
| System: PS Vita | ![]() |
| Dev: NAMCO Bandai | |
| Pub: NAMCO Bandai | |
| Release: February 22, 2012 | |
| Players: 1 | |
| Screen Resolution: 544p | Comic Mischief, Mild Fantasy Violence, Mild Suggestive Themes |
Another thing that caught me as being completely weird is the graphical look. Now, the cutscenes have this intentionally tacky look to them, and that's all fine and good once you condition your brain to actually process what you're seeing. However, the gameplay graphics are just bland. The polygon count is far too low for a modern game, and the textures are incredibly low-res. In fact, there's one area where the ground looks like it was made in Minecraft. This sounds like an exaggeration, but it's not; the grass texture is literally as low-res as a Minecraft texture. But even with the excruciatingly low polygon count and texture fidelity, the edges look incredibly smooth. It's definitely cranking out HD imagery, only the game doesn't even attempt to take advantage of this.

Then again, Katamari isn't really about fancy graphics. It's pretty much about insanely random humor and rolling things up into gigantic balls. The music fits this theme perfectly, as it's a ridiculous mix of J-pop tunes that only serves to highlight the absurdity of the whole thing.
If you absolutely need to look at the fanciest graphics, or if you just simply hate weird Japanese humor, Touch My Katamari is not for you. However, for anyone who can handle it, this title offers gameplay so addictive you'll struggle to put it down, despite its flaws. And really, when a game comes along that's simply this much fun, graphics and story are allowed to take a back seat, no?
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By Josh Wirtanen Editor / News Director @joshuajwirtanenDate: February 17, 2012 |
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