Katamari Damacy is the friendly face of video  game power fantasies.
  It's a game where you roll up a bunch of  stuff to make a weird ball thing bigger that
  simultaneously makes you feel utterly unstoppable,  and it does so while avoiding the trappings
  many games fall into when attempting to elevate  the player to some kind of god-like status.
  It realises that immediately placing players  in a position of power can trivialise an experience;
  Katamari starts you off small, unable to roll  up much more than pins and stamps and gradually
  sees you progress through obstacles of all  shapes and sizes until you are, quite literally,
  on top of the world.
  As Malindy Hetfeld writes for Eurogamer, it's  the fulfilment of a power fantasy that requires
  no violence at all.
  In a word, it's wholesome; proving that  games can give us that pure feeling of satisfaction
  without sacrificing the childlike wonder its  aesthetic invokes.
  So why can't I shake the feeling that, the  more I read into the game, it isn't the
  wholly feel-good experience it might seem  from the outside?
  It's likely to do with the notion that,  while the game is definitely a different take
  on the idea of a power fantasy, as much as  it makes us feel good, it arguably draws on
  some of our less desirable traits as human  beings as well—perhaps deliberately so.
  See, there may not be the gore or explosions  we typically associate with being a violent
  powerhouse in a video game, but there is a  violent undercurrent to Katamari as I see
  it, however abstract.
  Its shifts in tone are violent—part of its  charm, a good deal of its humour lies in the
  fact that it presents itself as this outburst  of colour and joy which gives way to sheer
  darkness as the king mercilessly berates you  at the first sign of failure, or when what
  you may see as impressive is shrugged off  as not good enough.
  It's hilarious to hear this infectiously  chirpy, aggressively upbeat soundtrack ring
  dissonantly against the blood-curdling screams  of the hapless individuals you casually roll
  into your pile of rubbish like it was nothing.
  The challenge of Katamari is not only to consume  as much as you can, but to navigate those
  objects, those animals, those people bigger  than you; these things not only stop you in
  your tracks, forcing you to reorient yourself  with the game's somewhat unwieldy controls,
  but they knock objects off of your Katamari,  costing you valuable progress, all while the
  offending party remains totally unphased.
  In that sense, perhaps there's an aspect  of spite to the way Katamari handles progression.
  We've all been pushed around in our lives  in one way or another and what Katamari represents
  is a means of pushing back; your former prodding  tormentors, halting your progression and literally
  belittling your achievements, now cower in  fear at the sheer size of this absolute mad
  lad coming to merge them with the cosmos.
  What's more, if you could still call it  a fantasy, the game's narrative makes clear
  that your desire to overcome is born of frustration.
  The king messes up, and subsequently, nonchalantly  tasks you with cleaning up the mess of the
  entire universe, with controls that remind  you you're not inhabiting the weird ball
  thing directly but instead the tiny little  guy trying desperately to wrangle said weird
  ball thing in the face of overwhelmingly large  obstacles, all in order to get the job done
  that, need I remind you, was not your fault  to begin with, whose somewhat challenging
  time limits only exist because… the king  can't be bothered waiting around for you
  to roll up the entire goddamn world.
  Far from being a joyous, childlike escape  from reality, the game is hitting us dead
  in the face with a borderline existential  crisis.
  It's the reality of daily life for most  people—the feeling that you're working
  immensely hard under systems that exist to  belittle you, just to get through the day.
  Just like we've all been pushed around,  we've all dealt with unpleasant bosses who
  task you with impossible feats then try to  act all pally which in turn just ends up distracting
  you from what you need to do, and then when  you do get it done the reward is… more of
  the same.
  It's like what Keith Stuart in The Guardian  describes as the function of video games not
  to elevate us to the level of superheroes,  but simply to give us a control that's perhaps
  lacking in our day-to-day lives.
  Series creator Keita Takahashi has stated  that he intended Katamari, with the never-ending
  desire of your soon-to-be star to devour more  and more meaningless objects, to be a comment
  on consumerist culture and what's interesting  is how that idea can be extended to the ways
  in which the systems driving it – the need  to work a terrible job, the financial struggles
  people face, etc. - instil a sense of powerlessness  in us—the ball never stops rolling, and
  we're never allowed to stop pushing it.
  It might sound like I'm reaching here but  after reading and watching interviews with
  the man behind the game, the idea of outward  joy and exuberance belying a more cynical
  core gradually begins to sound less and less  alien.
  Takahashi seems to exist at the perimeter  of video games.
  He jokes about the fact that he doesn't  have many friends in the industry and that
  the people he worked with on past releases  were angered by his methods.
  Katamari's origins suggest a genuine desire  to change the world of games for the better,
  expanding our horizons in terms of what they  can say, while future projects seem to bear
  a great frustration, a more jaded desire to  burn it all down, stemming from his perceived
  lack of success in that endeavour.
  While clearly driven, he seems to lack the  fervour or confidence we associate with quote-unquote
  auteurs, that they could only be doing the  precise thing they're doing at any given
  moment.
  Takahashi seemed to fall into video game development  and has a tendency to wander.
  By his own admission he is disillusioned,  but you get the feeling that said malaise
  might extend to whatever profit-driven industry  he found himself a part of.
  I guess it's possible to read Takahashi  as the Prince, desperately excited to create
  something new by throwing together whatever  he can—fashioning something as bright as
  a star out of the rubbish we throw on the  ground, only for his hopes to be dashed as
  the big publisher deems it…
  OK, something they could release but nothing  world-altering; always wanting to be bigger
  no matter the cost to the original vision.
  It's a fairly harrowing outlook for a game  with one of the most energising intros ever
  committed to a video game.
  It's strange, though.
  I went into this piece fully intending to  write about how joyous a game Katamari is;
  how the game barges in with its colours and  upbeat soundtrack and wacky sense of humour
  to show that you can have that power fantasy  driven by something other than violent machismo.
  As I delved further into my thoughts on the  game and the background of its development,
  however, it became clear the catharsis of  that fantasy being fulfilled might not stem
  from such positive emotions.
  As the credits roll we're told "the blue  planet spins so peacefully, but the sadness
  never goes away."
  But despite all that, I can't deny that,  well, Katamari makes me unbearably happy every
  time I play it.
  It does act as an escape of sorts; it's  as pure a set of mechanics as one can get.
  If the overarching narrative is one of thankless  toil in service of fixing someone else's
  mess, it's a narrative shrouded in such  glorious oddity that its darker themes fall
  to the wayside in favour of the beautifully  simple story told by its gameplay—of controlling
  a thing to make said thing bigger, which in turn allows  you to overcome previously unconquerable things.
  That said, I see it as a testament to the  artistry of Takahashi's work that, whether
  intended or otherwise and despite appearing  so simplistic and cartoonish, there's this
  much to read into it.
  There's an argument to be made that the  chaos of Katamari represents the chaos of
  Takahashi's life as an artist as he sees  it, and the frustration that he can't quite
  control any aspect of his existence.
  In other words, he's human, with all the  humour, joy, anxiety, anger and irrationality
  that entails, and his work, however strange,  reflects that.
  Rather than merely allowing us to feel power  without violence, then, perhaps Katamari makes
  a much more universal point about the nature  of games and art in general—that rather
  than shying away from it, it's often when  we lean into absurdity, with all the messiness
  and potential darkness that comes with it,  that our stories end up tapping more directly
  into the heart of what it means to be human.
  Well, I didn't expect this piece to go the  places it went but I hope you enjoyed it nonetheless!
  If you like my work and want to support it  directly feel free to check out the Patreon
  like these wonderful folks currently on screen,  without whose immensely generous pledges this
  show simply wouldn't be possible.
  Thank you all so much.
  Special thanks go to Mark B. Writing, Rob,  Nico Bleackley, Michael Wolf, Artjom Vitsjuk,
  Ali Almuhanna, Timothy Jones, Spike Jones,  TheNamlessGuy, Chris Wright, Ham Migas, Travis
  Bennett, Zach Casserly, Samuel Pickens, Tom  Nash, Shardfire, Ana Pimentel, Jessie Rine,
  Brandon Robinson, Justins Holderness, Christian  Konemann, Mathieu Nachury, Nicolas Ross and
  Charlie Yang.
  And with that this has been another episode  of Writing on Games.
  Thank you very much for watching and I will  see you next time.
  
        
      
 
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