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Review: We Love Katamari
from the rollin-rollin-rollin dept.
- Title: We Love Katamari
- Developer: Namco
- Publisher: Namco
- System: PS2
- Reviewer: Zonk
- Score: 8/10
If you've played Katamari Damacy, you'll be quite adept at using the controls for We Love Katamari. There have been no real changes to the two thumbstick schema. Using the joysticks in concert, you push the Katamari and it gathers stuff. The more stuff you gather, the larger the Katamari gets. Missions are given to you by the King of All Cosmos, who usually tasks you with achieving a certain size of Katamari within a time limit. Added components to the gameplay are basically just new settings and mission objective types. For example, there are underwater levels now. Aside from some limited verticality, they're just missions with a lot of fish. The new objective types are slightly more interesting. One level lights your Katamari on fire, and requires you to keep it lit by continuously rolling up stuff. You pause too long, your Katamari goes out, and your dad shoots you with laser beam eyes. Tough love, indeed. Another level pits you against a second player in a race to assemble a snowman.
That integrated second player mission is part of the multiplayer emphasis in the second game. In addition to a few two player vs. missions, there is a head-to-head mode similar to the multiplayer mode in the first Katamari. It is better developed than in the first game, though, with a few different arenas of play available. The head-to-head mode emphasizes strategy as well, by requiring each player to gather more of a specific object that their opponent. The most enjoyable aspect of We Love Katamari's multiplayer is cooperative play. Two people working together can play every mission in the game. At least, working together is the idea. Moving the Katamari efficiently with two people operating requires a little getting used to, but with a duo working together you can really get the ball moving. It's also hilarious getting into a groove. "Go Backwards!" "I am going backwards!" "No, left backwards."
The fun factor of the game is still very high, even after a year spent playing the first title. There's an immense satisfaction in adding mass to your Katamari, and a sick pleasure in having your work transformed into a stellar object. The "purpose" of the game, if there can be said to be one, is to please fans of the original Katamari and assist the King of the Cosmos in refilling the rest of the sky. Completing missions is interspersed with extremely disconcerting cut-scenes about The King of the Cosmos' past. Starting with his youth, the cut-scenes give us background on exactly what makes the King tick. Because, of course, not knowing kept us up at nights. The fan service is literal and unabashed. The denizens of the mission select field cavort among the trees, giant birthday cakes, and oddly tapping birds. When you pass nearby they call out for attention, requesting that you see to their idiosyncratic whims. Various moments during the game will see you gathering up sweets for a sugar-rush seeker, cleaning up a kid's room for a lazy parent, and entertaining a class full of students by rolling up the contents of their school. Of course, I have to sit here wondering if they were all that entertained. After all, they ended up as part of a star.The game has the same shaped-Lego look of the first title, with everything from penguins to people represented in the somehow appealing format. The game has its own beauty, but it will hardly stretch your PS2's capabilities. The enjoyment factor of the game's presentation lies in the variety and sheer amount of stuff that exists within the mission spaces. Every time your Katamari accrues mass and the game's scale shifts, you gain a new appreciation of the minimalist style. One vaguely frustrating change in the game is the addition of in-mission load times. The increased mission size has resulted in the need to load up additional materials in order to gain access to new parts of the map. An understandable but somewhat frustrating limitation.
Sound plays an important role in every game, and the brain-crushingly entertaining soundtrack from the first game has a successful successor in We Love Katamari. Catchy tunes with jazz, J-Pop, techno, and swing backgrounds round out the audio environment you roll around in. The main theme has several incarnations on the soundtrack, and all of the songs are enjoyable ear candy. The catchiness level of the first game has been toned down in favour of some more worked out pieces, but the experience is still thoroughly Katamari.
Fan service and catchy tunes. Fun and innovative gameplay. A game guaranteed to keep your raver buddy amused for hours on end. There are so many pleasant things you can credit We Love Katamari with. My only two big complaints are that it's basically the same game as the original, and it's very, very short. The game is well worth playing, but a bit more expansion of the concept would have been appreciated. As it's so similar to the first title, it shares the problem that once you've mastered the controls it is not very hard to work your way through the game in a frustratingly short amount of time. Nothing is perfect, though, and I'll take my fun where I can get it. If you've played Katamari Damacy and enjoyed it, there is no way you won't like We Love Katamari. If you haven't, it's well worth taking a look just so you can get a taste of what all the fuss is about.
Kalamari (Score:4, Funny)
Re:Kalamari (Score:2)
katmari is lump, mass, clod or cluster
But I can understand the low level humor about this
It's hardly short (Score:5, Informative)
This game is MUCH longer, remember first off you're paying 30 bucks, so don't expect a 50 buck game. But you have at least 6-10 areas for you to roll in, tons of new missions and most of them are quite lengthy Plus there's easily much more to find and do. I'd have to say it's a decent length.
Overall though the review nails it. It's a "thank you for the support", basically "you wanted more here's more fun, we won't innovate too much so we don't ruin it, but we'll have as much fun as we did the first time" gotta say that's how I found it and that's all I wanted. Kudos to Namco. Keep the good games coming.
Re:It's hardly short (Score:3, Informative)
Actually, the "missions" might be longer but they aren't nearly as difficult and I have only not made the goal twice (both times smashed on Sparksbombs). I blew through to the ending w/o much difficulty (yes there's mo
Re:It's hardly short (Score:2)
I tried to tone it down, but I *really* like this game. The co-op is so much fun my wife and I played through the whole thing in just a couple of days.
It is longer than the original, but still quite short compared to most games today. The difference is, every minute of the game was worth playing.
Re:It's hardly short (Score:2)
I have heard that it is difficult to control -- my wife is very interested in playing some parts of the game and I was wondering if it would be worthwhile to pick up a second controller to play co-op.
How difficult is it?
Re:It's hardly short (Score:2)
Unfortunately, they took out the on-screen notice of which way the joysticks are moving which was included in the Japanese version of the game. I guess they felt us American folk wanted to be more combative?
It does take some work to get the hang of it, but once you do it's a lot of fun.
Re:It's hardly short (Score:3, Informative)
Re:It's hardly short (Score:3, Informative)
Uh, you missed a couple. The original game also had the side missions of finding all objects and all names. That could easily take at least a month to finish. Some of those are really hard to find, and a few can just barely be rolled up before the scale changes and they disappear. And then there's that damn bear with a rocket up his ass.
Not again... (Score:2, Funny)
The game review formula (Score:5, Funny)
print("$game ain't bad, but it's no NetHack!");
else
print("$game gets a 10-10-10");
A kids game, no? (Score:1, Funny)
Not for kids version.. (Score:5, Funny)
with a mod for cousin on cousin action!
Parent
Mmmm, Katamari (Score:3, Funny)
uhhhh (Score:1)
Re:uhhhh (Score:2)
Spoilers!! (Score:5, Funny)
That was the KING's sick past?!
You sir, have ruined my day!
nah,,,,,not really I guess it's pretty disturbing whichever way you look at the extra story plot line. And anyway it's only in there because it pleases the fans in a sick way, like the rest of the game.
About the under water level, it's way more fun than mere vertical challenge...Your katamari can be fished out of the water, losing valuable rolling time. And also you move slower than on land. Also, you literally speed cruise around a small island on the racing level, picking up your opponents who cheekily try to out-speed you.
But I've got to say that one of the funnest (yes...) part of the game is how unabashedly violent and sick the idea of the game is. You roll up people, they scream, they flail around trying to dislodge themselves from the massive ball, they fail at that. You roll the ball, by how weighting in tonnes, and the people get crushed by even bigger objects you pick up. Finally, when you're done, your Dad BLASTS the whole thing into space where they become a "star", presumably cathing on fire in a nuclear fission type reaction.(how else does it glow from light years away?)
Best. Game. Ever.
Will Spore have Katamari elements in it?
Re:Spoilers!! (Score:2)
And they LOVE Katamari! (Score:2)
What's truly bizarre to me about it all is that the whole purpose of the second game is that people are lining up to beg you to do this to them. Obviously this game is a thinly-veiled vehicle for BSDM fetishists...
The Objective of the Game (Score:5, Interesting)
To finish you have to destroy the entire solar system by rolling it up in your katamari.
Such destructive pleasures...
Re:The Objective of the Game (Score:2)
Especially when he eats children.
Infinite Levels (Score:2)
Re:Infinite Levels (Score:3, Informative)
However, the Eternal levels do not exist as they once did, sadly. You do, however, have more levels that have no time limit.
Re:Infinite Levels (Score:2)
There are no "infinite" levels per se . . . however, there is a "very-close-to-infinite" level that pops up after you've finished every other stage, including the bonus stage that appears after finishing the game and the bonus stage that appears after collecting all the cousins. It is, unfortunately, not a very interesting level (you're closed into a small area, you can only collect one type of object, and you don't grow in size), but you never run out of stuff to collect, so if nothing else it's a good ti
Re:Infinite Levels (Score:3, Informative)
Both these situations are especially evident in each game's "big" level, Make the Moon in the original and the Bird+Elephant level in KD2 (aka We Love Katamari). Both seem a bit difficult and barely completeable in time on first play, but now.... I can easily clean out the e
Re:Infinite Levels (Score:2)
I loved the eternal levels because you could roll up items you needed for catalog completion. I also thought it was fun just to dap around and see the bizarre sights and snap photos. Seems like an easy thing to include; I'm annoyed that they took that feature out for the sequel.
Just for the record. (Score:5, Informative)
Better Katamari Cake (Score:5, Interesting)
Best PS2 Series!!! (Score:2, Interesting)
it will be alright (Score:2, Interesting)
Well written review (Score:2)
"to gather more of a specific object than their opponent"
The game should come with a warning sticker (Score:2)
I love this game way too much.
Short? (Score:3, Interesting)
Most people are making the mistake of not replaying the levels they cleared. Some of them have up to 5 missions in them.
So, no, you have not beat the entire game by doing the absolute minimum necessary to roll up the sun.
Re:This game would ROCK on the Nintendo Revolution (Score:5, Insightful)
Parent
Re:This game would ROCK on the Nintendo Revolution (Score:4, Interesting)
Parent
Re:This game would ROCK on the Nintendo Revolution (Score:2)
Re:This game would ROCK on the Nintendo Revolution (Score:2)
Yes, I'm a slightly bitter Gamecube owner about this one. Then again, I shouldn't complain, as this is the only game I've even considered buying another console for.
Re:This game would ROCK on the Nintendo Revolution (Score:2)
A new PS2 costs $179.99. Katamari costs $29.99. That's just under $210 total.
Not everyone lives in the USA.
Re:This game would ROCK on the Nintendo Revolution (Score:2)
No, not everybody lives in America. Gold star, Pierre. It's not my fault you guys use the same symbol for your currency.
Re:This game would ROCK on the Nintendo Revolution (Score:2)
We Love Katamari itself sells for $30 new - although since you haven't played the first one, you might as well pay $20 for Katamari Damacy.
Admittedly $120-135 is still a lot to play one game.
Luckily the grandparents bought my son a PS2, which has pretty much gone neglected with the exception of Katamari.
Re:This game would ROCK on the Nintendo Revolution (Score:2)
Re:Is it just me? (Score:2)
Re:Is it just me? (Score:2)
Re:Is it just me? (Score:2)
2. Try the links. The review is plenty coherent.
3. Even blabbering into the void may have its place from time to time.
Re:Anyone Else? (Score:2)
Sticking YOUR member into a blender. Now that could provide for some fun gaming.
Re:Anyone Else? (Score:3, Informative)
It took me just a bit to get into it, but after an hour and a half or so, I was completely hooked.
Steep ramp-up (Score:2)
And that was basically one of the biggest problems in the game, the pacing. The first few levels were difficult, when you're at a small size. But once you reach a certain size (most people say 6m), most of the levels become trivial and it's just a matter of "where do you want to roll today?" Had it not been for a friend looking over my shouldering coaching me towards some of the better routes, I might not hav
Flash-based version (Score:2)
I second this! (Score:2)
It really does seem like a good fit for Nintendo, though.
Re:Will it ever come out for the Gamecube? (Score:2)