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View Full Version : Me & My Katamari Announced for PSP


fitbabits
11-17-2005, 08:15 AM
From a news article (http://www.gamecloud.com/article.php?article_id=2338) originally posted on Gamecloud (http://www.gamecloud.com):

Me & My Katamari features a brand new island-themed interface, hundreds of new objects to collect and the biggest cast of Cousins yet. The controls of its PlayStation 2 predecessors have been intuitively remapped for handheld play, offering players the same simple and immediate gameplay experience. With improved customisation, the Prince and his Cousins can now wear up to three funky accessories at once, so they really look the part.
Ooh, fun! Anyone else think this would be awesome on DS, especially with the touchscreen technology?

AntB
11-17-2005, 08:20 AM
This is one game where the 'Tilt' sensor would actually be proper.

HumpYourWay
11-17-2005, 08:21 AM
DS my ass!

fitbabits
11-17-2005, 08:22 AM
DS my ass!
Is that an invitation?

PantherModern
11-17-2005, 08:34 AM
For some reason I am remebering a rumor that stated there was a Katamari game in development for DS. Maybe Sony put the kaibosh on that. Anyway, portable Katamari is definitely something I can get behind. Although, the cursed analog nub might have to be employed.

MosBen
11-17-2005, 08:41 AM
Now, I haven't played We Love Katamari, so I might have missed something relevent, but why should I care about the cast of cousins. Is it anything other than cosmetic? I certainly didn't care about the cousins in the original game.

Heretic Machine
11-17-2005, 08:41 AM
Funny... last I heard the Katamari game for the PSP sucks ass. Dunno why they'd make another one.

thecrazyd
11-17-2005, 08:43 AM
Funny... last I heard the Katamari game for the PSP sucks ass. Dunno why they'd make another one.
Thats because this is the first Katamari for the PSP.

Metal Jesus
11-17-2005, 08:45 AM
I will pick this up. OH YEAH!

Bone
11-17-2005, 08:51 AM
I would love Katamari for DS but I think the interface would need to change significantly. Maybe the Katamari could be on the bottom screen, and the main view at the top showing where you're going. You could then rub the bottom screen to roll him around without blocking your view.

wudi
11-17-2005, 08:54 AM
I think I read in EGM that it uses the nub and the face buttons to replace the PS2's dual analog setup. I haven't seen it in action, but to me, it seems like it would limit the functionality a little bit.

The DS's touch screen would be perfect for a Katamari game, and since the series isn't pushing the graphics technical-wise, the DS's hardware should be able to handle it.

Chimpbot
11-17-2005, 09:12 AM
Funny... last I heard the Katamari game for the PSP sucks ass. Dunno why they'd make another one.

To be specific, I've heard a decent amount of complaining about the controls. They just don't seem to be quite as intuitive as they are in the PS2 games. It's sounding like a bit more of a hassle to play than anything else. Half of the fun of the first two games was the simple, yet extremely tight and intuitive controls. If that's gone with the PSP version, what's the point?

Kamalot
11-17-2005, 09:22 AM
I've only heard bad things about the control implementation of the PSP Katamari game. Not having played it myself, I can't speak volumes on it. I believe the term I heard used to describe the controls was, "Broken."

Hewie
11-17-2005, 09:29 AM
Katamari is my cocaine.

TrackZero
11-17-2005, 09:36 AM
For some reason I am remebering a rumor that stated there was a Katamari game in development for DS. Maybe Sony put the kaibosh on that. Anyway, portable Katamari is definitely something I can get behind. Although, the cursed analog nub might have to be employed.

Namco did say they were making it for the DS, Nintendo then went with that and posted about it in Nintendo Power. Namco then decided to change their minds and cancelled the project.

I own both portables, but I'd MUCH rather play this on my DS.

Cupelix
11-17-2005, 09:59 AM
Now, I haven't played We Love Katamari, so I might have missed something relevent, but why should I care about the cast of cousins. Is it anything other than cosmetic? I certainly didn't care about the cousins in the original game.
In We <3 Katamari, you can roll the cousins up and then play any of the levels as them. Some of them are much more amusing than the Prince himself (such as Miso, who is shaped like a big bowl of soup). Does it really add anything amazing to the game? No. That is not to say, however, that it doesn't add a bit of welcomed variety to the game.

Rafer
11-17-2005, 10:18 AM
I think I read in EGM that it uses the nub and the face buttons to replace the PS2's dual analog setup. I haven't seen it in action, but to me, it seems like it would limit the functionality a little bit.

Yeah I've read that too, sounds strange. I would have thought "nub + shoulder buttons" would have been the way to go.

The DS's touch screen would be perfect for a Katamari game, and since the series isn't pushing the graphics technical-wise, the DS's hardware should be able to handle it.

I'm not sure the DS could do the game justice, considering the number of objects on sceen. Katamari Damacy is a good example of a game that couldn't really have been done well on a previous gen.

Hellstorm
11-17-2005, 10:24 AM
Friend played this at TGS, said it was painful as hell to play.

Hellstorm
11-17-2005, 10:26 AM
Yeah I've read that too, sounds strange. I would have thought "nub + shoulder buttons" would have been the way to go.



I'm not sure the DS could do the game justice, considering the number of objects on sceen. Katamari Damacy is a good example of a game that couldn't really have been done well on a previous gen.

Dude, some of the models in the game are PS1 level polygon count. Even then a good LOD scheme can do wonders.

Worldcrafter
11-17-2005, 10:54 AM
Dude, some of the models in the game are PS1 level polygon count. Even then a good LOD scheme can do wonders.

While it's true the models had a low polygon count, the physics involved in the game are probably fairly complex. It's not easy to have collision detections based on a collections of objects that keeps changing. I would love to have a Katamari game for my DS, but I think would be difficult for a developer to implement technologically. Here's hoping Namco lets a team of its finest take a crack at it.

Captain Awesome
11-17-2005, 11:13 AM
The creator of Katamari says he really thinks the PSP version sucks too. Apprently he's very unhappy with its turn-out. I'd like to know what he hates about it.

I know a DS version will happen, someone mentioned it awhile back from Namco.

disc
11-17-2005, 12:02 PM
I bet he doesnt like the controls either.


Use the analog or dpad for moving relative to the camera... forward/back + left/right...

Use the shoulder buttons or square and circle for rotation...

Bone
11-17-2005, 12:35 PM
I've heard a rumor (from two DS developers I know, so it's less a rumor than a claim) that the DS can only handle 2,000 polygons per screen at one time. Come to think of it, I haven't seen a DS game yet that disproves it. If true... I'm pretty disappointed. Can't see how you could pull off Katamari with those limitations.

Blade
11-17-2005, 02:09 PM
Holy Mahatma, you mean there's an upcoming PSP game that I want?

Yow!

Player 1
11-17-2005, 02:42 PM
I've only heard bad things about the control implementation of the PSP Katamari game. Not having played it myself, I can't speak volumes on it. I believe the term I heard used to describe the controls was, "Broken."

Everything I've heard about the last build shown to journalists is the they've totally broken that perfect dual-stick control in the PSP version. Admittedly, without dual sticks available on a PSP it's not surprising.

I simply can't imagine the game being played without dual control - the tightness it offered (once mastered) was perfect yet still slightly surreal feeling. I'd hate for it to end up feeling loose and slidey - that's fine for Super Monkey Ball style games but not Katamari.

It'll take some pretty cunning control design to get it right for PSP, that's for sure.

Captain Awesome
11-17-2005, 02:56 PM
I've heard a rumor (from two DS developers I know, so it's less a rumor than a claim) that the DS can only handle 2,000 polygons per screen at one time. Come to think of it, I haven't seen a DS game yet that disproves it. If true... I'm pretty disappointed. Can't see how you could pull off Katamari with those limitations.


Its nto a rumor the DS can only handle so many thosands of poly's on screen. But if they can turn out stuff like this http://www.ds-x2.com/viewimage.php?t=1132268166&filename=../news/dennis/ffds.jpg

Im sure they can figure out to allow the handheld to house bigger areas in some way.

Magnanimous Gnome
11-17-2005, 05:01 PM
Its nto a rumor the DS can only handle so many thosands of poly's on screen. But if they can turn out stuff like this http://www.ds-x2.com/viewimage.php?t=1132268166&filename=../news/dennis/ffds.jpg

Im sure they can figure out to allow the handheld to house bigger areas in some way.


I followed that link, and got what has to be one of the snottiest messages I have seem on the Internets in sometime. Sheesh those people are whiney.

TrackZero
11-17-2005, 10:33 PM
I know a DS version will happen, someone mentioned it awhile back from Namco.

See the earlier comments, the DS version is officially cancelled. There's no rumors after that. It's dead and buried.

Laughing_Penguin
11-18-2005, 08:36 PM
Everything I've heard about the last build shown to journalists is the they've totally broken that perfect dual-stick control in the PSP version. Admittedly, without dual sticks available on a PSP it's not surprising.

I simply can't imagine the game being played without dual control - the tightness it offered (once mastered) was perfect yet still slightly surreal feeling. I'd hate for it to end up feeling loose and slidey - that's fine for Super Monkey Ball style games but not Katamari.

It'll take some pretty cunning control design to get it right for PSP, that's for sure.


According to Gamespot's hands-on (which you can find here (http://www.gamespot.com/psp/action/katamaridamacy/news.html?page=1&sid=6133445) ), the PSP version does keep the dual control, just without the analog stick:

With only one analog stick on the PSP bringing the party down, Namco has instead mapped the game's control sticks to the D pad face buttons on the front of the PSP. While there's a certain level of refinement that only true analog control can deliver, the PSP's all-digital controls do feel like they give you more than enough control over your katamari to succeed.

It's a compromise imposed by the hardware, but one that should work just fine while staying true to the gameplay. I'd actually be more worried if they tried to force the analog stick to be used along with some weird configuration of shoulder buttons and such. From the information given so far (as opposed to a collection of various internet rumors that system bashers like to cling to) it sounds like it will be a worthy addition to the franchise. I'm really looking forward to it.

Player 1
11-19-2005, 04:34 AM
Yeah.. sorry but that's the version I was referring to. The analogue control mapped to buttons doesn't quite cut it. Dual control with identical sticks is one thing - the initial awkwardness of pushing up on two sticks to roll forwards or up and down to rotate is one thing. Your head has to get around lateral movement that's been split down the middle and shared across two sticks. The problem with the button mapping is that you have to deal with the additional mental adaptation of converting stick movement across four buttons. It's just the wrong side of compromise.

fitbabits
11-19-2005, 06:26 AM
[off topic]

Player1 - A point on your signature. You do realize that there is a big difference in both posts, right?

You boxed the following quote from the Madden 06 post by bapenguin:

"but let's wait to judge it until we see it in motion"

And on the NBA 2K6 post, again from bapenguin:

"Umm...WOW?"

This appears to be an attempt by you to validate your many claims that Evil Avatar (EvAv) is unfairly critical of Electronic Arts (ElAr). In reality, all you've done is make yourself look like an ElAr fanboy. bapenguin clearly states (and thanks to your cunning use of boxing, we can all see it) that judgment will be reserved on Madden until it's seen in motion. The NBA 2K6 post had videos and static screens, and so bapenguin had justification on judging it based on his own criteria from the Madden 06 post.

[/off topic]

Groo
11-19-2005, 08:44 AM
Yeah.. sorry but that's the version I was referring to. The analogue control mapped to buttons doesn't quite cut it. Dual control with identical sticks is one thing - the initial awkwardness of pushing up on two sticks to roll forwards or up and down to rotate is one thing. Your head has to get around lateral movement that's been split down the middle and shared across two sticks. The problem with the button mapping is that you have to deal with the additional mental adaptation of converting stick movement across four buttons. It's just the wrong side of compromise.

And I'm sure you've actually played the PSP version.

mister_slim
11-20-2005, 04:12 PM
And I'm sure you've actually played the PSP version.
No, that's the control setup. Namco doesn't seem to understand why Katamari worked.

Player 1
11-21-2005, 05:19 AM
And I'm sure you've actually played the PSP version.

Thank you for your vote of confidence.

I give it a 6/10