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No, it is exactly where the interface meets the mechanics, and where they both meet the level design that requires some mastery and tact to get good at the game. That's exactly why you can't slap a point-the-way-you-want-to-go scheme onto it, add camera controls, and expect the game's appeal from a gameplay perspective to translate in any coherent fashion, or expect any of the game's intended challenge to remain intact. The game's components were all constructed with each other in mind, and the control scheme is one of the most important of those components.
It just so happens that this particular title's scheme was so specifically designed for analog sticks that behave as analogs for your upper limbs that translating it into a kb while maintaining the game's core elements makes the kb-controlled experience akin to operating the most obtusely designed construction crane in history. Whereas on analogs, it's intuitive and easy to get into and becoming skilled at maneuvering the katamari involves lots of practice and mastery of subtle motions to quickly shift between different angles of movement and degrees of momentum (there is a pressure-sensitivity component to the scheme it as well, which straight-up cannot translate to most keyboards without making the control scheme even more complicated than this port's is). It's not an easy thing to translate if possible at all, and if you disagree, please enlighten us with the control scheme that you think makes sense.
Again, what you seem to want is more along the lines of a complete remake, and would require much more than a control scheme adjustment to properly translate the experience.
And listen, I'm not one of these people who objects to the way people want to play games because I have my own ideas on the matter. Some portion of my Steam forum activity involves controller support threads and arguing with people telling me to shut up, and that the game was made for kb/m. The difference is, I wasn't doing it in instances that forced me to push the bounds of reason. And were I the type of person to insist on a port of Wii Sports for the PC or PS4, I'm not going to sit around complaining that the controls suck when that port releases.
A popular franchise around this years-long discussion is the modern era of Civilization titles. When there was finally a controller-friendly title developed in the series for the first time since PS1, it was a standalone title with altered elements that were clearly the result of simplifying the existing framework of Civilization (4, at that point, if I recall correctly) in-game interface and mechanics so that they could be reasonably tailored to a controller-based experience. It took them 11 years to take another crack at that monster of a task, and if you've ever played Civilization 6 on a console, I'm sure it became immediately apparent that the translation was a herculean effort. Hell, even mastering the controls as a gamer takes a great deal of time compared to most games. It's not the kind of programming feat that was easily achieved by any means.
Now imagine (again, assuming it's even theoretically possible to cleanly adapt it) asking that sort of effort of a Katamari port - a game whose prototype was built by students, whose subsequent development was done by a team of 20, that was produced on a relatively small budget, and that sold at a profit for $20. They might as well just develop a new game at that point to turn a profit, or jack up the retail of that remake/remaster/port well beyond the 50% increase that both you and I reject. It's just not reasonable.
I'm really banging my head against a brick wall here, ain't I? Look I'm sorry that you were forced to beat the obstacle course with that ♥♥♥♥ sandwich hanging out of your mouth, but just because you suffered doesn't mean everybody has to. This weird gatekeeper mentality, around the controls of all things, is bizarre. Even you, somewhere in the back of your mind, have to see that.
I know I'm really pissing in the wind here but eh, let's create another example. How do you feel about FPS games? Since developers all too frequently design and release them for consoles first, then make half-assed PC ports later, it's safe to assume the console versions are the intended way to play them, right? So does that mean everybody who plays the PC version with mouse and keyboard is cheating? Does that mean they lose something from the experience by not diddling around with a crappy joystick through the whole thing?
What about in competitive PVP situations? If one person plays the match with a joystick, should everybody else have to, too? Should one team be disqualified for using a mouse and keyboard if the other team all plays with a controller? There's no doubt you can aim better with a mouse, but what about graphical improvements? If one team disables all of the graphical bells and whistles to boost performance and get more frames a second while the other doesn't, should they be disqualified then? What if one team all has stronger graphics cards? What if one team has better monitors? What if one team uses headphones and the other doesn't? What if one team has larger mousepads? What if one team has more comfortable chairs? What if one team had a better breakfast that morning? What if one team has less bills to worry about? What if one team has less stressful jobs? What if one team had a rougher childhood?
There's no telling how deep that rabbithole goes and yet you're saying game developers can create experiences so perfect they can't be edited in any way without destroying it? That they're tailor-made for literally everybody, across all spectrums, regardless of taste or past experiences?
You have to be careful with that argument. Because if you say we should be locked to crappy tank controls because 'ets par tov duh ecks piery ants!' then literally everything about every game that ever comes out cannot be altered or modified in any way. If a game is released with a bug, a terrible gameplay oversight/exploit, or simply lacks content, you are not allowed to install a mod that fixes it. No more stutter fixing mods, no more quest fixing mods, no more graphics fixing mods, no more gameplay rebalancing mods, no more content adding mods, no more language translation mods, nothing. You're not allowed to edit ini files. You're not allowed to rebind keys. You're not even allowed to change the resolution. If you truly believe Katamari Damacy cannot be played any other way, then you must play every single game vanilla only, exactly as it installs by default, for the rest of your life, or you are a massive hypocrite. After all, playing them any other way wouldn't be playing them the intended way.
Katamari Damacy Reroll is not a remake, it is a port. Because it is a port, it maintains the gameplay spirit of the original. Everything, down to the load menu, is built around the premise that you have two limbs, and if you move them forward at the same time you will push something.
The left joystick is your left arm. The right joystick is your right arm.
If you're using an input device that doesn't have control sticks, that same premise of "left arm, right arm" has to be preserved, which is why the keyboard controls of this port are nothing more than maps to joysticks (and why they can't offer mouse look).
Everything about Katamari is metered on its controls, from the timers to the goals to even the incoming object alerts.
What you're asking is more along the lines of saying to a company "Hey, you're porting your menu-style RPG to the PC market, but it would be better as an FPS."
How a player interfaces with a game is part of a game's design, and in some games the manner of that interface is more important than others. Katamari is one of those games.
Think about the original Resident Evil 2: it had fixed camera angles and tank controls. A PC port couldn't miraculously bestow free camera movement... it would wildly alter the atmosphere of the game if you could freely move your perspective. Had it been RE1, they couldn't have done it at all, since the backgrounds were painted on.
In the early Resident Evil games, motion constriction was part of the design, intended to intensify the fear. Fixed cameras allowed jump scares, and clunky movement was deliberate to make fleeing difficult. Removing those two elements would require a complete redesign of the game. It would call for a remake.
Which--to be fair--they did... they made a remake which updated controls and camera manipulation. That remake was a colossal endeavor, though, as the entire game had to be redesigned to maintain its mood with the new consumer dexterity... peanut butter tastes different on the edge of a knife when compared against the curve of a spoon. They also didn't back-port their changes to the original game port when they were finished.
Is Katamari's design stagnant? Perhaps. I like the premise that the joysticks are the prince's arms, and the perspective of being the King of Cosmos looming over my son's shoulders as he struggles with a Sisyphean task sets the mood for the game.
You CANNOT change a core design mechanic--especially a deliberate one--in a port. It requires a remake, because those changes ripple through every byte of the experience. Offering Simple Controls at all was a mistake... a better explanation as to why the controls are the way they are would have been more appropriate.
You can decry the price tag of an outdated port, but you can't demand that it be a remake.
A more pressing problem, though, is that video settings can't be changed until the tutorial is completed, which for PC users means squinting through the first impression. That's the sort of thing that CAN be changed.
Gameplay options only accessible through a fabulous hub world.
That's part of the *design*, y'know. It's just ♥♥♥♥♥♥ design hailing from the times when devs decided when you are allowed to save (when they grant you a save spot), when you're allowed to pause (IDK, outside of combat?)
While at it, the very title of this (in typical JP cringe allcaps) claims that it's a remaster of the game licensed to change and improve and modernise things.
You are but it's not because anyone else is being stubborn. It's just you that's failing to wrap your mind around some pretty simple notions, even after multiple people explain them to you. You don't appear to own the game yet, so if none of the reasoning that people have taken good time time to articulate to you has managed to penetrate your thick skull, don't get the game, withhold your money, tell everyone you meet that Katamari Damacy sucks, and move on with your life. You're starting to look obsessive and weird, on top of already looking incredibly hard-headed.
I do believe, though, that the default video setting on game launch should be full-screen. Since the default resolution is so low, launching windowed can make the game really REALLY tiny (especially on modern displays), with no way to set it full-screen or even increase the size of the window until you've cleared the tutorial. Having to break out a magnifier to play the tutorial is certainly NOT intended design... at least in this case.
Given that as the alternative, I much prefer a window.
As a sidenote, most new games are going the borderless windowed / windowed fullscreen way anyway.
First, this whole thing started when I said the game would work just as well with mouselook. And since then you guys have been desperate to prove I'm wrong. But the big question is, who are you trying to prove I'm wrong to? Me? Or yourself? You wouldn't be this desperate to get me to change my point of view unless my point of view made you question your own. There must be a powerful feeling in the back of your minds that make you wonder if your point of view has been wrong for the last 16 years. You know I very well could be right and you hate it. Otherwise you would have written my point of view off as just another opinion in a sea of opinions, and moved on. But you chose this opinion to struggle this hard against. Why? What is it about being wrong that has you so afraid?
Second, I mentioned it earlier but I realize you guys may not know what it is and probably won't bother looking it up on your own. So there's a chance you'll never see it unless I hold your hand and spoonfeed a link to you. It's a game not terribly unlike Katamari Damacy. Except it has mouselook, and it still works perfectly fine. Not only that, but it's also still challenging and even fun. You guys remember what fun is, right? It's that thing so many people these days are willing to sacrifice so they can act like pretentious, elitist snobs when somebody shrugs and says they don't enjoy the obviously dumb and unnecessary memey gimmick they're forced to be a part of. Here's the game:
https://store.steampowered.com/app/15500/The_Wonderful_End_of_the_World/
Third, nobody is saying you can't run this obstacle course without a ♥♥♥♥ sandwich in your mouth. You're free to enjoy the crappy tank controls, which the dual joystick controller was specifically designed to eliminate, and that some art school drop out with no experience in game design immediately undermined with the release of a low price point, low budget, low-♥♥♥♥♥-given meme game. I'm just saying some of us don't enjoy the taste of ♥♥♥♥ and would prefer if the game had mouselook, like another even lower price point, even lower budget, even lower-♥♥♥♥♥-given game has, which was released only a mere 4 years after Katamari Damacy.
Let that soak in for a moment. Even cheaper, made with a lower budget, way more indie, has vastly improved controls, and was released only 4 years later. Here we are, 16 years later, and Katamari Damacy's controls are no closer to being any less of a meme, while The Wonderful End of the World improved on them in 4.
Lastly, there actually is a reason mouselook wouldn't work with Katamari Damacy and I'm surprised nobody has bothered to bring it up yet. It so happens that reason is people like you. If they released Katamari Damacy with mouselook controls, then they would have to deal with so much "but it's not true to the original!" rage from pretentious, elitist snobs acting as the gatekeepers, protecting their beloved $20 16 years ago meme game from the tyranny of being played, and even beaten, by filthy casual peasants. If these common lower class guttersnipe riffraff are able to beat the game without having to eat the ♥♥♥♥ sandwich that is the tank controls, then it would completely undermine your own accomplishments. The game really would have to be rebalanced but only so they could pacify the pretentious, elitist snob crowd. So it's a good thing that didn't happen because this is a no fun zone! Upper class royalty only! Personally, I won't associate with anybody who hasn't beaten Katamari Damacy blindfolded and with oven mitts on their hands.
Try as you might, all of your petty counters will fail to refute my main point because somebody already proved mouselook would work just fine 12 years ago. You can't win a war when it has already ended and the victor has already been declared. The war was over 12 years before it started. You lose. Good day, sirs.
Well maybe. Maybe not. We can't say for sure it wouldn't work because they never implemented it. All we have to go on is already existing examples of games where mouselook does work. Of which we have plenty, despite the camera's tendency to act wonky in some of those games. There are plenty of examples where mouselook works perfectly fine and plenty of examples where the camera is very buggy. We just can't know for sure it wouldn't work unless they actually added the option.
What we do know is "simple controls" are a hot mess and they still got the greenlight anyways. So would mouselook really be worse than simple controls? I think it would be hard for mouselook to out-garbage simple controls, so probably not. Worse case scenario, if they had added it and it was worse: Katamari Damacy still has nothing but garbage/memey control options. Best case scenario: the game is vastly improved and the PC version is highly revered among those who hate tank controls. That's a sizable reward for such a tiny risk.
The thing is though, Reroll was made in Unity. It's not even the same engine as the original. So, while what you're saying may be more or less true about the original, you can't make that same 100% guarantee about Reroll. They still could have added mouselook.