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New Me & My Katamari screens

crunker99

Member
got some screens in today but i think only 2 or 3 are new

kat1.jpg


kat1.jpg


http://www.gamersreports.com/media/160/

didnt see em on gs or ign those 2, if they are old just lock me down
 
Just look at those screen shots and ask yourself- would those graphics even be possible on the DS?

The Magic 8 Ball says No.

Even on the PS2 they have to cut WAY back on polygon models and texture mapping(and that's if the object has texture mapping at all) to be able to have the hundreds of objects on screen at one time and draw distance.
 
Who has succeeded more with the branding of the newly created franchises going into next gen? Capcom with VJ or Namco with Katamari?
 
Having played this at TGS, I assure you its graphically fine. A little bit of slow down occasionally, but I kinda expected that.

I only had like 5 minutes with it, so I didnt totally get to grips with the control system. Felt a bit off, but I imagine you could get quite used to it.

And yes, a DS version would be impossible. A shame, as the touchscreen would have been great. If only Nintendo had given the silver brick some power behind it :/

I'm very intrigued by the changing seasons and night/day aspect. Would like to see that, as not enough games feature such old tested and true ideas.
 
heres the pr from today too from namco

"The mesmerizing appeal of the Katamari franchise's game play continues to transcend cultural boundaries and receive critical acclaim," said Yoshi Niki, Business Unit Director, Namco Hometek Inc. "We are excited to expand our offerings to the PSP system, so that our fans can play Katamari whenever and wherever they are."

Taking a break from celestial construction, the King of All Cosmos takes the royal family on vacation to a tropical island paradise, where they become tasked with the responsibility of creating new katamari islands for homeless animals. An epic undertaking of this time, earthly proportions, the King calls upon his pint-sized son, the Prince, and all of his cousins for help.

New, exciting features found in "Me and My Katamari" include:

Wireless play for up to four people on the PSP system;

A cast of playable characters that includes the Prince and his cousins – a mix of familiar faces and new additions;

A host of customization options for player characters, including new masks and headgear, as well as the ability to wear them on the head, face and body;

A new island interface that highlights player options and the different stages represented by animals in need of new homes.
 
While the controls may not be ideal, I imagine that they will be perfectly servicable and that we'll all adjust accordingly.

On the other hand, NOBODY can adjust to 256x192 and PSOne-era 3D. :(
 
The games renders and scales more objects onscreen far beyond what N64/PS1 could do, I'm not even diving into polygons/geometry or even resolution, just sheer scale and numbers of objects alone.
 
Drinky Crow said:
On the other hand, NOBODY can adjust to 256x192 and PSOne-era 3D. :(

I can adjust to that a whole lot better than a system hardly having any games I want to play.
 
Luckett_X said:
Having played this at TGS, I assure you its graphically fine. A little bit of slow down occasionally, but I kinda expected that.

I only had like 5 minutes with it, so I didnt totally get to grips with the control system. Felt a bit off, but I imagine you could get quite used to it.

And yes, a DS version would be impossible. A shame, as the touchscreen would have been great. If only Nintendo had given the silver brick some power behind it :/

I'm very intrigued by the changing seasons and night/day aspect. Would like to see that, as not enough games feature such old tested and true ideas.

The thing about the PSP game is that you have to really understand the tank-style control of the game. On a DualShock, it's intuitive, and even though you fight the control sometimes or do stupid things to try to gain control over the ball, it comes natural. PSP, you really have to keep in mind that up and down spin around and all that stuff. It's not as natural a fit. Can be fun, though.

I can't imagine that DS would have been able to handle it, just on sheer scale of the world and object density. However, as far as the ball collecting, they could have gone the "Sumo" route and had a few things stick before they're absorbed, so that would have been a start towards handling it (though half the fun is seeing everything stuck to the Katamari. Having all that stuff in the 3D world, tracking locations for stuff that falls down and what's gotten picked up, would have been much trickier. It may be possible, but I don't know how.

Funny that the PSP one didn't go the route of a tilt add-on. That could have been cool, although I'd like to have seen some control still on the stick or D-Pad if they went that route (something about Katamari doesn't seem right with just full marble rolling control.) Mercury and now Katamari are both going without a tilt add-on for unknown reasons.
 
I think I would have altered the control scheme to instead use the L and R buttons to move you round the katamari and just use the dpad. It would have been more... natural I think. Pity theres no way of directly contacting the developers and trying to get them to change it or add it in.

Games should definitely bring back configurable controls these days. I don't see any reason why they shouldnt. Just seems like something thats been taken out of lots of games for very little reason.
 
Minotauro said:
Judging from the screens, neither does the PSP apparently.
What are you saying? This looks very simillar to the PS2 version.

Now if they only allow for a control using analog pad, and shouder buttons it would be great :\
 
I can adjust to that a whole lot better than a system hardly having any games I want to play.

So I'm assuming you don't own a DS? Eh? Bueller? 'cuz the PSP library completely and utterly spanks the DS' meagre selection.
 
Drinky Crow said:
So I'm assuming you don't own a DS? Eh? Bueller? 'cuz the PSP library completely and utterly spanks the DS' meagre selection.

Well yeah, if you include the movies for psp.
 
all of you, just fuck off. Its not hard to see why Nintendo fans are the most insufferable and get ridiculed most of the time.

Katamari Damacy, or a game close to it's original vision, simply isnt possible on the Nintendo DS. A large 3d area with a large variety and amount of objects is beyond the DS' scope. Also, theres a reason why the graphics are simple on the PS2, because thats how the game was possible in the first place. The DS is not graphically or power-superior to the PS2, so you can just shut the hell up with your "lol would be better on DS". Youre just gonna have to get used to there being 2 mainstream successful handhelds now, with appealing games for each.

As for how the controls were implemented, its basically a clone of the dual analogue set-up, but with the d-pad and 4 buttons being used instead. Its a bit odd, but I imagine it could be adapted to.

An idea I just had was for PSP Katamari to come with some sort of 'stick on' joystick for the d-pad and button sides. I'd imagine a simple solution could be found, as I faintly remember rubbish 'stick on' nubs for d-pads back in the 16 bit era.
 
Luckett_X said:
all of you, just fuck off. Its not hard to see why Nintendo fans are the most insufferable and get ridiculed most of the time.

Katamari Damacy, or a game close to it's original vision, simply isnt possible on the Nintendo DS. A large 3d area with a large variety and amount of objects is beyond the DS' scope. Also, theres a reason why the graphics are simple on the PS2, because thats how the game was possible in the first place. The DS is not graphically or power-superior to the PS2, so you can just shut the hell up with your "lol would be better on DS". Youre just gonna have to get used to there being 2 mainstream successful handhelds now, with appealing games for each.

As for how the controls were implemented, its basically a clone of the dual analogue set-up, but with the d-pad and 4 buttons being used instead. Its a bit odd, but I imagine it could be adapted to.

An idea I just had was for PSP Katamari to come with some sort of 'stick on' joystick for the d-pad and button sides. I'd imagine a simple solution could be found, as I faintly remember rubbish 'stick on' nubs for d-pads back in the 16 bit era.

Nintendo fans? I think you mean fanboys in general.

Katamari could certainly be done on the DS, though there would have to be some definite downgrading in the graphics and number of objects in the game. Katamari was never about great visuals, and those laughing at these PSP pics have no idea what this game's about in the first place.

That being said, I think the biggest issue most people have with this are the controls - or, at least, the biggest reason why some people are hoping for a DS version. I imagine Katamari DS would be really fun and intuitive with a d-pad/stylus combo for movement. I'm just afraid of what it would look like given the DS' inferior hardware. Hopefully the PSP version is great, though. I'm looking for more reasons to purchase one, and a portable version of KD would certainly make my decision easier.
 
Drinky Crow said:
So I'm assuming you don't own a DS? Eh? Bueller? 'cuz the PSP library completely and utterly spanks the DS' meagre selection.


I find it hard to believe that even the most jaded fanboys can speak these words, and truly mean it.
 
iapetus said:
Your 'fix' just gives two more reasons why the PSP is a better match than the DS for Katamari. Thanks for playing, though.
My post was about neither of the two handhelds being able to do justice to Katamari. I don't play that game. (DS VS. PSP Bitchfest, I hate them both for different reasons.)
 
Oni Jazar said:
Downgrade in graphics? How much more downgrade can you get? Katamari is basically Cubivore graphics.

Whoa, Katamari's graphics were way better than anything Cubivore offered. Have you played it? I assume you're saying it's "basically Cubivore graphics" because of the "blocky" style of a lot of the objects. The style, textures, and sheer abundance of things going on and objects in the game destroys whatever Cubivore was trying to do.

921111_20050519_screen006.jpg


VS

cubivore-b61.jpg


It's not even close.
 
Drinky Crow said:
The DS doesn't have the resolution or the 3D horsepower to do Katamari justice.

I don't care about the graphics as much as I care about the music in the Katamari games. Can you imagine hearing a Katamari soundtrack on the DS? My ears, they bleedeth.
 
To those saying the DS couldn't handle it, why does everything in Katamari have to be a polygonal object? Trading out simple objects that don't animate (flower pots, bundles of magazines, and all that) for sprites would have approximately the same effect with a MUCH smaller hit on the processor, and it's about retaining the gameplay, so as long as they could echo the physics, it'd still get the job done.

I think everyone's shouting "DS!" because the idea of trying to remember slightly crippled PSP controls is less appealing than the possibilities of actually pushing the Katamari around with the touch screen. Although that'd probably get tiring, I don't know. I like the idea of a tilt cart, though.
 
Kulock said:
To those saying the DS couldn't handle it, why does everything in Katamari have to be a polygonal object? Trading out simple objects that don't animate (flower pots, bundles of magazines, and all that) for sprites would have approximately the same effect with a MUCH smaller hit on the processor, and it's about retaining the gameplay, so as long as they could echo the physics, it'd still get the job done.

I think everyone's shouting "DS!" because the idea of trying to remember slightly crippled PSP controls is less appealing than the possibilities of actually pushing the Katamari around with the touch screen. Although that'd probably get tiring, I don't know. I like the idea of a tilt cart, though.
You don't have an unlimited amount of sprites. I think what you are thinking of is billboarded textures on a flat poly, but then you have texture space etc.
 
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