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.

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