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	<title>funomena &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Wattam Releases on December 17th for PS4, PC</title>
		<link>https://gamingbolt.com/wattam-releases-on-december-17th-for-ps4-pc</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 11 Nov 2019 15:16:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Annapurna Interactive]]></category>
		<category><![CDATA[funomena]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[wattam]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=422393</guid>

					<description><![CDATA[A new trailer brimming with weirdness is also available.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-417117" src="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg" alt="Wattam" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Funomena&#8217;s <a href="https://gamingbolt.com/developer-of-katamari-damacy-announces-wattam-a-new-game-for-ps4"><em>Wattam</em></a>, which comes from the creator of <em>Katamari Damacy</em>, releases on December 17th. Publisher Annapurna Interactive announced the date via a new trailer &#8211; check it out below for even more colourful weirdness. The game is available to pre-order for PS4 and PC, the latter version being exclusive to the Epic Games Store.</p>
<p><a href="https://gamingbolt.com/wattam-releases-in-december-for-ps4-and-pc">Showcased at Sony&#8217;s last State of Play</a>, <em>Wattam</em> follows The Mayor as he tries to make friends with the various citizens of the land. Each character has their own melody and things quickly go off the rails once they hold hands, generating a strangely compelling song. Some of the characters encountered include trees, flowers, mouths and much more.</p>
<p>Taking place over four seasons &#8211; Spring, Summer, Autumn and Winter &#8211; <em>Wattam</em> is playable either solo or in co-op with various mini-games to play and puzzles to solve. For fans of <em>Katamari Damacy</em>, this could be just the right amount of weirdness they&#8217;re looking for. Stay tuned for more details as we approach release.</p>
<p><iframe title="WATTAM | Release Date Trailer" width="500" height="281" src="https://www.youtube.com/embed/joIj2Yd-p1c?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Wattam Releases In December For PS4 And PC</title>
		<link>https://gamingbolt.com/wattam-releases-in-december-for-ps4-and-pc</link>
					<comments>https://gamingbolt.com/wattam-releases-in-december-for-ps4-and-pc#respond</comments>
		
		<dc:creator><![CDATA[Landon Wright]]></dc:creator>
		<pubDate>Wed, 25 Sep 2019 12:32:47 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Annapurna Interactive]]></category>
		<category><![CDATA[funomena]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[wattam]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=417116</guid>

					<description><![CDATA[The game promises to be the first "goof around" simulator.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg"><img decoding="async" class="alignnone wp-image-417117" src="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg" alt="Wattam" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/09/Wattam.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/09/Wattam-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>The world isn&#8217;t the best place to be right, if you haven&#8217;t noticed. We live in dark times, and that is reflected in our art and entertainment, with video games being no exception there. But there&#8217;s always games out to brighten your day, and one such game is <em>Wattam</em>, a game that&#8217;s a simulator all for goofing around.</p>
<p>The game was announced all the way back in 2014 from the Creator of <em>Katamari Damacy</em>. It got a new trailer at Sony&#8217;s State of Play finally revealing a release window. The game follows The Mayor, who is on a quest to find joy again in life through friendship. It&#8217;s all about goofing around as the game has over 100 unique citizens that can be linked together to solve puzzles or just to create some silly explosions. Those citizens range from a variety of items from rocks to trees to literal poop. It looks like quite the joy.</p>
<p><em>Wattam</em> will release for PlayStation 4 and PC sometime in December. You can check out the latest trailer below.</p>
<p><iframe loading="lazy" title="Wattam | Gameplay Trailer | PS4" width="500" height="281" src="https://www.youtube.com/embed/aVxiYQP9iHc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Luna Interview &#8211; A Vivid VR Adventure</title>
		<link>https://gamingbolt.com/luna-interview-a-vivid-vr-adventure</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 23 Apr 2019 15:29:19 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[funomena]]></category>
		<category><![CDATA[luna]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=394848</guid>

					<description><![CDATA[Luna developers Funomena speak with GamingBolt about their vivid interactive title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">F</span>unomena&#8217;s <em>Luna&nbsp;</em>may not have launched to much fanfare on PC in 2017, but those who did play it came away really impressed. With vivid imagery and an effective method of interactive storytelling, it&#8217;s a game that&#8217;s well worth experiencing, especially for fans of the genre. It&#8217;s not also available on several VR platforms, including PS4, and recently, we sent across a few of our questions about the game to the development team. Read our conversation below.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-394864" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"The experience of the team and the notable games some of us had worked on prior definitely helped in building out an experimental, nonviolent game design. The lessons we learned working on games that primarily evoke strong emotional responses helped center in on the mechanics of <em>Luna’s</em> themes of introspective, but shared healing."</p>
<p><strong>The originality of <em>Luna&#8217;s</em> concept and premise is something that has often been brought up since the game&#8217;s original PC launch. Can you talk to us a bit about the process of that conceptualization? Were there any particular stories or experiences across any medium that influenced you?</strong></p>
<p>The concept for <em>Luna</em> was an idea that Robin, our CEO and lead designer, had been developing for many years. She wanted to make a game that encouraged reflecting on and letting go of negative experiences. The mechanics of this idea were originally inspired by origami, in which the artist must follow complicated folds and create something new without adding to or damaging the original sheet of paper. Simulating paper folding in 3D turned out to be very computationally demanding, so the mechanic evolved into untangling constellations which had a similarly relaxing feeling. The team stuck with the papercraft aesthetic but developed other thoughtful creative activities for the game like gardening. Ultimately what brought the game together was building delightful sensory feedback into all the game’s interactions to cultivate a sense of discovery and wonder.</p>
<p><strong>Your team boasts talent that has worked on some excellent games in the past, like <em>Journey</em> and <em>Flower</em>. Were there any lessons in particular that you took from any of those games and applied to <em>Luna&#8217;s</em> development?</strong></p>
<p>The experience of the team and the notable games some of us had worked on prior definitely helped in building out an experimental, nonviolent game design. The lessons we learned working on games that primarily evoke strong emotional responses helped center in on the mechanics of <em>Luna’s</em> themes of introspective, but shared healing. This was also many on the team’s first professional game release, and the perspective of new voices also helped create a game that was wholly unique.</p>
<p><strong>What was the process of visualizaing and deciding upon the game&#8217;s visual aesthetic, which seems like one of its most important and striking aspects?</strong></p>
<p>A lot of the style is pulled from our art director Glenn Hernandez&#8217;s work. Bringing it into VR was a challenge because his work for <em>Luna</em> was very stylized and graphic, so we tried various 3D methods to see what could bring the heart of his look into 3D and also create a fun VR experience.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-394861" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"While <em>Luna</em> was primarily designed as a VR experience, we also released a 2D version for PC and the PS4 version will include both as one title."</p>
<p><strong>Can you talk to us a bit about the puzzle design in <em>Luna</em>?</strong></p>
<p>The puzzle design is meant to be relaxing and meditative, rather than create a serious challenge. The player untangles knots in the constellations to unscramble Bird’s memories of their world. Mechanically it is meant to represent processing negative experiences from your past, to make sense of them and move forward. The player can then bring those reconstructed objects into the gardening levels to heal the world.</p>
<p><strong>Can you briefly talk to us about the narrative premise of the game? How much of a focus does the game place on its the story?</strong></p>
<p><em>Luna</em> is a fable which follows a Bird, an Owl and the Moon. Owl has fallen in love with the beauty of Moon and wants to bring them to Earth. Owl does this by tricking several animals into eating a piece of Moon, convincing them that their personal issues can be ignored and solved with this one remedy. Bird eats the last piece of Moon, realizes this was a mistake, and goes on a journey to put each piece back into the night sky. Bird does this by singing to the other animals to communicate, and helping them share their feelings. The narrative was left a little bit interpretive to allow players to connect the themes to their own experience, and the game dips back and forth between story and gameplay. The new voiceover narration and gameplay tweaks coming in the PS4 release and Storybook Update to the existing releases of the game enhances it by providing more context</p>
<p><strong>Is <em>Luna</em> the kind of game you can&#8217;t imagine as anything but a VR experience, or is there the possibility that we might see it on Xbox One or Switch eventually?</strong></p>
<p>While <em>Luna</em> was primarily designed as a VR experience, we also released a 2D version for PC and the PS4 version will include both as one title. There is a distinct difference between interacting with the environments in VR with motion controls and using a mouse or gamepad, but it is enjoyable either way. We love working in VR and it does lend something special to the game, but we don’t want to limit access to the experience only to VR players. We are considering bringing the game to more platforms but can’t make any announcements yet.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-394862" src="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg" alt="luna" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/luna-image-3-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"Playing the game on the PS4 Pro will have some slight visual improvements"</p>
<p><strong>Are you taking advantage of the PS4 Pro’s extra power to deliver better visuals or performance? If yes, then in what ways?</strong></p>
<p>Yes, playing the game on the PS4 Pro will have some slight visual improvements, we’re able to use more particle effects and lighting. They’re additions for extra flair on the more powerful console, but it won’t look radically different and our stylized aesthetic helps the game present well regardless of hardware.</p>
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		<title>Developer of Katamari Damacy Announces Wattam, A New Game for PS4</title>
		<link>https://gamingbolt.com/developer-of-katamari-damacy-announces-wattam-a-new-game-for-ps4</link>
					<comments>https://gamingbolt.com/developer-of-katamari-damacy-announces-wattam-a-new-game-for-ps4#respond</comments>
		
		<dc:creator><![CDATA[Pramath]]></dc:creator>
		<pubDate>Tue, 09 Dec 2014 06:14:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[funomena]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[wattam]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=216529</guid>

					<description><![CDATA[Looks... interesting.]]></description>
										<content:encoded><![CDATA[<p style="text-align: center;"><iframe loading="lazy" width="620" height="349" src="//www.youtube.com/embed/nNSetQAOcZ4" frameborder="0" allowfullscreen></iframe></p>
<p>The creator of the esoteric and quirky Japanese series, Katamari Damacy , has announced his brand new project- it&#8217;s called Wattam, it&#8217;s a PlayStation 4 exclusive, and as you would expect from him, it&#8217;s pretty damn wacky and eccentric.</p>
<p>&#8220;The idea for this game came from when Keita was playing with his two-year old son, and wondered about what if all toys lived, and connected by themselves? It would be such a fun world to explore and play with! The word “Wattam” itself is actually composed of the Tamil and Japanese words for “making a circle” or “making a loop”.</p>
<p>The initial prototype for this game was made by Keita and his friend Vikram, who are from these two cultures respectively, and this new word acknowledges one of the game’s core inspirations: making connections between different types of things,&#8221; the developer Keita Takahashi from Funomena said.</p>
<p>Check out the trailer above and tell us what you think.</p>
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