![]() 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, and using a sumo wrestler to roll over food items to gain body mass. The standard game mode is "Make A Star", where the katamari must grow to a specific size as determined by the King. We Love Katamari differs from its predecessor in its level design. Rolling against a wall allows the player katamari to "climb" it in order to reach higher areas. If the katamari collides with a moving object or a wall, objects attached to the katamari will fall off and decrease its size. ![]() ![]() Objects range from household objects like coins, pencils, and dice, to larger ones like buildings, mountains, and clouds. 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. The player moves the Prince throughout each level, collecting objects in order to fulfill objectives set by his father. 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. The player maneuvering the Katamari through a city. It was the only other Katamari game to have involvement from Takahashi, and was followed by Me & My Katamari later that year. Some believed the game did not feel like the creative leap of the original, and its new ideas did not change much overall. Its new additions, such as multiplayer modes and additional level objectives, were also met with praise. Takahashi mandated that it needed to retain the spirit of its predecessor while also feeling new and fresh at the same time.Ĭritics enjoyed We Love Katamari for keeping the style of Katamari Damacy intact, such as its unique gameplay, heavily-stylized visuals, and soundtrack. We Love Katamari is themed around fanservice as a response to the significant support from fans for Katamari Damacy. The game was given a larger budget and staff compared to the original, with Takahashi leading a team of 30 employees to create it. He agreed to direct We Love Katamari when Namco executives stated they would continue development with or without his input. Katamari Damacy creator Keita Takahashi opposed the idea of a sequel as it went against his ideologies of the industry's reliance on sequels being detrimental to employee creativity. 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. It is the sequel to the 2004 sleeper hit Katamari Damacy. Options: Roll up the Gingerbread House, or Roll in Sweets Meadow.We Love Katamari is a 2005 third-person puzzle-action video game developed and published by Namco for the PlayStation 2. Goal: Roll up as many sweets as possible, and roll up Hansel and Grettel. Options: Small Campfire, Medium Campfire, Large Campfire Goal: Get your Katamari as big as possible and light the campfire. Goal: Get a Katamari as large as you can while rolling up only 50 objects. If you roll fast enough, a meteor will be created from your Katamari as well as a star. All of the following levels have an option of "As Large as Possible" or "As Fast as Possible".
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