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We Love Katamari

We Love Katamari[a] is a 2005 third-person puzzle-action video game developed and published by Namco for the PlayStation 2. It is the sequel to the 2004 sleeper hit Katamari Damacy. The player controls a diminutive character named the Prince as he rolls around an adhesive ball called a "katamari" to collect increasingly larger objects, ranging from coins to pencils to buildings, in order to build stars as ordered by his father, the King of All Cosmos.

We Love Katamari
North American box art
Developer(s)Namco
Now Production
Publisher(s)
Director(s)Keita Takahashi
Producer(s)
  • Toshiya Hara
  • Hideki Tomida
Designer(s)
  • Masatoshi Ogita
  • Takako Maeda
  • Akihiro Takano
  • Kazunori Okanaka
Artist(s)Takeshi Ugajin
Composer(s)
  • Yuu Miyake
  • Yuri Misumi
  • Hiroshi Okubo
  • Masashi Sugiyama
  • Katsuro Tajima
  • Akitaka Toyama
  • Yoshihito Yano
SeriesKatamari
Platform(s)
Release
  • PlayStation 2
    • JP: July 6, 2005
    • NA: September 20, 2005
    • PAL: February 3, 2006[1]

  • Reroll+ Royal Reverie
  • Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S
    • WW: June 2, 2023
Genre(s)Puzzle, action
Mode(s)Single-player, multiplayer

Katamari Damacy creator Keita Takahashi opposed the idea of a sequel as he believed the video game industry's focus on sequels was detrimental to employee creativity. He agreed to direct We Love Katamari when Namco executives stated they would continue development with or without his input. The game was given a larger budget and staff compared to the original, with Takahashi leading a team of 30 employees to create it. We Love Katamari is themed around fanservice as a response to the significant support from fans for Katamari Damacy. Takahashi mandated that it needed to retain the spirit of its predecessor while also feeling new and fresh at the same time.

Critics enjoyed We Love Katamari for keeping the style of Katamari Damacy intact, such as its unique gameplay, heavily-stylized visuals, and soundtrack. Its new additions, such as multiplayer modes and additional level objectives, were also met with praise. Some believed the game did not feel like the creative leap of the original, and its new ideas did not change much overall. It was the only other Katamari game to have involvement from Takahashi, and was followed by Me & My Katamari later that year.

A remaster, We Love Katamari Reroll+ Royal Reverie, for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S, was released on 2 June 2023.

Gameplay edit

 
The Prince rolling his katamari through a city.

In We Love Katamari, the player controls the Prince, the 5-centimeter-tall son of the god-like entity the King of All Cosmos, who rolls around a "katamari", a magical ball that causes objects smaller than it to attach to it.[3][4][5] The player moves the Prince throughout each level, collecting objects in order to fulfill objectives set by his father. Collecting a certain number of objects causes the katamari to grow in size, allowing it to pick up larger objects that couldn't be rolled up earlier. Objects range from household objects like coins, pencils, and dice, to larger ones like buildings, mountains, and clouds. If the katamari collides with a moving object or a wall, objects attached to the katamari will fall off and decrease its size. Rolling against a wall allows the player katamari to "climb" it in order to reach higher areas.[3]

We Love Katamari differs from its predecessor in its level design. The standard game mode is "Make A Star", where the katamari must grow to a specific size as determined by the King.[3] New game modes include making the katamari as big as possible with a limited number of objects, rolling up snow to create the head of a snowman, collecting children and delivering them to a school,[6] and using a sumo wrestler to roll over food items to gain body mass.[6][7] Completing missions unlocks an alternative version of the level that features a new objective.[7] In most missions, players can find a cousin of the Prince which, when rolled up, can be selected as a playable character. There are also items known as "royal presents" that unlock clothing that the Prince and his cousins can wear. A cooperative two-player mode is available, where each player controls half of the katamari and must work together to roll up objects, as well as a "Battle" mode where players compete against each other to roll up more objects than their opponent.[3]

Plot edit

The first story in the game is a self-referential story of how the King of All Cosmos is reacting to the unexpected success of Katamari Damacy. After completing his goal to recreate the stars in the sky, the King of All Cosmos was surprised to discover that he had many fans down on Earth. King of All Cosmos seeks to help fulfill the wishes of his fans—with the help of his son and his son's cousins, who again travel Earth, rolling things into a Katamari.

The second story tells the life of the King of All Cosmos before becoming King. His father always pushed his son to go further and punished the future King whenever he failed a task. In his early life, he was a boxer. After losing first place in a boxing tournament, the Emperor throws his son's second-place trophy into the river out of disappointment. At some undisclosed time, after an argument concerning a strawberry shortcake, the future King runs away from home and gets into fights with street punks who in one altercation slice off the front of his pompadour haircut. The dejected future king bumps into a woman and they fall in love at first sight.

The future King's father lectures. In frustration and anger, the son lashes out, knocking his father to the ground. The king walks away without any further dispute, confusing the future king. Later that evening, the future king spies his father deep in thought, staring at the second-place boxing trophy. Recalling the incident from his childhood, and imagining his father fishing the trophy back out of the river, he realizes the love underlying his father's stern exterior all these years. He bursts into the room, crying, and kneels before his father to beg forgiveness. The father places a hand on his son's head and supports the future King's relationship with his future wife. After this reconciliation, all is well between the Emperor, the son, and his fiancée. But soon afterward, the Emperor falls ill. The Emperor crowns his son as the new King of All Cosmos and collapses shortly after.

At a later undisclosed time, the King is now a grown man, pacing back and forth in a waiting room. Suddenly, he hears the sound of a baby crying in the delivery room, as he rushes to investigate, and a nurse appears from a doorway to call him. Later, the King and the Queen are then shown happily looking down at their son, the Prince of All Cosmos, newly born and wrapped in a blanket, the character that the player controls during the game.

Development edit

 
Katamari creator Keita Takahashi in 2005

Namco announced We Love Katamari in April 2005.[8] It was demonstrated at that year's Electronic Entertainment Expo (E3), where it gained favorable reception from attendees.[9] Takahashi opposed the idea of creating a sequel to Katamari Damacy, as it was his belief the industry relied heavily on sequels that limited creativity and what developers could implement into their games.[10] Namco already began work on a follow-up to Katamari in the form of a Christmas-themed version of the original, without involvement from Takahashi.[10] When he discovered the project's existence, executives stated development of the sequel would continue with or without his input. In response, Takahashi agreed to direct the sequel, tentatively titled Katamari Damacy 2.[11]

Takahashi chose to theme the sequel around supplying fan service as a response to the significant support from fans for the original Katamari Damacy.[12] This stemmed from Takahashi's gripe towards defining games with traditional methods, such as displaying product descriptions on the front of its cover art.[12] The development team chose to name the sequel We Love Katamari in reference to this concept, as well as the level structure focusing around taking requests from fictional fans.[12] Takahashi noted that such concepts would have been impossible to implement in Katamari Damacy due to it being an original project.[12] We Love Katamari was designed at a larger scale compared to the first game, and possessed a larger development team of 30 people.[12] Takahashi mandated that it had to keep the spirit of Katamari Damacy while feeling new at the same time.[12]

Like the first game, We Love Katamari rarely attempts realism, focusing heavily on characters and environments that are heavily stylized and bizarre in nature.[12] This absurdity carried over to the story, which Takahashi wrote as being a self-referential story about the characters knowing and talking about them being in a game.[12] The multiplayer modes were originally created for Katamari Damacy, but had to be cut due to time constraints. Takahashi and the development staff created these modes as it encouraged teamwork and gave players a sense of accomplishment.[12]

Release edit

The game was released in Japan on July 6, 2005 as Minna Daisuki Katamari Damacy (Everyone Loves Katamari Damacy);[13][12] its cover art, featuring the development team cheering outside Namco's head office in Yaguchi, Ōta,[14] was created to further emphasize its centering around fanservice.[12] It was released in North America on September 20, 2005, and in Europe on February 2, 2006; the European release was published by Electronic Arts.[15] Namco Bandai Games re-released the game in Japan on June 8, 2006 under the PlayStation 2 The Best budget title line.[16]

A remaster of We Love Katamari, titled We Love Katamari Reroll+ Royale Reverie, was released on Nintendo Switch, PlayStation 4 and 5, Windows, Xbox One and Series X/S, on 2 June 2023. The remaster supports high-definition resolutions and other quality of life improvements.[17]

Reception edit

We Love Katamari was met with positive reception upon release. Metacritic gave it 86 out of 100.[18] It sold over 116,000 copies in Japan by the end of 2005.[30] The Sydney Morning Herald praised the game, stating that "the way the scale changes seamlessly is incredibly cunning with areas becoming accessible and later off-limits again according to the size of your flotsam-encrusted orb".[24] The Times gave it a favorable review and stated that "what's most important about We Love Katamari is that it represents a move in which Electronic Arts, the world's biggest games publisher, has been prepared to release a title that is new, entertaining, and ultimately original".[15]

Both GamePro and Game Informer praised the co-op mode introduced into the game, noting that it took some getting used to, but that the game was just as polished and fun as the single-player mode.[6][4] GameSpot also noted that the co-op can take some getting used to, but can be a great acquired taste.[7] IGN on the contrary, was more critical regarding co-op and stated that it didn't work well at all.[5]

The music was also received positively among critics. Game Informer noted that the music was just as artsy as its predecessor and found dogs barking the theme song brilliant.[6] GameSpy had similar comments stating that the music was just as cool as its predecessor but with more production values implemented into it. They further appreciated the ability to select their preferred song.[21] Eurogamer thought the music was better than its predecessor and noted that songs previously introduced being re-recorded with a wider range of vocals and the addition of classical pieces[19] GameSpot noted that unlike its predecessor, the music of the game is less focused on catchiness and moves into a more experimental direction.[7] X-Play found it to be one of the best out there although considered it to be inferior to its predecessor.[23]

Although the game was received positively overall, some reviews critique specific aspects of the game. Eurogamer noted at the mechanics aren't perfect, criticizing the imbalance in difficulty between levels.[19] IGN was critical of the gameplay and stated it wasn't as appealing as the first game. IGN further elaborated that they expected more creative changes to the gameplay.[5] GameSpot criticized the versus mode for having only three stages, making it have little replay value.[7] X-Play noted that the game didn't offer enough advancements from its predecessor.[23]

During the 9th Annual Interactive Achievement Awards, We Love Katamari was awarded "Children's Game of the Year" by the Academy of Interactive Arts & Sciences.[31]

According to Metacritic, We Love Katamari Reroll+ Royal Reverie received "generally favorable reviews".[25][26]

Notes edit

  1. ^ Stylized as We ♥️ Katamari. Known in Japan as Minna Daisuki Katamari Damacy (みんな大好き塊魂, Minna Daisuki Katamari Damashii, Everyone Loves Katamari Damacy).

References edit

  1. ^ "Proof that We Love Katamari". Eurogamer.net. 3 February 2006. Retrieved 4 December 2023.
  2. ^ https://www.gamesindustry.biz/ea-declares-we-love-katamari
  3. ^ a b c d We Love Katamari instruction manual. USA: Namco. 20 September 2005. pp. 6–45.
  4. ^ a b c Syriel (14 September 2005). . GamePro. International Data Group. Archived from the original on 8 December 2005. Retrieved 19 February 2021.
  5. ^ a b c d Sulic, Ivan (15 September 2005). "We Love Katamari Review". IGN. from the original on 3 June 2020. Retrieved 19 February 2021.
  6. ^ a b c d e Reiner, Andrew (September 2005). . Game Informer. GameStop. Archived from the original on 20 January 2008. Retrieved 19 February 2021.
  7. ^ a b c d e f Navarro, Alex (15 September 2005). "We Love Katamari Review". GameSpot. CBS Interactive. from the original on 13 November 2018. Retrieved 19 February 2021.
  8. ^ Vasconcellos, Eduardo (25 April 2005). . GameSpy. IGN. Archived from the original on 12 October 2008. Retrieved 22 February 2021.
  9. ^ Sulic, Ivan (18 May 2005). "E3 2005: We Still Love Katamari". IGN. from the original on 26 February 2021. Retrieved 26 February 2021.
  10. ^ a b John Agnello, Anthony (14 September 2018). "Opinion: It's Time for More Katamari". Escapist Magazine. Enthusiast Gaming. from the original on 3 June 2020. Retrieved 22 February 2021.
  11. ^ Theobald, Phil (10 March 2005). . GameSpy. IGN. p. 2. Archived from the original on 12 August 2020. Retrieved 22 February 2021.
  12. ^ a b c d e f g h i j k Leone, Matt (22 July 2005). . 1UP.com. IGN. Archived from the original on 15 January 2010. Retrieved 22 February 2021.
  13. ^ "Now Playing in Japan". IGN. 12 July 2005. from the original on 14 July 2019. Retrieved 26 February 2021.
  14. ^ Anderson, John (24 March 2016). "The Demolition of Japan's Videogame History". Kill Screen. from the original on 15 June 2019. Retrieved 24 August 2019.
  15. ^ a b Meston, Tim (17 February 2006). "We Love Katamari". The Times. from the original on 9 April 2007. Retrieved 25 March 2014.
  16. ^ "みんな大好き塊魂" [We Love Katamari]. www.katamaridamacy.jp (in Japanese). Namco Bandai Games. 2009. from the original on 13 September 2020. Retrieved 26 February 2021.
  17. ^ Romeno, Sal (8 February 2023). "We Love Katamari REROLL+ Royal Reverie announced for PS5, Xbox Series, PS4, Xbox One, Switch, and PC". Gematsu. from the original on 9 February 2023. Retrieved 8 February 2023.
  18. ^ a b "We Love Katamari Critic Reviews for PlayStation 2". Metacritic. from the original on 15 July 2012. Retrieved 25 March 2014.
  19. ^ a b c Fahey, Rob (26 July 2005). "We Love Katamari Review". Eurogamer. Gamer Network. from the original on 26 March 2014. Retrieved 19 February 2021.
  20. ^ [We Love Katamari (PS2)]. Famitsu (in Japanese). Kadokawa Corporation. Archived from the original on 7 July 2016. Retrieved 19 February 2021.{{cite magazine}}: CS1 maint: unfit URL (link)
  21. ^ a b McGarvery, Sterling (20 September 2005). . GameSpy. IGN. Archived from the original on 26 March 2014. Retrieved 19 February 2021.
  22. ^ "We Love Katamari". Official U.S. PlayStation Magazine. No. 98. November 2005. p. 94.
  23. ^ a b c . X-Play via G4TV. 20 September 2005. Archived from the original on 17 October 2006. Retrieved 13 March 2021.
  24. ^ a b Hill, Jason (9 February 2006). "We Love Katamari". The Sydney Morning Herald. from the original on 24 September 2015. Retrieved 25 March 2014.
  25. ^ a b "We Love Katamari REROLL+ Royal Reverie for PlayStation 5 Reviews". Metacritic. from the original on 12 June 2023. Retrieved 12 June 2023.
  26. ^ a b "We Love Katamari REROLL+ Royal Reverie for Switch Reviews". Metacritic. from the original on 12 June 2023. Retrieved 12 June 2023.
  27. ^ Handley, Zoey (10 June 2023). "Review: We Love Katamari Reroll+ Royal Reverie". Destructoid. from the original on 12 June 2023. Retrieved 12 June 2023.
  28. ^ Soto, Fran (8 June 2023). "Review: We Love Katamari Reroll + Royal Reverie". Hardcore Gamer. from the original on 12 June 2023. Retrieved 12 June 2023.
  29. ^ McCrae, Scott (5 June 2023). "Review: We Love Katamari REROLL+ Royal Reverie (PS5) - A Great Version of the Series' Highlight". Push Square. from the original on 12 June 2023. Retrieved 12 June 2023.
  30. ^ "2005年ゲームソフト年間売上TOP300" [2005 Game Software Annual Sales Top 300]. [Famitsu Game Whitebook 2006] (in Japanese). Tokyo: Enterbrain. 2006. Archived from the original on 27 January 2009. Retrieved 27 May 2015.{{cite book}}: CS1 maint: unfit URL (link)
  31. ^ "D.I.C.E. Awards By Video Game Details We Love Katamari". interactive.org. Academy of Interactive Arts & Sciences. Retrieved 30 October 2023.

External links edit

  • Official website
  • We Love Katamari at MobyGames

love, katamari, 2005, third, person, puzzle, action, video, game, developed, published, namco, playstation, sequel, 2004, sleeper, katamari, damacy, player, controls, diminutive, character, named, prince, rolls, around, adhesive, ball, called, katamari, collec. We Love Katamari a is a 2005 third person puzzle action video game developed and published by Namco for the PlayStation 2 It is the sequel to the 2004 sleeper hit Katamari Damacy The player controls a diminutive character named the Prince as he rolls around an adhesive ball called a katamari to collect increasingly larger objects ranging from coins to pencils to buildings in order to build stars as ordered by his father the King of All Cosmos We Love KatamariNorth American box artDeveloper s NamcoNow ProductionPublisher s JP NamcoNA Namco HometekPAL Electronic Arts 2 Director s Keita TakahashiProducer s Toshiya HaraHideki TomidaDesigner s Masatoshi OgitaTakako MaedaAkihiro TakanoKazunori OkanakaArtist s Takeshi UgajinComposer s Yuu MiyakeYuri MisumiHiroshi OkuboMasashi SugiyamaKatsuro TajimaAkitaka ToyamaYoshihito YanoSeriesKatamariPlatform s PlayStation 2Reroll Royal ReverieNintendo Switch PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X SReleasePlayStation 2JP July 6 2005NA September 20 2005PAL February 3 2006 1 Reroll Royal ReverieNintendo Switch PlayStation 4 PlayStation 5 Windows Xbox One Xbox Series X SWW June 2 2023Genre s Puzzle actionMode s Single player multiplayerKatamari Damacy creator Keita Takahashi opposed the idea of a sequel as he believed the video game industry s focus on sequels was detrimental to employee creativity He agreed to direct We Love Katamari when Namco executives stated they would continue development with or without his input The game was given a larger budget and staff compared to the original with Takahashi leading a team of 30 employees to create it We Love Katamari is themed around fanservice as a response to the significant support from fans for Katamari Damacy Takahashi mandated that it needed to retain the spirit of its predecessor while also feeling new and fresh at the same time Critics enjoyed We Love Katamari for keeping the style of Katamari Damacy intact such as its unique gameplay heavily stylized visuals and soundtrack Its new additions such as multiplayer modes and additional level objectives were also met with praise Some believed the game did not feel like the creative leap of the original and its new ideas did not change much overall It was the only other Katamari game to have involvement from Takahashi and was followed by Me amp My Katamari later that year A remaster We Love Katamari Reroll Royal Reverie for Nintendo Switch PlayStation 4 PlayStation 5 Windows Xbox One and Xbox Series X S was released on 2 June 2023 Contents 1 Gameplay 2 Plot 3 Development 4 Release 5 Reception 6 Notes 7 References 8 External linksGameplay edit nbsp The Prince rolling his katamari through a city In We Love Katamari the player controls the Prince the 5 centimeter tall son of the god like entity the King of All Cosmos who rolls around a katamari a magical ball that causes objects smaller than it to attach to it 3 4 5 The player moves the Prince throughout each level collecting objects in order to fulfill objectives set by his father Collecting a certain number of objects causes the katamari to grow in size allowing it to pick up larger objects that couldn t be rolled up earlier Objects range from household objects like coins pencils and dice to larger ones like buildings mountains and clouds If the katamari collides with a moving object or a wall objects attached to the katamari will fall off and decrease its size Rolling against a wall allows the player katamari to climb it in order to reach higher areas 3 We Love Katamari differs from its predecessor in its level design The standard game mode is Make A Star where the katamari must grow to a specific size as determined by the King 3 New game modes include making the katamari as big as possible with a limited number of objects rolling up snow to create the head of a snowman collecting children and delivering them to a school 6 and using a sumo wrestler to roll over food items to gain body mass 6 7 Completing missions unlocks an alternative version of the level that features a new objective 7 In most missions players can find a cousin of the Prince which when rolled up can be selected as a playable character There are also items known as royal presents that unlock clothing that the Prince and his cousins can wear A cooperative two player mode is available where each player controls half of the katamari and must work together to roll up objects as well as a Battle mode where players compete against each other to roll up more objects than their opponent 3 Plot editThe first story in the game is a self referential story of how the King of All Cosmos is reacting to the unexpected success of Katamari Damacy After completing his goal to recreate the stars in the sky the King of All Cosmos was surprised to discover that he had many fans down on Earth King of All Cosmos seeks to help fulfill the wishes of his fans with the help of his son and his son s cousins who again travel Earth rolling things into a Katamari The second story tells the life of the King of All Cosmos before becoming King His father always pushed his son to go further and punished the future King whenever he failed a task In his early life he was a boxer After losing first place in a boxing tournament the Emperor throws his son s second place trophy into the river out of disappointment At some undisclosed time after an argument concerning a strawberry shortcake the future King runs away from home and gets into fights with street punks who in one altercation slice off the front of his pompadour haircut The dejected future king bumps into a woman and they fall in love at first sight The future King s father lectures In frustration and anger the son lashes out knocking his father to the ground The king walks away without any further dispute confusing the future king Later that evening the future king spies his father deep in thought staring at the second place boxing trophy Recalling the incident from his childhood and imagining his father fishing the trophy back out of the river he realizes the love underlying his father s stern exterior all these years He bursts into the room crying and kneels before his father to beg forgiveness The father places a hand on his son s head and supports the future King s relationship with his future wife After this reconciliation all is well between the Emperor the son and his fiancee But soon afterward the Emperor falls ill The Emperor crowns his son as the new King of All Cosmos and collapses shortly after At a later undisclosed time the King is now a grown man pacing back and forth in a waiting room Suddenly he hears the sound of a baby crying in the delivery room as he rushes to investigate and a nurse appears from a doorway to call him Later the King and the Queen are then shown happily looking down at their son the Prince of All Cosmos newly born and wrapped in a blanket the character that the player controls during the game Development edit nbsp Katamari creator Keita Takahashi in 2005Namco announced We Love Katamari in April 2005 8 It was demonstrated at that year s Electronic Entertainment Expo E3 where it gained favorable reception from attendees 9 Takahashi opposed the idea of creating a sequel to Katamari Damacy as it was his belief the industry relied heavily on sequels that limited creativity and what developers could implement into their games 10 Namco already began work on a follow up to Katamari in the form of a Christmas themed version of the original without involvement from Takahashi 10 When he discovered the project s existence executives stated development of the sequel would continue with or without his input In response Takahashi agreed to direct the sequel tentatively titled Katamari Damacy 2 11 Takahashi chose to theme the sequel around supplying fan service as a response to the significant support from fans for the original Katamari Damacy 12 This stemmed from Takahashi s gripe towards defining games with traditional methods such as displaying product descriptions on the front of its cover art 12 The development team chose to name the sequel We Love Katamari in reference to this concept as well as the level structure focusing around taking requests from fictional fans 12 Takahashi noted that such concepts would have been impossible to implement in Katamari Damacy due to it being an original project 12 We Love Katamari was designed at a larger scale compared to the first game and possessed a larger development team of 30 people 12 Takahashi mandated that it had to keep the spirit of Katamari Damacy while feeling new at the same time 12 Like the first game We Love Katamari rarely attempts realism focusing heavily on characters and environments that are heavily stylized and bizarre in nature 12 This absurdity carried over to the story which Takahashi wrote as being a self referential story about the characters knowing and talking about them being in a game 12 The multiplayer modes were originally created for Katamari Damacy but had to be cut due to time constraints Takahashi and the development staff created these modes as it encouraged teamwork and gave players a sense of accomplishment 12 Release editThe game was released in Japan on July 6 2005 as Minna Daisuki Katamari Damacy Everyone Loves Katamari Damacy 13 12 its cover art featuring the development team cheering outside Namco s head office in Yaguchi Ōta 14 was created to further emphasize its centering around fanservice 12 It was released in North America on September 20 2005 and in Europe on February 2 2006 the European release was published by Electronic Arts 15 Namco Bandai Games re released the game in Japan on June 8 2006 under the PlayStation 2 The Best budget title line 16 A remaster of We Love Katamari titled We Love Katamari Reroll Royale Reverie was released on Nintendo Switch PlayStation 4 and 5 Windows Xbox One and Series X S on 2 June 2023 The remaster supports high definition resolutions and other quality of life improvements 17 Reception editReceptionAggregate scoreAggregatorScoreMetacritic86 100 18 Review scoresPublicationScoreEurogamer9 10 19 Famitsu34 40 20 Game Informer8 5 10 6 GamePro4 5 4 GameSpot8 4 10 7 GameSpy4 5 21 IGN8 10 5 Official U S PlayStation Magazine4 5 5 22 X Play4 5 23 The Sydney Morning Herald5 5 24 We Love Katamari Reroll Royal ReverieAggregate scoreAggregatorScoreMetacritic PS5 81 100 25 NS 83 100 26 Review scoresPublicationScoreDestructoid8 10 27 Hardcore Gamer4 5 28 Push Square nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp nbsp 29 We Love Katamari was met with positive reception upon release Metacritic gave it 86 out of 100 18 It sold over 116 000 copies in Japan by the end of 2005 30 The Sydney Morning Herald praised the game stating that the way the scale changes seamlessly is incredibly cunning with areas becoming accessible and later off limits again according to the size of your flotsam encrusted orb 24 The Times gave it a favorable review and stated that what s most important about We Love Katamari is that it represents a move in which Electronic Arts the world s biggest games publisher has been prepared to release a title that is new entertaining and ultimately original 15 Both GamePro and Game Informer praised the co op mode introduced into the game noting that it took some getting used to but that the game was just as polished and fun as the single player mode 6 4 GameSpot also noted that the co op can take some getting used to but can be a great acquired taste 7 IGN on the contrary was more critical regarding co op and stated that it didn t work well at all 5 The music was also received positively among critics Game Informer noted that the music was just as artsy as its predecessor and found dogs barking the theme song brilliant 6 GameSpy had similar comments stating that the music was just as cool as its predecessor but with more production values implemented into it They further appreciated the ability to select their preferred song 21 Eurogamer thought the music was better than its predecessor and noted that songs previously introduced being re recorded with a wider range of vocals and the addition of classical pieces 19 GameSpot noted that unlike its predecessor the music of the game is less focused on catchiness and moves into a more experimental direction 7 X Play found it to be one of the best out there although considered it to be inferior to its predecessor 23 Although the game was received positively overall some reviews critique specific aspects of the game Eurogamer noted at the mechanics aren t perfect criticizing the imbalance in difficulty between levels 19 IGN was critical of the gameplay and stated it wasn t as appealing as the first game IGN further elaborated that they expected more creative changes to the gameplay 5 GameSpot criticized the versus mode for having only three stages making it have little replay value 7 X Play noted that the game didn t offer enough advancements from its predecessor 23 During the 9th Annual Interactive Achievement Awards We Love Katamari was awarded Children s Game of the Year by the Academy of Interactive Arts amp Sciences 31 According to Metacritic We Love Katamari Reroll Royal Reverie received generally favorable reviews 25 26 Notes edit Stylized as We Katamari Known in Japan as Minna Daisuki Katamari Damacy みんな大好き塊魂 Minna Daisuki Katamari Damashii Everyone Loves Katamari Damacy References edit Proof that We Love Katamari Eurogamer net 3 February 2006 Retrieved 4 December 2023 https www gamesindustry biz ea declares we love katamari a b c d We Love Katamari instruction manual USA Namco 20 September 2005 pp 6 45 a b c Syriel 14 September 2005 We Love Katamari Review for PS2 GamePro International Data Group Archived from the original on 8 December 2005 Retrieved 19 February 2021 a b c d Sulic Ivan 15 September 2005 We Love Katamari Review IGN Archived from the original on 3 June 2020 Retrieved 19 February 2021 a b c d e Reiner Andrew September 2005 We Love Katamari Review Game Informer GameStop Archived from the original on 20 January 2008 Retrieved 19 February 2021 a b c d e f Navarro Alex 15 September 2005 We Love Katamari Review GameSpot CBS Interactive Archived from the original on 13 November 2018 Retrieved 19 February 2021 Vasconcellos Eduardo 25 April 2005 Namco Loves Katamari GameSpy IGN Archived from the original on 12 October 2008 Retrieved 22 February 2021 Sulic Ivan 18 May 2005 E3 2005 We Still Love Katamari IGN Archived from the original on 26 February 2021 Retrieved 26 February 2021 a b John Agnello Anthony 14 September 2018 Opinion It s Time for More Katamari Escapist Magazine Enthusiast Gaming Archived from the original on 3 June 2020 Retrieved 22 February 2021 Theobald Phil 10 March 2005 Keita Takahashi talks Katamari Damacy GameSpy IGN p 2 Archived from the original on 12 August 2020 Retrieved 22 February 2021 a b c d e f g h i j k Leone Matt 22 July 2005 Feature We Love Katamari 1UP com IGN Archived from the original on 15 January 2010 Retrieved 22 February 2021 Now Playing in Japan IGN 12 July 2005 Archived from the original on 14 July 2019 Retrieved 26 February 2021 Anderson John 24 March 2016 The Demolition of Japan s Videogame History Kill Screen Archived from the original on 15 June 2019 Retrieved 24 August 2019 a b Meston Tim 17 February 2006 We Love Katamari The Times Archived from the original on 9 April 2007 Retrieved 25 March 2014 みんな大好き塊魂 We Love Katamari www katamaridamacy jp in Japanese Namco Bandai Games 2009 Archived from the original on 13 September 2020 Retrieved 26 February 2021 Romeno Sal 8 February 2023 We Love Katamari REROLL Royal Reverie announced for PS5 Xbox Series PS4 Xbox One Switch and PC Gematsu Archived from the original on 9 February 2023 Retrieved 8 February 2023 a b We Love Katamari Critic Reviews for PlayStation 2 Metacritic Archived from the original on 15 July 2012 Retrieved 25 March 2014 a b c Fahey Rob 26 July 2005 We Love Katamari Review Eurogamer Gamer Network Archived from the original on 26 March 2014 Retrieved 19 February 2021 みんな大好き塊魂 PS2 We Love Katamari PS2 Famitsu in Japanese Kadokawa Corporation Archived from the original on 7 July 2016 Retrieved 19 February 2021 a href Template Cite magazine html title Template Cite magazine cite magazine a CS1 maint unfit URL link a b McGarvery Sterling 20 September 2005 Reviews We Love Katamari GameSpy IGN Archived from the original on 26 March 2014 Retrieved 19 February 2021 We Love Katamari Official U S PlayStation Magazine No 98 November 2005 p 94 a b c We Love Katamari X Play via G4TV 20 September 2005 Archived from the original on 17 October 2006 Retrieved 13 March 2021 a b Hill Jason 9 February 2006 We Love Katamari The Sydney Morning Herald Archived from the original on 24 September 2015 Retrieved 25 March 2014 a b We Love Katamari REROLL Royal Reverie for PlayStation 5 Reviews Metacritic Archived from the original on 12 June 2023 Retrieved 12 June 2023 a b We Love Katamari REROLL Royal Reverie for Switch Reviews Metacritic Archived from the original on 12 June 2023 Retrieved 12 June 2023 Handley Zoey 10 June 2023 Review We Love Katamari Reroll Royal Reverie Destructoid Archived from the original on 12 June 2023 Retrieved 12 June 2023 Soto Fran 8 June 2023 Review We Love Katamari Reroll Royal Reverie Hardcore Gamer Archived from the original on 12 June 2023 Retrieved 12 June 2023 McCrae Scott 5 June 2023 Review We Love Katamari REROLL Royal Reverie PS5 A Great Version of the Series Highlight Push Square Archived from the original on 12 June 2023 Retrieved 12 June 2023 2005年ゲームソフト年間売上TOP300 2005 Game Software Annual Sales Top 300 Famitsu Gemu Hakusho 2006 ファミ通ゲーム白書2006 Famitsu Game Whitebook 2006 in Japanese Tokyo Enterbrain 2006 Archived from the original on 27 January 2009 Retrieved 27 May 2015 a href Template Cite book html title Template Cite book cite book a CS1 maint unfit URL link D I C E Awards By Video Game Details We Love Katamari interactive org Academy of Interactive Arts amp Sciences Retrieved 30 October 2023 External links editOfficial website We Love Katamari at MobyGames Retrieved from https en wikipedia org w index php title We Love Katamari amp oldid 1210961561, wikipedia, wiki, book, books, library,

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