![]() ![]() In WLK, charging your katamari has become easier, but it's basically required in some missions for you to finish on time. It has more to do with the charge-and-roll mechanism. It's not anything to do with the controls, as they fairly remained intact. In KD, it was fairly easy to finish your star-making missions. Not only are there more missions, but they actually require skill to complete. ![]() Well, with We Love Kata mari, the latter problem has not been fixed, (in fact, I think it's gotten worse.) but the lovely people at NAMCO have made full completion of your Cosmos more, let's say, ENGAGING. But that's because apparently I don't blink while playing Katamari. :D ) and it has a tendency to make your eyes feel like they're on fire after playing for a few hours. (Or, in WLK's case, planets.) Katamari Damacy was an extremely fun game whose only shortcomings were its extremely short finishing time, (I was done in about two hours, but replay value is priceless. For those who are familiar with the first game, Katamari Damacy, the goal is essentially the same: roll up as much stuff as you can in the smallest amount of time so your crazy daddy, the ever-creepy/awesome King of All Cosmos, can set it no fire and turn it into a star that he knocked out of the sky. Whenever I'm having a bad day, I like to come home, kick off my shoes, and play me some Katamari. ![]()
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