

I promise I wouldn't rant/whine about this anymore.

jonostarsmore said:

I full-heartedly support a non-numerical review system where the reader has to base his/her judgement of the game based on the reviewer's words and not just a bottom line number. Whether or not this is feasible with the growing importance of sites such as metacritic or rottentomatoes is another question. If we started approaching reviews the same way we approached reviewing movies (and Kotaku has a great article on this) where 4 out of 4 meant an amazing, not perfect, game, then the number rating system would have a bit more credibility.

I liked that gaygamer used to review games sans scores...those were very approachable and weren't weighed down by bottom line numbers.

ZukinLWW said:

I think the two aren't mutually exclusive. Why not have a numerical system for those of us who are on the go and want a quick and dirty breakdown of how good or bad the game is, matched up with a textual review for those of us who have the time to sit down and give a read?

That's what I'd do. Because I'm a Buddhist. :-P

game-boi said:

@ZukinLWW

Because a numerical system has the inherent risk of representing the content of a review (which is what occured here IMO). A numerical system opens the door to nondescript vagueness where a short concise "Final Thoughts" section communicates more than a number ever could.

and lordy... don't get my started about how Metacritic/gamerankings. If there's one reason to remove numerical reviews systems it's to put an end to "importance" of these sites judging art like it's a can opener.

ZukinLWW said:

@game-boi

While I understand your point completely, game-boi, I still have to express my affection for numerical ratings, simply because they help me in my job. If a customer comes in and says "What did Conan get," for instance, I can say to him, "Oh, mid-range, 6-8," and then if he's still interested I can then give him a more complete review. The numerical system just works. Now, I'm not a huge fan of aggregate scores, like, a 5 in gameplay and a 3 "extras" getting the same score as a game that has a 3 in gameplay and a 5 in extras. But a separate game score alongside a review is a powerful tool.

By the way, that's a mighty cute brain you've got there. XD

And girls who like girls who like rumble packs!

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ZukinLWW on Review: Beautiful Katamari: @game-boi While I understand your point completely, game-boi, I still have to express my affection for numerical ratings, simply because...

game-boi on Review: Beautiful Katamari: @ZukinLWW Because a numerical system has the inherent risk of representing the content of a review (which is what occured...

ZukinLWW on Review: Beautiful Katamari: I think the two aren't mutually exclusive. Why not have a numerical system for those of us who are on...

jonostarsmore on Review: Beautiful Katamari: I full-heartedly support a non-numerical review system where the reader has to base his/her judgement of the game based on...

game-boi on Review: Beautiful Katamari: Shouldn't a review's content, not a two digit numerical summary, communicate the experience? I don't see how the reviewer's point...

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