Touch my Katamari

Touch my Katamari

7 expert reviews - 0 user reviews

6.6/10
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We have collected 7 reviews of the Touch my Katamari. Experts rate Touch my Katamari 6.6/10. Reviewsor.com helps you find reviews, best prices, user reviews of the Touch my Katamari and PS Vita Games.

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Touch my Katamari Reviews

VideoGamer

02/2012

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6.0/10

Touch My Katamari Review

The other day I was thinning my game collection a bit when I came across Katamari Forever collecting dust, but I couldn't get rid of it. I hadn't thought much about the series in a while, but nostalgia somehow stayed my hand. That's the power of Namco Bandai's quirky series. But this is also a series that hasn't adapted well to change, and the absence of major innovation in recent years is evidence enough that Namco Bandai has been struggling over what to do with the brand since creator Keita Takahashi left to pursue other projects. The Vita's cheekily dubbed Touch My Katamari attempts to inject some interest into the franchise with touch controls and a morphing katamari conceit, but unfortunately it all kind of feels like a shallow afterthought. As the always-entertaining King of All Cosmos explains in Touch My Katamari's tutorial stage, now the player has the ability to shape their katamari, the series' signature physics-defying ball constructed by rolling up objects of various sizes (paper clips, people, eventually entire continents etc) scattered around levels.

GameSpot

02/2012

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7.0/10

Touch My Katamari Review

There was a time when the King of the Cosmos was a colorful personality, larger than life. Perhaps his fame had something to do with a jaunt in the sky that temporarily left Earth with no stars, or maybe people just loved his absurd overreliance on the royal "we." Whatever the case, the peculiarly clothed king was anything but forgettable. According to Touch My Katamari's story, game enthusiasts have changed in the years that have passed since Katamari Damacy arrived on the PlayStation 2. Many of them no longer look at the series or its monarch as anything particularly special. In a horrifying twist, one father can't even decide for his son whether the enormous monarch is more amazing than the boy's school principal. Touch My Katamari begins with the horrified king eavesdropping on that fateful conversation. Depressed by the realization that people no longer adore him, the king decides to stage a comeback. He turns to his son for assistance. As a miniature prince in a green jumpsuit, you roll a sticky ball around the world. You gather tiny objects, animals, people, and eventually buildings as your katamari grows to a suitable size and then is turned into a sparkling star by your eccentric but powerful father.

GameInformer

02/2012

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7.5/10

Touch My Katamari

Touch My Katamari contains the closest thing to innovation that the series has seen since Katamari Damacy rolled out in 2004. When that slice of progress is the ability to squish your ball of junk in two directions, it's a telling reminder of how stagnant things have been for the Prince. Fortunately, that morphing ability is surprisingly more than just a gimmick to show off the Vita's touchscreen — it actually makes the game's ball-rolling action feel fresh again. One of the previously unavoidable things about katamari rolling is that picking up junk created a dilemma. While it was nice to grow and be able to pick up larger items (and a huge part of the concept, as it turns out), the additional bulk made it impossible to squeeze into previously accessible areas. In Touch My Katamari, the Prince can now morph the ball vertically or horizontally, which solves that issue. It sounded silly until I experience how useful it was. Drawing my two fingers apart on the touchscreen pulled the ball into a rolling-pin shape, perfect for sliding under beds or spanning the width of a street. In the katamari's vertical configuration (think bicycle wheel), it's easy to slip inside doorways or wind between obstacles.

IGN

02/2012

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6.0/10

Touch My Katamari Review

While the title may sound like an easy setup for whatever the Japanese translation of 'that's what she said' is, Touch My Katamari is instead the latest in Namco's long-rolling puzzle-action series that first made its debut on the PS2 in 2004. At that time, Katamari Damacy's sticky-ball shenanigans delivered a gameplay experience that was truly like no other – but since then a steady procession of sequels have only served to echo the original's quirky brilliance rather than evolve or enhance it in any meaningful way. Unfortunately, Touch My Katamari is once again more of the same. The main objective of it is unchanged; you still have to roll up as many animated and inanimate objects as you can within a set time limit, so that at the end of each level the King of All Cosmos can turn your enormous boulder of bits and pieces into a shining star. You start small and scale upward – the bigger your tumbleweed of trash, the larger the objects you can absorb. There are a couple of deviations from the formula, such as the level that gives you a calorie limit and tasks you with collecting salads and avoiding burgers, adding a semblance of strategy to the mix, but for most part you'll be rolling up absolutely everything in your path – from household items to entire households – in the exact same fashion as fans have done in each of the previous versions of the game.

1UP

02/2012

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Touch My Katamari Review

"Some say I've been lazy," admits the King of All Cosmos in the opening sequence of Touch My Katamari. "Phoning it in." This is meant to be hilarious -- that crazy King, always so pompous, yet vain enough to be stung by criticism! -- but the wittiness of the whole thing is badly undermined by the fact that Touch My Katamari is lazy. Namco is, in fact, phoning it in. Of course, the best parody is that which rings of the truth. In that sense, sure, this game is pretty parodic. Damningly so, I'd say. The problem is that I don't think it was meant to be self-satire; certainly it's not an exercise in self-reflection. All this talk of apathy and flabbiness are meant to be loving, tongue-in-cheek pokes at the character, not a frank assessment of the software itself. So, it's either a joke that reflects a jarring lack of self-awareness by the developers, or else it's a snide middle finger to the player: Yeah, this game is warmed-over, recycled content, but we're gonna fix that! By... making you do the exact same things you did in the last five Katamari games. Thanks for the 30 bones, suckers. When Katamari Damacy arrived in 2004, gamers were smitten by its witty writing, its uncomplicated design, and the way in which it so gleefully embraced its bizarre aesthetics.

1UP

02/2012

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Touch My Katamari (Preview)

Damacy and its subsequent sequels are my Solitaire. I guess a bit of context is needed: my girlfriend is a habitual Solitaire fiend. She plays it on her netbook for hours on end -- although it never really seems like she's paying any attention to it. She's more than capable of watching a movie or holding a conversation as she maneuvers the cards from stack-to-stack. It's something that I never really understood, so I finally just asked her why she finds so much enjoyment in playing the same game over and over. She told me that there's something about the familiar hand gestures and the subtle, almost non-thought process of engagement with the game that makes it so soothing. This is how Katamari becomes my Solitaire. To me, Katamari is a game without friction. Sure, each level may contain an objective, a ticking timer, and an ultimate judgment based on your performance, but none of that matters to me. I couldn't care less how big my Katamari is when the clock runs out. I hardly notice whether the King of All Cosmos praises or berates me during the post-level rundown. Katamari has become less a video game to me, and more of an interactive calming exercise.

1UP

12/2011

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Touch My Katamari (Preview)

Remember Katamari Damacy? Remember how it caught our attention and earned our affection by being like nothing else we'd ever played? Remember how original and fresh it felt? Me, I'm having a tough time recalling. I've just spent five or six hours with Touch My Katamari for PS Vita, and suddenly those days of invention and newness feel like another lifetime. Don't get me wrong; I still like Katamari Damacy a lot. The fundamental concept of rolling around cluttered homes and cities, agglomerating everything in sight into a massive ball of stuff to satisfy the whims of a callous cosmic monarch, is still fun. My complaint isn't with the concept at all; it's with the way Namco has done practically nothing to expand on that premise since the game's first sequel, almost seven years ago. Touch My Katamari isn't exactly like its predecessors, because it offers a few new control options to take advantage of the Vita's capabilities. You can use the touch screen to squash and stretch the Katamari, making it either tall-and-thin or short-and-wide, which is a huge help for squeezing into narrow nooks, rolling beneath low ceilings, or simply gathering more material at once by covering a larger swath of ground.

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