We Love Katamari
What parents need to know
Parents Need to Know
Parents need to know that this is a unique action and puzzle game appropriate for all ages. It contains no objectionable material, though some of the offbeat humor might be lost on young kids.
What's it about?
In WE LOVE KATAMARI, the sequel to Katamari Damacy, the Prince is once again working for his dad, the King of All Cosmos, who this time wants to create a new collection of planets. Players control the Prince as he heads to Earth with his katamari, a sticky ball that players use to roll up objects the way they'd roll up a snowman. When players roll up a big enough katamari, the king uses it to create a planet. Along the way, players will roll through a beefed-up collection of themed missions.
Players still use the controller's two thumbsticks to maneuver the katamari -- the left thumbstick moves the left side and the right thumbstick moves the right side. Katamari rolling starts small: the Prince must accumulate little things (eggs, pencils, snowflakes) before the katamari will pick up bigger things (ninjas, dumptrucks, the Arc de Triomphe). Players usually either build the biggest katamari in a set time or build a katamari of a set size as fast as possible.
Is it any good?
Just like the first game, We Love Katamari has a delightful presentation to match the unique gameplay. The graphics are so-so, with blocky characters and objects, but this works well enough within the cartoon-like world of the game. Every board dazzles the eye with hundreds of multicolored things, people, animals, etc., moving about, evoking a world of crazy toys. Also, just like the first game, We Love Katamari features a soundtrack of kooky pop songs that are a fitting aural background to the action.
Though We Love Katamari is a bit longer than the first installment, it is still a little on the short side. Nevertheless, the charming world of the game provides enough of a draw to ensure a good deal of replay value. Players can revisit any board they've played to collect different objects or attempt roll their katamaris bigger and faster. There's also a two-player cooperative mode.
Families can talk about...
Families can talk about creativity in game design. How is it different than other games you play? Why do you think so few games fail to branch into new territory? Why do game makers repeat the same genre conventions rather than trying something new?