We Love Katamari
Release date6 Jul 2005
We Love Katamari (or We ♥ Katamari), known in Japan as Minna Daisuki Katamari Damacy ("Everyone Loves Katamari Damacy"), is a video game published by Namco for the PlayStation 2. It was released in Japan on July 6, 2005, in South Korea on July 28, 2005, in North America on September 20, 2005, and in Europe on February 2, 2006. It is the sequel to the previous year’s sleeper hit, Katamari Damacy. This is the last game in the series that had involvement by the series creator Keita Takahashi.
About We Love Katamari
We Love Katamari is released by Electronic Arts in 6 Jul 2005. The game is designed by NOW Production. We Love Katamari is a typical representative of the Adventure genre. Playing We Love Katamari is a pleasure. It does not matter whether it is the first or a millionth hour in Adventure, there will always be room for something new and interesting. Thrilling levels and gameplay We Love Katamari will not leave anyone indifferent. The complexity of gameplay increases with each new level and does not let any player get bored.
In addition to it in 6 Jul 2005 released games such as:
- 🎮 Shaman King: Master of Spirits 2
- 🎮 Chibi-Robo!
- 🎮 Dragon Quest Heroes: Rocket Slime
- 🎮 Capcom Classics Collection
In addition to We Love Katamari, the representatives of Adventure games also belong:
- 🎮 BATTLETECH
- 🎮 MONKEY KING: HERO IS BACK DLC - Purple Incense Burner (In-game Item)
- 🎮 Cetetorius
- 🎮 Hack Run ZERO
A complete list of games like We Love Katamari can be found at AllGame here.
We Love Katamari is versatile and does not stand still, but it is never too late to start playing. The game, like many Adventure games has a full immersion in gaming. AllGame staff continues to play it.
We Love Katamari is perfect for playing alone or with friends.
At AllGame you can find reviews on We Love Katamari, gameplay videos, screenshots of the game and other Adventure representatives.
We Love Katamari - game review
Since the King of the Cosmos replaced the old stars with catamari creations, he has become a favorite of people. His son - the Prince - mastered the art of "rolling" a catamari. Every day, the hopes of earthly fans for their dreams to come true grew exponentially like a ball being rolled by a prince engulfing everything - the aforementioned catamari. "I'd like to roll some more!", "I want to roll this and that!", "Roll something quick!" They shouted. So the prince, unable to disappoint his loyal fans, descended to Earth and was incredibly into this strange rolling!
Once upon a time, Katamari Damacy appeared on the Japanese market. It came and out of the run gained immense popularity, later repeating success in North America. She managed to do it thanks to an extremely simple and at the same time engaging idea for fun.
We roll the ball. They start, for example, on a board that is a children's room. Theoretically everything that we encounter on our way sticks to the ball, but whether we manage to "suck" a gadget depends on the size of the ball and the object itself. For example - you are unlikely to leave an elephant toddler. So you have to measure your intentions and see if you can attach a mascot or a chair waiting in the way of the ball. Objects stuck to the ball increase its size and so systematically our possibilities of driving everything around are growing. All this in order to roll from the nursery to the living room after a while and absorb the RTV equipment and then the residents themselves. If the size of the ball allows for the destruction of the fence, we dash into the street from the garden and this is where the total slaughter begins - passers-by, cars, lanterns, sometimes whole houses fall under our ball!
In fact, these are the main rules of entertainment. It has not changed in the second part - described here - and the first one, which appeared in Europe. An additional element that made the games from the Katamari series so fun is undoubtedly the music - extremely original, funny, adding color to what is happening on the screen. Without music, there would be no Katamari charm. Taken together, these elements made the game very popular in Japan, and later in the United States.
In We Love Katamari, the creators themselves joked about the popularity of the first part. The prince travels around the planet in search of its inhabitants, fulfilling their wishes, rolls everything, everywhere and for everyone. The inhabitants of the planet are without exception big fans of playing with the catamari and, initially skeptical about helping, the King of the Cosmos, after hearing every single compliment (e.g. that he has stylish and sexy tights) sends his Prince without hesitation. And this one plays in all kinds of climates - under water, in cities, in the countryside, in the zoo, in the snow-covered mountains, at car racing - wherever fans will find themselves. Without exception, they give the catamari "rolled" by the prince to the king - and he throws them into space, where they become visible like stars.
The boards differ from each other in terms of climate, although there will be repetitions of the entertainment - fortunately, they occur in moderation and at large intervals. On each of the boards, the player has a task to do - most often it is to make a catamari of a specific size within a given period of time. Others are, for example, catching only certain objects or achieving a certain size of a sphere, but without a visible counter (i.e. by eye).
We Love Katamari is an "orienteering" skill game. While rolling the ball, we have to quickly make decisions about the further direction and whether the object standing on the road will stick, because if it is too big - we will bounce off it, disrupting the rhythm, and changing direction costs expensive seconds.
The controls are as original as the game idea. You probably associate pushing a large ball with using both hands, right? Well, to push the catamari forward, you have to tilt both analog sticks! We can also accelerate rapidly, but it seems that this trick is only applicable when we are sure that our ball will basically be okay, because the speeding catamari is practically out of control for some time. You can quickly change the ball's rolling direction 180 degrees, and also have a high perspective on the boards - good if you want to plan your path, but too time-consuming in my opinion - it's better to roll all the time.
Graphically, it is just like the whole game - originally. There is no question of the splendor of the training grounds or the wealth of various effects. In fact, this game could run on PSX / PSone in a lower resolution and with a slightly smaller number of objects! On the other hand, the cartoon style of the entire binding is simply not to be disliked and more computing power is simply not needed here. We Love Katamari is a great argument for those who say that modern graphics are not needed to ensure a good fun of computer games. The sound is primarily a perfectly selected and varied, but always atmospheric music that I have already written about. The effects are mainly in the menu - while playing, they are negligible.
The life of the game is quite long - there are many boards, because there are several dozen. It should be noted, however, that We Love Katamari is a game that is always fun to play - even if you turn it on for several minutes. With this title, you will relax and not tense up nervously - that's important. Each level can be repeated, improving the results, and the desire to roll absolutely everything on the board is very high, because the appetite grows with eating (absorbing). Besides, it feels great when you start rolling your baby by absorbing only pins and thumbtacks, and end up with a "jump" on the city depriving the inhabitants of their blocks, parks and trains. Such a relaxing disaster game.
Katamari is also fun to look at from the side, but you can invite a second person to play - for the first time in the series. We have two modes here. The first is a classic versus, i.e. a split screen (vertical) and a duel between players on the largest catamari. The second mode is cooperation! In two, we push the ball, and one player is responsible for one analog stick - in order for the ball to roll forward - everyone has to lean out the "mushroom". It's a good multiplayer mode and while it requires a bit of chemistry and training, it seems to be more playable than the versus due to the lack of a split screen (better spectrum for observation of the surroundings).
Visibility is probably the only drawback of this game. I am convinced that some people will skip playing, because "not enough is visible", and adjusting the view is not easy at all - after a while you have to go back to the right one to keep rolling. However, this "problem" (I quickly got used to it there) occurs only at the beginning of a given level, because when the ball gets bigger and bigger - the camera also zooms away, so far that we simply see more than at the beginning.
I wondered for a long time if the simplicity of this game had a negative impact on its assessment. And let me tell you that this is a difficult question, because the idea is great, and so is the background (humor, music!). However, the game could be cheaper than the suggested PLN 199. Why? Because many players will treat it more as an addictive and very pleasant break than more complex titles. This is my impression.
We Love Katamari is a relaxing game. It is also a perfect game for those who complain about the lack of fresh ideas and like to play "other" games. Simple rules, nice twisted music and the same unique style.
While walking through the prince's village in search of fans of the strange ball rolling, I came across a dog who told me straight out that he often plays Katamari himself. He wondered if I could roll ... the sun. And imagine that there is a board on which we have to absorb all the planets we have created, creating a catamari large enough to meet the task set by the mongrel. The Japanese and their strange games. But these are games that have this unique, unnamed element in them.
Emil "Samuraai" Ronda
Screenshots will help you evaluate the graphics and gameplay of We Love Katamari.
If screenshots are not enough, you can enjoy creative videos from Electronic ArtsNo videos
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