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Chris Leigh
04 Jun, 2005

We Love Katamari Preview

PS2 Preview | The sequel to 2004's oddest game rolls into view.
Expectations. No matter how many other games journalists say otherwise, they’re an unavoidable issue when it comes to this previewing and reviewing lark. Of course, different titles inspire different types of expectations. Without wishing to sound overly cynical, we’re all pretty well-versed on what the latest Gran Turismo incarnation will be offering, and PALGN is confident it could inform the reader all about what this year’s FIFA will be presenting to us, without so much as even a cursory glance at one of EA’s pumped-up press releases. This isn’t necessarily a criticism as such, but more of an observation. Because let’s face it: with most games, we know precisely what to expect. And that often shapes how the preview, review, whatever turns out.

Every now and again though, a title appears that defies expectations, that unexpectedly grabs our attention with a vice-like grip and refuses to let go. Katamari Damacy was one such game. Released last year in Japan and the US only, Namco’s esoteric, downright weird little gem employed a fundamentally simple idea, yet possessed layers of depth that weren’t immediately apparent during the first few sessions of play. And it became 2004's biggest cult title.

If you've not heard of it - and we suspect there may still be newcomers out there who need converting - allow PALGN to briefly enlighten you. The player took control of the Prince, a centimetre-high character and proud owner of a katamari, essentially a sticky sphere that could be rolled about various vividly coloured environments, picking up objects as it went. As more and more objects attached themselves to the katamari and it grew in size, bigger objects could be gathered up, until the eponymous katamari was a rolling behemoth, capable of plucking people, cars, even skyscrapers from the world’s surface.

If it sounds disturbed, odd and well, a little barmy, that's because it was. And thanks to the cult following that unexpectedly took the game to their hearts, the last few weeks have seen the first handful of screenshots of a sequel, suitably titled We Love Katamari. We're with you there, Namco. More importantly for those reading this particular article, a PAL version is looking likely this time, something the first game never got. Certainly, the game proved a popular import title for PAL audiences, perhaps one of the factors that may encourage Namco to give the whole world a chance to play this deranged title.

Anxious not to change a winning formula, Namco have clearly designed We Love Katamari as more of an evolved version of it's predecessor rather than a complete overhaul. Hence, the concept is still identical - race against the clock to make your katamari as ample as possible. And pleasingly enough, the same blocky yet strangely endearing visuals remain, as cheerful and lurid as ever. As it's not heard the game yet, we can only pray that the soundtrack is as good as that of the first game, which was (at the very least) as madcap as the rest of the title.

Look closer though, and there are changes to be seen. There's hundreds of new items to be rolled up now, from Koi fish, angels and famous Earthly landmarks (the Sydney Opera House? Big Ben? The Eiffel Tower has also been promised). There's also far more pronounced themes now in levels. At E3, Namco showed off the school and zoo stages that were seen in the earliest shots of the game, whilst one level set at a racing circuit promises much, not least the prospect of eventually catching up to (and then rolling up) an entire pack of racing cars.

A co-operative two-player mode is also planned this time. Whereas the first game did support two players, the competitive nature of the multiplayer game didn't suit the title, not least because it meant having the screen divided into two. With the introduction of a co-op mode, both players can enjoy a full screen, which is (as those who played the first game will know) infinitely more useful in a game like Katamari. PALGN is looking forward to spectating on the inevitable chaos as two players try and co-ordinate themselves successfully so that both are pushing in the right direction.

Other changes are largely aesthetic. There's an entire wardrobe of new outfits and rather quirky headgear for the Prince to unlock and wear this time, and there's also the chance to play as one of the Prince's many assorted relatives, though whether using a different character will affect the actual gameplay has yet to be confirmed. Either way, let's just hope Namco get a PAL version confirmed in the next few weeks. In this respect, the noises coming out of the Japanese publisher in interviews have been very positive so far. And with the Japanese launch within a month, it might not be long before PAL gamers are rolling up tulips, cows, and giraffes themselves.
Overall:
We shall know more on 7th July when the game launches in Japan. A US release is also confirmed. Just cross your fingers, and pray it comes to PAL regions as well.

Related We Love Katamari Content

We Love Katamari Review
03 Feb, 2006 Naaaa, na, na, na, na, na, na, Katamari Damacy!
'Most games are really boring'
29 Sep, 2005 Says Mr Katamari Damacy.
We Love Katamari set to roll over to Europe
12 Aug, 2005 Thanks to EA, though no word yet on possible Oz release.
5 Comments
6 years ago
I actually emailed Namco Europe ages ago about Katamary Damacy 1 ages ago seeing if it was getting a PAL release.
They answered that it wasn't due to techincal difficulties (whatever the hell that means) but that the good news is that the sequal would definately get a PAL release.

Lets just see if they keep their word.
6 years ago
ahhh...puzzle games. gotta love 'em. The character suits are very, er......interesting. Sorta put me off though.
6 years ago
'ahhh...puzzle games. gotta love 'em.'

Heh, don't know if you'd call it a puzzle game actually. I'm not sure which genre it fits in. Puzzlers tend to be cerebal and high scores are the aim etc. Not here - it's just a race against the clock to make your katamari as big as possible. I've never managed a 1,000m katamari in the first game - I got it to about 700m, at which point I as rolling up islands, volcanoes, clouds and rainbows. icon_lol.gif

'The character suits are very, er......interesting. Sorta put me off though.'

Heh, the character suits only scratch at the surface of the weirdness, believe me. icon_wink.gif Seriously, this game is mental - the intro movie is worth the price of the game alone. It never gets tired. icon_lol.gif You should try and pick up a copy manga, I've never met anyone who fails to smile upon seeing it and it's only £19.25 / $46AU at lik-sang.
6 years ago
Chris-Leigh wrote
'ahhh...puzzle games. gotta love 'em.'

Heh, don't know if you'd call it a puzzle game actually. I'm not sure which genre it fits in.
"Arcade", surely?
(Or "Action", which is suitably vague so that noone can really argue icon_razz.gif)
6 years ago

icon_lol.gif icon_lol.gif
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  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  Out Now
European Release Date:
  Out Now
Publisher:
  Namco
Developer:
  Namco
Players:
  1-2

Read more...
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