Reviewed: October 19, 2005
Reviewed by: Cliff O'Neill

Publisher
Namco

Developer
Namco

Released: September 20, 2005
Genre: Action
Players: 1-2
ESRB: Everyone

9
8
9
9
9.0

Supported Features:

  • Analog
  • Vibration
  • Memory Card (88 KB)

    Screenshots (Click Image for Gallery)


  • The stench of love is mysteriously fouling the air, even though spring is all but a faded memory and Valentine’s Day is several months away. It’s fall, which, in the gaming world, means it’s time for war, with hordes of action titles storming the market and viciously vying for gamers’ attention and hard-earned dollars.

    And yet, comfortably nestled between all the T- and M-rated releases, an adorable little game called We Love Katamari conspires to spread joy and happiness to PS2 owners. One moment with it and everything seems right with the world…

    Then the game violently grabs hold of you and a friend and transforms the two of you into drill sergeants. Cordial gaming yields to strict formality as players frantically bark orders at each other in order to control the same katamari. Say hello to the new cooperative mode, one of the cool new features that helps make We Love Katamari a winning sequel.


    Fun fact: The creative director (and soul) behind Katamari Damacy, Keita Takahashi, originally had no intentions of making a sequel, and was outright opposed to it initially. Luckily for us, he had a change of heart. We Love Katamari would have likely been a different game without Takahashi at the helm.

    Thankfully, though, We Love Katamari is not a radical departure from the first game. Katamari Damacy was so finely tuned and such a breath of fresh air that it wouldn’t have made much sense to shake things up. Nevertheless, the gameplay has been subtly enhanced. While the core mechanics (i.e., use the analog sticks to roll the katamari and gather enough stuff before time expires) remain unchanged, all-new objectives and levels add freshness, not to mention additional challenge and replay.

    Indeed, you won’t just be rolling a katamari this time. Among other things, you’ll be fattening up a sumo wrestler, making a head for a snowman, gathering a beautiful bouquet, and racing against vehicles. You’ll be doing all these things and more (most levels have multiple goals) in a variety of settings, including a busy school, crowded zoo, winter wonderland, and even outer space.

    Certain elements and hazards in the environments, such as ice in the snow level and fishhooks in the underwater level, significantly affect the handling of the katamari. Plus, there’s a distinct difference in the physics depending on the size of the katamari, the type and amount of objects stuck to it, and whether it’s traveling on land, under water, or up- or downhill. It’s a good thing, then, that the dual-analog controls seem to have tightened a bit, complemented further by increased camera control.

    Story-wise, the King of All Cosmos and the Prince make their glorious return, with the King sporting the newfound ability to shoot friggin’ laser beams out his eyes (he takes pleasure in shooting them at you whenever your performance displeases him). With their previous exploits a tremendous success, the eccentric King and puny Prince are now tasked with appeasing the masses of Katamari fans who have cropped up around the world. Entertaining cutscenes provide some backstory and shed light on the King’s childhood…yes, the King was indeed once a child.

    The King and the Prince aren’t the only stars, though. Unlike the first game, We Love Katamari lets you play as the Prince’s cousins in single-player mode. They don’t have any unique abilities or control any differently, but they’re nice to have around when you tire of the Prince.

    Of course, not all the Prince’s cousins are playable right from the start. You’ll need to find them in the levels before they become available. Also, as in the original game, you can search for hidden presents that unlock decorative items for your character.

    Having an assortment of playable characters on hand mainly serves to bolster the game’s multiplayer modes, both competitive and cooperative. Though slightly expanded from the last game, the head-to-head mode (collect more designated objects than your opponent) is overshadowed by the exciting new addition of cooperative play. In co-op mode, two players simultaneously roll one katamari through the main levels, with each player’s control limited to the equivalence of one analog stick.

    Thus, succeeding in co-op mode requires coordinating movement as if you and your partner were Siamese twins. This entails communicating thoroughly with the other player so you’re both on the same page. Otherwise, you’ll get nowhere fast, especially with a timid or finicky partner.

    Although co-op mode has a tendency to devolve into a screaming match as players desperately try to direct each other’s actions, it’s actually great for parties and casual get-togethers. Being forced to play in harmony can serve as a good icebreaker or relationship booster. Unfortunately, this mode can also ruin relationships, because no one likes to be yelled at by a raging psychopath – which is what you will become if you get too carried away.

    When all is said and done, We Love Katamari doesn’t deliver the same level of innovation in gameplay that Katamari Damacy did, but few were expecting it to. Still, it’s just as fun and contains more variety, and that’s frankly good enough for now.


    A young, unenlightened gamer might take one quick look at We Love Katamari and immediately declare that its graphics “sux0rz!” In truth, that would be an understandable, if hasty, initial reaction.

    The graphics here are no technological marvel, to be sure, especially when compared with almost anything recent on the PS2. What’s more, the game’s seemingly simple visuals are not immune to common graphical flaws, such as camera and clipping issues. Fortunately, the frame rate rarely falters, and there’s enough trippy imagery to induce hysteria.

    Anyone with an appreciation for art, however, will instantly see We Love Katamari’s true beauty. It’s the colorful, outlandish scenery; the extraordinary and gradually shifting sense of scale; the spacey character designs; the artsy cutscenes; and the way in which the katamari playfully interacts with the environment. These things are what make We Love Katamari, like its predecessor, a joy to behold. Even the instruction manual and menu screens are works of art.


    Katamari Damacy boasted an infectious soundtrack, quickly becoming one of gamers’ favorites of 2004. In fact, we rated Katamari Damacy’s audio a perfect 10 based on its quirky music alone. How do you improve on perfection? You don’t, apparently.

    That doesn’t mean We Love Katamari’s soundtrack is a letdown, because it still has that special something. It’s just that it seems somewhat forced, as if it were trying to be strange and eclectic instead of letting things flow naturally. That’s what was so great about the first game’s soundtrack – it flowed effortlessly.

    The soundtrack in We Love Katamari, on the other hand, may be a little too odd for its own good. For example, one song consists heavily of animal noises, and another features deliberately off-key “singing.” Even so, several tunes will get inside your head and stay there, tormenting you for days. And as before, the music variety and production quality are second to none. Katamari fans can even expect to hear variations of songs from the first game, though the original versions remain superior.

    As for the rest of the audio, the sound effects stay the course. The King still has a turntable lodged in his throat (why else would his voice emit record-scratching sounds?), while the Prince and his cousins are live boomboxes, dropping boisterous beats as they frolic about the hub world. Environments are again filled with a cornucopia of wacky sounds, each level serving as a unique soundstage.

    Most amusing of all are the blood-curdling screams of panic-stricken humans. All that’s missing is Sally Struthers screeching, “Save the children!” That would have been awesome. Or not.

    On the downside, since the main characters lack true voice-overs, expect to be reading lots and lots of dialogue. At least it’s consistently funny, and you can quickly skim through it with the X button. Another small convenience is being able to select the song you want to hear in a given level. Not that it ultimately matters, though, as all the songs will eventually drive you insane – but in a good way.


    Despite costing $10 more than its predecessor, which retailed for an “astronomical” $19.99, We Love Katamari remains a bargain, particularly since it provides a meatier experience. Think of those 10 extra bones as a thank-you to Namco for taking a risk on releasing the first game stateside and following it up with a delightful sequel. While some may argue that We Love Katamari is more of an expansion pack than a full-blown sequel, we prefer to think of it as a mushy love letter to its fans.

    However you choose to view it, the game delivers a very tight package, complete with manic gameplay (featuring a greater variety of objectives and levels), a charming presentation, and more replay value and unlockables than the first game. Katamari fans will no doubt get their money’s worth. Only extremely stingy gamers – and perhaps those lacking a partner-in-crime for the new co-op mode – will feel the least bit slighted.


    The game’s name says it all, so no need to overstate the obvious. We’ll simply let the title of the game sum up our final thoughts: We Love Katamari, yes we do! (A bloody knife fight erupted amongst the GCM staff just to see who would review it…OK, maybe not.)

    We’re confident you’ll love the game, too. Really, there’s little reason not to, as it’s every bit as lovable as Katamari Damacy was, and now you can bring a friend along for the entire ride. So, one last time, with spirit (come on – shout it with us): We LOVE Katamari!