Reviews from

in the past


Having to redo the same levels over and over again instead of having new ones it's frustrating.
Mostly because I'm super bad at the 1.5m level so I screw up everything
(cries in katamari)

By all accounts should not work as well as it does. Arguably creatively bankrupt given its lead designer is out of thee picture. Not a single original song that cannot be found in thee previous two installments are in here. There is one level, essentially.

Somehow, perhaps through brute force or a magical whim, it's a masterpiece of contextual compounding. Every Katamari game compounds. They all start thee same way, after all: microscopic. What is to be collected, rolled up into one wad, varies, but thee scale & scope also begins at ground level, only to eventually wage war with every building on earth.

What this game does so drastically different, intentionally or not, is leans its entire mission statement onto this concept. Practically every stage is thee exact same (time of day fluctuates): always starting small, increasing its scope level by level until you become thee all-consuming ball of joy. This repetition is a constant reminder of humble beginnings, a true Sisyphean feat, an accidental greatest hits.

If you didn't know this game existed, and the first thing you thought when you saw there was a Katamari game on PSP was, "Well, how does that work? There's not two joysticks and the hardware is so weak!" You have a very accurate picture of how good an idea it was to make a Katamari game on PSP. I'm glad it came out domestically, because I would've felt like a total moron if I'd had to spend like $50 importing it.

Now, this game isn't completely worthless. The King's dialogue is still very silly and funny as ever (my personal favorite line being, "It should be "Us and Our Katamari"" because he always speaks using the royal "we.") The levels which are there are also designed fairly well, and the levels where you're doing unique missions (like collecting things with age or things with high monetary value) are also very well designed and fun.

UNFORTUNATELY, the bulk of the "levels" is where this game really shows its flaws. This game has FAR too many stages for how much content it actually has. There are like 10+ normal stages (roll the katamari X big) in this game, but there is like 1 map per size level with each of those maps having like 2 or maybe 3 variations, if any at all, of where items are located on it. This makes the game get SUPER monotonous when it really doesn't try and hide that you're doing the same thing over and over. This also pads out the story of the game to like 6 or 7 hours, which is WAY longer than it needs to be.

A lot of the levels end up being really long because instead of the normal katamari way, where you slowly get bigger and then new areas are revealed to you and you can roll up everything in them and do that process all over again, you're often given a series of consecutive stages to do, usually 3 or 4 five+ minute stages, to do in one level. And because the level variety is so small, this really doesn't help with the monotony. The hardware just really shows its limitations, especially when you reach a new size level to access a new part of the level.

When you reach a new size that requires the game to load more objects, like in the first game, (I can't remember if the second game had that but the 360 one definitely didn't) basically all of the objects, save for the very tiniest ones that were out of your vision range, would still be there in the place you were just rolling. In this game, the object limit is so small, that basically the entire field you were just in is cleared of tinier objects, so there's no point in continuing to roll there. Hardware problems are also very present when you get to the stages where you're larger, because there's REALLY obvious and bad item pop-in.

The tremendous length of the game is not helped by the BAD controls. The PSP doesn't have 2 joysticks, or even 2 joy-nubs, to replicate the traditional Katamari Damacy controls. As a result, you have to use the D-pad and the face buttons to control instead. This takes some getting used to just because of how far apart things like the face buttons are laid out and how things like the 180 degree quick-flip and the charge are differently mapped, but the bigger problem is that it just hurts to play. The center of the D-pad on the PSP is a sharp little fucker, and pressing your thumb into it for even 2 consecutive levels will really start to hurt your hands. I will say, though, that the load times aren't bad, though they are relatively frequent compared to the other games.

The last thing about this worth mentioning, as with any Katamari game, is the music. Again, it's not bad, but not great. Almost the entire soundtrack is just the first game's music. There're a few new songs present, and they're usually good (especially the main theme), but there's not a whole new soundtrack like with a lot of the console releases.

Verdict: Not recommended. Unless you're a HUGE Katamari Damacy fan like I am, there is no reason to play this game. I would go as far as to say that this game just shouldn't have been made. This is the first Katamari Damacy game where the original creator wasn't involved in the creation process at all, and it really shows. The development team was either just too unfamiliar with the series, and/or just too limited by the hardware and it just comes off that they really didn't know what made Katamari Damacy fun. Add in that most if not all of the best levels in this are probably in Katamari Forever, and this is a game you can very safely skip.

Because of the PSP limitations the controls are worse, the gameplay loop is smaller and more repetitive and the soundtrack is almost entirely reused (Don't think this one is fault of the PSP just laziness). I enjoyed the setting, cute visuals and dialogue which as usual are all on point but the super repetitive loop and small selection of levels made it a bit of a trudge to get through. The idea of having day and night cycles for levels is great though, and nothing beats being able to play Katamari on the go. Probably ranking 5th just above I Touch Katamari

Es un JUEGAZO la verdad pero peca de ser bastante repetitivo, los controles son algo toscos, la banda sonora es buenísima hay pocos niveles o mecanicas nuevas es más como una versión portátil del katamari original cosas que no está mal pero no se, tenían las de todas para innovar pienso yo y no lo hicieron...


a cute little game but honestly its VERY repetitive. you do the same few size goals on the same few maps, with the only level variation (if you can call it that) being kind of island an animal wants (hard, soft, loud, etc.) and there are only 5 stages with special rules (i.e. roll up as many sweets as you can). that and the king is strangely too nice in this game. all that being said though, i am a sucker for how the game looks, being on a psp n all. the low res texture they used for the cousins' faces is really charming.
about the controls, i cant really say much cuz i quickly mapped the buttons to the analog sticks on my controller. but maybe that in itself says all you need to know.
overall i wouldnt say you shouldnt play it but i wouldnt say its a must-play. check it out if you really want to cuz its somewhat of a novelty, having katamari on the psp

This was my first Katamari game and it was a lovely experience.

First Katamari game that I have nearly nothing special to say. Controls hurt my hands, but you get used to it. It's just fine i guess. Island gimmick is cute because its portable. I would've rathered a whole game like the credits minigame.

All stages complete, 48/48 Cousins, 22/22 Presents.

Has pretty much all the charm of the other games but dang it's hard to play on a freaking psp.

who in their right mind decided to put a katamari game on a console WITHOUT STICKS

You could tell the creator left after the second game. This one is just so much lackluster after the first two.
It feels so much less charming, the king's dialogue feels "fake" somehow, it was a lot less fun reading the dialogue. It sucks because I love Katamari's weird charm, but this game just wasn't it.
The gameplay was the same, but there was only like, 5 levels that weren't just "get this big!" which is kind of like the first game, but the first game is a lot more enjoyable than this for reasons ill explain right now. First of all, getting bigger feels so much more underwhelming compared to the previous. You get to like, 1000m but it all feels so lackluster because of the way things are designed. By around the second half of the game, to extend the playtime, after you're finished with the quota in one map, you're transported to another and now you have to get the quota in THAT map. All, and I mean almost ALL, levels are only 5 minutes, so repeat this 2 or 3 times to make 20 minute levels and getting to like 300m minimum. Because you get 5 minutes to go from 70m to 500m, it all feels so quick and makes the feeling of growing bigger lose its charm. This was all done probably because it's a handheld game, so why did they have to make a katamari handheld game?!?!? The controls are also not the best, you get used to them after a while, but they're still pretty shitty even after that.
The music is good, but there are only a few original tracks. All songs during the stages, except for the game's main theme "Katamari on the Funk" are straight up taken from Damacy and We Love. I like the songs, but it just continues feeling like the game doesn't have much of an identity outside of "Katamari handheld".
This game is fine if you REALLY wanna play Katamari on the go, but these days remakes of the first two fantastic games are available on Switch and Steam Deck. So nowadays theres no reason to play this game unless you're like me and want to see what every Katamari game has to offer.

repetitive levels, bad controls (though that's really the fault of the console), but banger music

This game is extremely impressive on a psp. It runs great, and the audio and graphics are awesome. The Problem is that after 1/2 of the game, the main stages get boring. You have to do consecutive stages (which is an awesome idea), but they make you do the same thing over and over and over again. The best part were the volcano stages which were actually a worthy challenge and very fun.

minor gripes with this game. it gets a bit repetitive at a point because all levels have the same layout, though volcano island's are such a treat, wish there was more of it.
this game doesn't work great on the psp, but i applaud the effort. overall its still katamari, i absolutely adore it, and my soul left my body playing that final level with katamari on the funk.

Buen juego, aunque mis pobres manos sufrieron un montón

I don't have many positive things to say about this game so I'll get them out of the way: I liked the island setting, being able to see different seasons and times of day, and the 8-bit ending sequence. Unfortunately trying to control a katamari without analog sticks on a handheld is frustrating and hurt my hands. The game is also VERY repetitive. Despite the small number of unique stages I think it took me the longest to finish out of all Katamari games I've played because of the jumping from level to level system, which only made the repetitiveness of the gameplay loop even more obvious. The music is obviously good but it feels disingenuous to praise Me & My Katamari for its soundtrack considering almost all of the songs are taken from the first two games and reused here without so much as remixing. Overall I can't bring myself to hate the game too much because it is still Katamari but I wouldn't replay or recommend it, especially not in this day and age where both Reroll games are available on Switch if you want Katamari on the go.

Me & My Motion Sickness

My thoughts on Me & My Katamari are rather conflicting and I don't know how much of the bad stuff I can excuse in this game for being a PSP game unlike the previous entries in the series. There are definitely flaws because of the restrictions of the Playstation Portable, but some others are just flaws in terms of weird design choices. I'm sure you'll know what I mean once you read what I wrote below.

I'm just going to name the worst offenders straight by the name: the level design and gameplay loop. Katamari's gameplay loop has always revolved about starting small, but as you roll up enough things over time, you eventually visit locations from earlier or a past level, but with a bigger Katamari. There's a sense of scale and progression, which MMK doesn't really have. The levels always play out the same and I mean that quite literally - the first city map always has the 75cm checkpoint and 1.50m size requirement, while the lake map always has the 4m checkpoint and 10m size requirement. And you're going to play these maps a lot, since for some reason the "new" gameplay loop in MMK has you going through multiple levels in a row. You would think there would be atleast some variety here, but no. After the house map, the first city map will always follow, then the lake map and so on. Every. Single. Time.
Atleast some maps have winter variants, but they're rather monotonous after the first few times too (looking at YOU, winter lake). I didn't even mention how frustrating the object placement is at times in MMK, this becomes really apparent in City 1. Now, for some reason the bonus levels all have unique map variants, but they're never used again for the "main" stages. Why? The desert map is literally used a single time in the entire game! Atleast the bonus stages are a good time and felt very refreshing to play every now and then inbetween the repetitive main story levels.

A personal major criticism I have with MMK is the shaky camera. It can't ever decide if it wants to be a third-person or top-down camera, so it keeps shifting between those two and I noticed it gets really bad when you roll over bumps. Had to quit the game two times because it made me actually nauseous and I pretty much never have motion sickness in games, this wasn't the case in Katamari Damacy and We Love Katamari either. So if you're particularly sensitive to motion sickness in games, I'd think twice about playing Me & My Katamari.

I can see how people complain about the controls too, since MMK uses the buttons instead of another analog stick like in the previous games. To be honest, I only played with the original controls for three levels before I decided to remap the buttons to my right stick and it felt a lot more natural (even if it was a bit more unresponsive than in the previous games this way). Of course this wasn't possible to implement originally because of how the PSP was built and I really believe Namco did the best they could with translating the dual-stick controls onto the device. The rolling itself feels good in this game, even if it has the same issue as Damacy, with easily being able to get stuck between objects at times.

Considering my negativity towards MMK so far, you'd think I would absolutely hate it, but I don't. There are still many cool things in here worth mentioning, like the island hub world, playable cousins, the fantastic selection of the soundtrack of the previous two games (bit of a bummer that there's only a single new song with Katamari on the Funk, but it's alright since the reused songs are very good) and the great adaption of the artstyle. Like seriously, this game manages to capture the Katamari aesthetic from the PS2 games so well. Little things like the individual island designs you get as a reward for completing a stage or the ability to equip presents again made the game really more enjoyable and I'd be lying if I said I didn't have atleast a bit of a good time with Me & My Katamari! Thanks for reading.

Definitely has some problems (reusing the same maps too much, weird controls etc.) and is nowhere near as good as We Love Katamari, but considering the hardware and the loss of the main series creator, this is still a very good time over all. The level designs are pretty great, the graphics are just as good as the console counterparts with the added bonus of some of the levels have a day/night and weather system that really makes them stick out more than they would've otherwise, and once you get used to the odd controls it still plays very well.

It's maybe a bit quaint when compared to the games that came before it, but its still a perfectly good katamari game regardless.

As fases são meios repetitivas por conta da limitação do psp, ainda assim é um bom jogo

At the core, this game is still great because it's a Katamari game, and every Katamari is very fun and addicting. This one just falls a bit short due to its obvious limitations of being a PSP game. That being said, it is a smaller-scale game that is charming and works well on this console. The controls work fine, it's about as good as they could get trying to replicate dual analog on a PSP.

The main issue I really have with this game is it doesn't do anything new, and it gets a little repetitive. It has the same level probably over 5 times in a row of going from 20cm to 1.5m to 70m. You're going to do that in the same 3 areas many times. Also there's basically no new soundtracks besides "Katamari on the funk" (great song btw) which is too bad, even though all the PS2 Katamari music is great. Anyway, besides that issue it's still Katamri at the end of the day, meaning it's fun and weird and addictive.

Also I want more of that 8-bit Katamari from the credits...

If not for the controls and mechanics this would be better. The level design is nice and I prefer the game overall to damacy, but i cant ignore the awful controls even with a dual analog setup, and the fact that the game can feel weirdly slippery at times and get you stuck for no real reason. I would reccomend this game but keep in mind that it is not the most fluid experience

Katamari games are meant to be played with dual analog control. The controls don't work well.

i came back to it cuz i needed some katamari and didn't feel right playing beautiful before finishing me and my

anyway i bumped this one down after finishing it, the levels/goals are incredibly repetitive, it doesnt have an "original" soundtrack per se like every other game in the series(though katamari on the funk is my favorite op of the series so far), and because of the psp's power it cant have a FULL FUCKING SONG PLAY, it always starts over if you choose the same bgm after a load

as i said in my og review i played with ppsspp and used dual sticks but there's still some jank because there's not a full axis like that, your katamari gets stuck on certain geometry lol

the game is just so boring sometimes, it rotates the same goals i was never bored with touch my since there was always a new banger around the corner yknow

but it's still katamari and i cant in good conscious rate it lower, esp since it's op is my fav of the series, and the songs it has are all beloved, even if recycled, and we still love katamari yknow

Me and my katamari doesn't do enough to push the franchise forward and doesn't varry the gameplay up enough making for a game that is initally pretty fun to something more of a slog to get through mainly due to the awkard controls and the incredibly repetive gameplay in levels that are not very well designed at all. Instead of a more open ended and spacious design of the previous games this opps for a more linear railroaded design that makes the game feel restricting. I know this is due to technial limitation, and this is an impressive game for the psp, it still makes for a numing expirence that doesn't fit well on the system and the mission design initially had me excited. Switching between maps in the middle of levels is a great idea and I was excited to see if the mission objectives would change as well but they don't and mixed with the poor level design makes for levels that drag and feel padded out. By the end of this I was just happy that it was over. Also the soundtrack only has a couple original songs most the songs are taken directly from the previous games and despite being incredible songs it takes away from the game since it leaves the game feeling under devloped and unoriginal. However the game is still fun, at least for a bit, and the volcano island missions are actually good mainly due to the gameplay actually having a mix up and varries the gameplay despite the levels still being poor and not being well designed for the objectives unlike we love katamari.


Hesitating to set a lower score on this, as while it may be on the same level as the first Katamari game and a significant downgrade to We Love Katamari, this is a perfect Katamari for the PSP. Some may claim the controls render this game unplayable, a take which I can understand, however for me this is an absolutely perfect adaptation for Katamari on the PSP. The graphics dont suffer at all for the somewhat of a downgrade between PSP and PS2, and feels perfectly capable. While I’ve yet to play later games such as Touch my Katamari, the graphics in that game feel much inferior to this game, which came out almost a decade later. Really fun and a great starting point for new Katamari fans, if not for the lack of accessibility. Intending to finish soon!

Natiq kaleye gittin mi? Katamari oyna! Onu da oynıcam! Benim de saçım dökülüyo yaa dur oğlum çekiliş yaparız natiq biraz gergin bi arkadaş küfür geliyo megaadam onbiri bitirdik abicim

Might just be nostalgia, but hoo boy this game was a lot of fun

I got filtered. I have no idea how people managed to get used to these controls, but I can't do it.