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{"id":3051533,"date":"2012-03-05T13:09:00","date_gmt":"2012-03-05T12:09:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/touch_my_katamari\/3051533"},"modified":"2024-07-18T14:03:11","modified_gmt":"2024-07-18T12:03:11","slug":"touch_my_katamari","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/touch_my_katamari\/3051533","title":{"rendered":"Touch my Katamari (Geschicklichkeit) – Touch my Katamari"},"content":{"rendered":"Die flache Hand<\/strong>

Sammelwahn kann so einfach sein: Man rollt die kleine Murmel \u00fcber Spielzeugchips, Bleistifte, Radiergummis und was sonst noch im Zimmer liegt. Jeder Gegenstand macht sie gr\u00f6\u00dfer und schon bald bleiben auch ferngesteuerte [GUI_PLAYER(ID=83472,width=377,text=Eine Handvoll solcher Szenen erz\u00e4hlt eine durchgeknallte Geschichte. Leider versprechen die albernen Witze mehr, als das Spiel halten kann.)] Autos, Puppen, St\u00fchle, Schr\u00e4nke, Z\u00e4une, W\u00e4nde, Elefanten, H\u00e4user, Inseln und au\u00dferirdische Riesenkraken an ihr h\u00e4ngen. Im Wettlauf gegen die Zeit sollte man die Kollektion dabei m\u00f6glichst schnell vergr\u00f6\u00dfern, sonst gibt\u2019s weniger Punkte. Mit denen kauft man die St\u00fccke des Soundtracks zum Einzelh\u00f6ren oder Kleidungsst\u00fccke f\u00fcr den King of all Kosmos – des Prinzen gr\u00f6\u00dfenwahnsinniger Papa, der aus fertig gerollten Katamaris Sterne macht, indem er sie isst. Wie immer: Entweder klatscht die flache Hand auf die Stirn oder man genie\u00dft den wundervollen Quatsch in vollen Z\u00fcgen.

Bessere Zeiten<\/strong>

“Wie immer” muss allerdings das Motto der gesamten Entwicklung gewesen sein, denn selbst beim genauen Hinsehen erkennt man genau dasselbe Spiel, das Katamari seit sp\u00e4testens dem zweiten Teil ist. Nat\u00fcrlich kann man den Katamari diesmal \u00fcber Fingerbewegungen auf dem Touchscreen rollen. Aufgrund der Verz\u00f6gerung zwischen Eingabe und Reaktion ist man mit den Analogsticks aber besser bedient. Praktisch, dass man inzwischen eine moderne Steuerung w\u00e4hlen darf, bei der der linke Stick die Kugel\n
\n
Von der Faszination, die Katamari einst ausstrahlte, blieb auf Vita nicht viel \u00fcbrig. Dabei hatte die Serie richtig starke Momente – zuletzt noch vor gut zwei Jahren. Wer die Faszination Katamari<\/strong> ergr\u00fcnden will, findet in unseren Tests zu We Love Katamari<\/a> und Katamari Forever<\/a> alles Wissenswerte. \u00a9 4P\/Screenshot<\/div>\n<\/div>\nsteuert und der rechte die Kamera dreht. \u00dcber jede der beiden Touchfl\u00e4chen l\u00e4sst sich der Ball au\u00dferdem in die Breite ziehen oder nach oben stauchen – eine Spielerei, deren Nutzen sich in Grenzen h\u00e4lt.

Doch alles, was neben diesen “Innovationen” existiert, ist der lieblose Abfall einer lustlosen Recyclingmaschinerie: Die Spr\u00fcche des K\u00f6nigs sind im Grunde Zitate besserer Zeiten, dem Soundtrack f\u00e4llt nichts Neues ein, es gibt genau null inhaltliche Neuerungen. Selbst dieses Kinderzimmer, den Tierpark, die Stadt – das ganze aufzurollende Universum – gab es fast genau so auf PS2, Xbox 360, PSP und PS3. Besonders den PSP-Abstecher hat sich Namco zum Vorbild genommen, denn schon auf dem Vita-Vorg\u00e4nger rollte man immer und immer wieder durch ein- und dasselbe Szenario. Das war damals schon dreist. Sp\u00e4testens jetzt ist es nur noch frech.\n
<\/figure>\n
Verbl\u00fcffend: Touch my Katamari macht aus “more of the same” doch tats\u00e4chlich “much less of the same”. \u00a9 4P\/Screenshot<\/div>\n<\/div>\n

Spielew\u00fcste<\/strong>

Wieso verzichtet man selbst auf Besonderheiten, die das letzte Katamari noch zu einem liebenswerten R\u00fcckblick auf die Katamari-Geschichte machten? Besonderheiten wie das Sammeln von Gl\u00fchw\u00fcrmchen bei Nacht, das Unterwasser-Rollen, das Preschen \u00fcber eine Rennstrecke oder das Auflesen von Lebkuchen bei H\u00e4nsel und Gretel. Besonderheiten wie vier Grafikstile, sinnvolle Kniffe wie das Z\u00e4hlen aller aufgelesenen Gegenst\u00e4nde oder das Rollen bis zu einer bestimmten Gr\u00f6\u00dfe, die man nur pi mal Daumen sch\u00e4tzen konnte. Nichts. Fehlanzeige. Spielew\u00fcste. Hier wiederholt sich in gerade mal 13 Abschnitten f\u00fcr jeweils nur ein paar Minuten stets derselbe Schauplatz. Mal rollt man ihn mit einem Miniball vom Kinderzimmer aus auf, mal beginnt man mit einer meterbreiten Kugel auf dem Markt. Spielerische Abwechslung ist das lange nicht.
\n
\n
\n

Fazit<\/strong><\/h3>\n\n\nFalls Namco karikieren wollte, wie sehr die Spieleindustrie ihre Fans mit dem st\u00e4ndigen Aufguss des ewig Gleichen foppt: Gl\u00fcckwunsch, Experiment gelungen! Doch leider \u00fcbt sich der Hersteller nicht in Kritik, sondern in ganz profaner Abzocke. Man schickt nicht einfach einen “Zombiemari” zum x-ten Mal auf die Strecke, sondern verkauft die Demoversion eines Uralt-Spiels fast zum Vollpreis – Touch My Katamari ist ein Schlag ins Gesicht jedes treuen Fans! Ein plumpes Remake irgendeines vorangegangenen Konsolen-Katamaris w\u00e4re bitter, aber verschmerzbar gewesen. Der Schindluder, den Namco hier betreibt, ist es nicht.
\n<\/div>\n<\/div>\n\n

Wertung<\/strong><\/h3>
Vita<\/div>
Vita<\/div><\/div>
\"\"<\/div>

Namco zockt seine Fans mit der mickrigen "Demo" eines l\u00e4ngst bekannten Spiels ab. Sp\u00e4testens jetzt ist die liebenswerte Katamarie-Serie nur noch ein lebloser Zombie.<\/p><\/div><\/div> <\/div> \n\n

\n
\n

Pro & Kontra<\/strong><\/h3>\n<\/div>\n<\/div>\n\n\n
\n
\n

Gef\u00e4llt mir<\/h3>\n\n\n
    <\/ul>\n<\/div>\n\n\n\n
    \n

    Gef\u00e4llt mir nicht<\/h3>\n\n\n
      <\/ul>\n<\/div>\n<\/div>\n\n
      <\/div>","protected":false},"excerpt":{"rendered":"

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Was er ber\u00fchrt, bleibt kleben und so w\u00e4chst der Katamari vom Mikrobischen ins Unermessliche. B\u00f6se Zungen k\u00f6nnten allerdings behaupten, dass der Prinz seit mindestens f\u00fcnf Jahren nur noch einen toten Ball vor sich her schiebt - einen "Zombiemari", den Namco jahrein, jahraus aus der l\u00e4ngst verdienten ewigen Ruhe rei\u00dft.","src":"","src_id":"","fd_iab_unique_id":"","fd_watson_nlp_category":"","yoast_head":"\nTouch my Katamari - Test, Geschicklichkeit, PS Vita<\/title>\n<meta name=\"description\" content=\"Namcos M\u00fcllkugel ist einfach nicht totzukriegen: Seit acht Jahren rollt und rollt der gr\u00fcne Prinz seine Riesenkugel durch Kinderzimmer, Hinterh\u00f6fe, Stra\u00dfenz\u00fcge und das Weltall. Was er ber\u00fchrt, bleibt kleben und so w\u00e4chst der Katamari vom Mikrobischen ins Unermessliche. B\u00f6se Zungen k\u00f6nnten allerdings behaupten, dass der Prinz seit mindestens f\u00fcnf Jahren nur noch einen toten Ball vor sich her schiebt - einen "Zombiemari", den Namco jahrein, jahraus aus der l\u00e4ngst verdienten ewigen Ruhe rei\u00dft.\" \/>\n<meta name=\"robots\" content=\"noindex, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<meta property=\"og:locale\" content=\"de_DE\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Touch my Katamari (Geschicklichkeit) - Touch my Katamari\" \/>\n<meta property=\"og:description\" content=\"Namcos M\u00fcllkugel ist einfach nicht totzukriegen: Seit acht Jahren rollt und rollt der gr\u00fcne Prinz seine Riesenkugel durch Kinderzimmer, Hinterh\u00f6fe, Stra\u00dfenz\u00fcge und das Weltall. Was er ber\u00fchrt, bleibt kleben und so w\u00e4chst der Katamari vom Mikrobischen ins Unermessliche. 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