A plotline this wild could only describe “nah nah nah nah nah nah nah nah” Katamari Damacy, the irresistible little cult game turned cultural juggernaut. But the 2004 release of Katamari almost didn’t get the ball rolling. The sims 2 pets ps2. Reviewers worldwide weren’t sure how to classify it and initial sales numbers were low.

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Laaaaa-la-la-la-la-la-la-la-la-la-la-la-la do-do-dodododo do do dodododoI've had that darn theme song in my head since I first picked up toothpicks, people, cars, houses and everything in between in the first Katamari Damacy. Undoubtedly the greatest game ever made and the sure number one entry in any true best game ever ranking list, Namco's katamari-rolling-picking-things-up game was the most original game since Pikmin and it deserved every one of its accolades (it unfortunately ended up with the dubious honor of being the game that had to be mentioned by mainstream publications wanting to add legitimacy to their otherwise popularity-based game-of-the-year lists).A sequel is bound to lose some of the freshness that made the original so good, but that's not a problem here. Is an appropriate name for the sequel to the 2004 title, as five hours with the recently released import is enough to convince me that we do indeed love it. Well, I love it, but I'm sure I speak for everyone in the world (we).has, expectedly, kept the core gameplay mostly unchanged. Picking up things, getting bigger, picking up larger things, getting bigger still, picking up still larger things, getting uncomfortably big and so forth is the name of the game, just as it was in the original. Controls remain the same, only you now have an option to pause the action and take a look at the stage from a first person perspective or from above (the king's perspective). Despite this change, if you played the original, you should be able to breeze through the game's quick tutorial stage, which introduces the controls.The sense of scale is still one of the best parts of.

You'll start off picking up tiny items and using chopsticks as a ramp to climb up to a platform. Get large enough, and soon you're picking up the chopsticks, then the platform that the chopsticks took you to, and eventually the whole house. Katamari Damacy was a technical wonder thanks to the scalability of its world, and We Love Katamari, while clearly using the same visual engine, is just as impressive.Namco has created some interesting stages for this sequel, which make even better use of the game's unique premise. Standard stages have more ramps and platforms that require pinpoint navigation. You'll find an underwater level where your katamari not only picks up fish and underwater life, but also feels a bit floaty. In this stage, if you run into a fisherman's line, you'll get pulled up and transported to another area of the level.

Also accessible early on are levels set in space and a level set in the snow. And there's more down the road.As with the first title, We Love Katamari also has themed stages that has you collect a set number of a particular item. Early on (and visible in our video collection) is a stage where you have to collect flowers, building up a colorful katamari over a couple of minutes play time. This flower collection bit is appropriate for the sequel, as rainbows and colors are to be found everywhere!The first game let you collect gifts, which could then be equipped to the prince as visual accessories. The gifts return in We Love Katamari (I already have a camera and sunglasses), but joining them are multiple versions of the prince!

These new versions are cousins of the green hero, and they look and play slightly differently. As you play, you'll earn new cousins. Someone has to make toy versions of the prince and his cousins - I'd buy 'em all!It turns out that the camera is more than just a visual bonus. Once you get the camera, you can take snap shots of the stages as you play. During a level, once you've swithced views to the first person or overhead view, you use the left thumb pad to change your view, the shoulder buttons to zoom in and out and circle to snap away.

You can take up to three pictures during any stage of play, and can save twelve shots to your save file.Pictures that you've snapped can be used to spruce up the game's stage select area. Namco has given We Love Katamari an improved front end, where you can move the prince around on a multi-screen version of earth, switch characters, view your collection (and pictures), save the game and access the cosmos (in case you missed out on the story from the first one, all those clumps of junk that you pick up eventually get turned into constellations). To select a level, you move the prince next to a person (or animal). These people form your father's growing fan base, and each person leads to a different level, allowing you to select a time attack mode, where you attempt to reach a set size as fast as possible, and a standard gameplay mode where you get your katamari as big as possible in a fixed time.You can also select split screen multiplayer modes from this selection area.

Namco has added to the limited multiplayer features of the original title. You'll still find a competitive mode of play where you attempt to collect more stuff than your opponent, using dirty tactics to make sure you come out on top.

This mode has three stages: inside a house, inside a city and throughout Earth, each with different scales of play. On top of this is cooperative play, where the prince and one of his cousins work together to move the katamari. This mode plays like single player, only one player controls the left side of the katamari while the other player controls the right side. You'll have to be one with your partner player in order to play well in cooperative mode.Even with the changes to stage design, interface and multiplayer, I wish Namco had gone a little further. Many of the problem areas of the original are unchanged for the sequel. Your katamari feels unresponsive at times. While this is probably the physics getting in the way, I wish there was room for some fun physics to balance out the real stuff.

The game screen is also cluttered - even more than it was in the original. Your katamari size meter takes up a large part of the top left screen corner, making it difficult to see to the left, and the king periodically sends messages to the center of the screen, blocking your view even further.There's too much chatter on the whole, even outside of the levels of play. The king likes to go on and on between stages, often saying the same thing each time you finish a stage. You'll have to skip through multiple boxes of text even if you just want to get in a quick round - a problem that carries over from the original. An option to shut off the blabber would've been nice.I complained about similar problems with the first title, but that didn't stop me from loving every moment of it, and it's not really getting in the way with sequel.

On top of the solid, simple and unique gameplay concept of picking things up with your growing katamari ball, Namco has filled We Love Katamari with even more of the wackiness that made the first one so random. Seeing a living creature squirm as you pick it up is topped only by seeing five of those very creatures squirm as you pick them all up at the same time.Namco has also given the game a peculiar background story, told with movies. This was done in the original, depicting a family that carries about its daily business as a giant katamari takes over the town (or something to that effect). That storyline was easy to understand, but this time, the cinemas have a slightly different flavor. They're somewhat. You know, like the kind of stuff that wins awards at film festivals but goes unappreciated by the less enlightened (myself included).

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Unless you operate on another level, you may be confused.Most peculiar of all, though, is the music. The first game's soundtrack consisted of original themes that didn't make any sense but, strangely, managed to fit the stages of play perfectly. The sequel's music doesn't seem to be as catchy, but there are already some bright spots after a few hours of play, including a vocal (well, more vocal, at least) rendition of the game's theme hymn. Prior to the start of a level, you can select your choice of song, or have a song play at random. If you find yourself fixed on a particular song, you'll be able to play every stage to it now!It was a bit surprising to see Namco offer a sequel to Katamari Damacy so soon, as the first title executed its concept to near perfection (and all for the low price of $20!). The sequel offers a slightly refined experience with more levels, better multiplayer support and a few gameplay twists - pretty much all we could've hoped for with a game we love as much as Katamari Damacy.