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    KappaHattori's We Love Katamari (PS2)

    [October 19, 2009 08:43:34 AM]
    We ♥ Katamari


    The word Unique is incapable to describe the innovative, refreshing game style of the Katamari Damacy series. There is truly no other game in existence that has the same game play or styling as the “Clump Spirit” series of games. Considering that most of the industry is dominated by the common, dark FPS where the protagonist is a stoic, devoid of emotion macho man shooting zombies in what appears to be the same locations, The Katamari series is a warm welcome to the gaming industry for those who get tired of the same FPS made by a different company.

    (I am doing We ♥ Katamari primarily only because I don’t have the funds to purchase Katamari Forever. But the games throughout the series are practically the same with the exception for the addition of a few stages).

    GAME PLAY---===

    Imagine an everlastingly sticky ball of pudding at the top of a hill, which is pushed down the hill and sucks up any object that it comes into contact with (as long as the object is near the size of the ball of pudding). Eventually the ball of pudding will grow to tremendous proportions due to the amount of items stacked on it (and amazingly kept proportionally spherical). Through in some oddly head shaped characters, Kings, Queens, Princes, Cousins (of the First, Second, and even Third order), some eccentrically beautiful music, wrapped in a PS2 box with some inspiringly childish artwork, and you’ll have a game from the Katamari Series.

    As the Prince of The Cosmos in We ♥ Katamari, your purpose is to use your Katamari, or sticky ball which absorbs items on contact and grows, to create stars to dot the Galaxy. Your father, the King of the Cosmos has specific requirements for the various stars which dot the sky, which include creating a Katamari of certain size, or having it made in a certain time. Each level has its own crazy concept, like being in the supermarket or at the zoo. The differences of stages combined with the unnecessarily specific requirements for each, and the music makes each stage very unique.

    The game in itself may seem simple, but, as mentioned before, the different challenges which are presented do seem to grow in levels of intensity. A player may find it difficult at times to try and roll up 500 pieces of fire in about 3 minutes. The items in this game range from practically everything that is used in daily life, to people (of all variations and professions), animals, statues, cities, countries, and eventually stars. To be able to roll up these different objects primarily depends on what size you are started off at , which is dependent on the stage. There is one stage which is highly expansive however, which starts you off at the smallest possible size, and plays on for approximately 20 minutes until you are sucking up different continents, clouds, tropical storms, and even random Thunder Deities. As you can probably imagine, such a progression will take a long time. Although repetitive as it sounds to just roll up items, similar to the objects in the game play and the Katamari, you just get stuck to the game. I urge you to pick up the controller and see how long you’ll play before you put it down.

    Remember when I mentioned the tons of cousins that are in this game? If ever you get tired of using The Prince of the Cosmos, and desire something more appealing on the eyes, you can always switch to one of his cousins that you’ve rolled up in the stages you’ve played. Staring at a green, sausage-headed thing gets boring after a while. And on top of that, completing challenges can also unlock clothing options, so you can have a stylish savvy Prince or Cousin Player. This is particularly important for differentiating yourself from another player if you decide to play multiplayer, which basically offers the same game play as the solo player story, and a few versus challenges.


    The composition of music in this game is one that simply inspires passionate rolling! Well, the upbeat nature of most of the music does seem to grant the player the energy and desire to roll further and further! Even the slower ballads seem to have a seamless end, causing the player to want to roll until their mission is done. The game features prominently pop, or techno pop sounding styles, but even has a few beat boxing selections. The artists responsible for the soundtrack are Akitaka Tohyama, Asuka Sakai, Hideki Tobeta, Tomoki Kanda, Yoshihito Yano, Yuri Misawa, and Yu Miyake.
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    KappaHattori's We Love Katamari (PS2)

    Current Status: Playing

    GameLog started on: Tuesday 13 October, 2009

    KappaHattori's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

    Related Links

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    1 : We Love Katamari (PS2) by Bjango (rating: 5)
    2 : We Love Katamari (PS2) by dkirschner (rating: 5)
    3 : We Love Katamari (PS2) by GBL337 (rating: 5)
    4 : We Love Katamari (PS2) by globaladdict (rating: 5)
    5 : We Love Katamari (PS2) by jtomek (rating: 5)
    6 : We Love Katamari (PS2) by neo31003(eddie) (rating: 4)
    7 : We Love Katamari (PS2) by RNinjate (rating: 5)


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