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Katamari Damacy: Bosskampfbücher #17 von L.E. Hall (Englisch) Taschenbuch

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ISBN-13
9781940535173
Book Title
Katamari Damacy
ISBN
9781940535173

Über dieses Produkt

Product Identifiers

Publisher
Boss Fight LLC
ISBN-10
1940535174
ISBN-13
9781940535173
eBay Product ID (ePID)
237517315

Product Key Features

Number of Pages
192 Pages
Publication Name
Katamari Damacy
Language
English
Subject
Programming / Games, Video & Electronic
Publication Year
2018
Type
Textbook
Author
L. E. Hall
Subject Area
Computers, Games & Activities
Format
Trade Paperback

Dimensions

Item Height
0.4 in
Item Weight
5.2 Oz
Item Length
6.8 in
Item Width
5.1 in

Additional Product Features

Intended Audience
Trade
Dewey Edition
23
Dewey Decimal
794.81526
Synopsis
What kind of game would meditate on humankind's symbiotic relationship to nature by asking players to rip up entire mountain ranges by the root? Or criticize capitalism by letting us literally consume everything from a thumbtack to a streetlamp--and have a great time doing it? Only a game that takes its silliness very seriously. But the 2004 release of Katamari Damacy almost didn't get the ball rolling. Reviewers worldwide weren't sure how to classify it and initial sales numbers were low. Those who actually played it, though, were won over by its novel gameplay, goofy surrealism, and catchy soundtrack. Pushed into the mainstream by its passionate fans, Katamari remains one of the best video game examples of pure anarchic fun. Based on new interviews with staff including creator Keita Takahashi himself, game designer and writer L. E. Hall explores the game's development, lore, sequels, and cultural impact, examines Takahashi's body of work, and investigates the power of play itself., The universe falls into chaos. The moon and the stars vanish from the night sky. The son of a fickle deity must restore balance to the cosmos... by pushing a sticky ball around and picking up every toothpick, tree, and skyscraper in its path. A plotline this wild could only describe "nah... nah nah nah nah nah nah nah" Katamari Damacy, the irresistible little cult game turned cultural juggernaut. But the 2004 release of Katamari almost didn't get the ball rolling. Reviewers worldwide weren't sure how to classify it and initial sales numbers were low. Those who actually played it, though, were won over by its novel gameplay, goofy surrealism, and catchy soundtrack. Pushed into the mainstream by its passionate fans, Katamari remains one of the best video game examples of pure anarchic fun. Based on new interviews with Katamari creator Keita Takahashi himself, game designer and writer L. E. Hall explores the unlikely story of the game's development, its unexpected success, and its lasting cultural impact. Along the way, she uncovers Katamari's deep roots in Japanese culture, in contemporary art, and in the transformative power of play itself., The 2004 release of Katamari Damacy almost didn't get the ball rolling. Reviewers worldwide weren't sure how to classify it and initial sales were low. Those who actually played it, though, were won over by its novel gameplay, goofy surrealism, and catchy soundtrack. Pushed into the mainstream by its fans, Katamari remains one of the best video game examples of pure anarchic fun., What kind of game would meditate on humankind's symbiotic relationship to nature by asking players to rip up entire mountain ranges by the root? Or criticize capitalism by letting us literally consume everything from a thumbtack to a streetlamp-and have a great time doing it? Only a game that takes its silliness very seriously. But the 2004 release of Katamari Damacy almost didn't get the ball rolling. Reviewers worldwide weren't sure how to classify it and initial sales numbers were low. Those who actually played it, though, were won over by its novel gameplay, goofy surrealism, and catchy soundtrack. Pushed into the mainstream by its passionate fans, Katamari remains one of the best video game examples of pure anarchic fun. Based on new interviews with staff including creator Keita Takahashi himself, game designer and writer L. E. Hall explores the game's development, lore, sequels, and cultural impact, examines Takahashi's body of work, and investigates the power of play itself.
LC Classification Number
GV1469.25.K38

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