How do you follow up the likes of that which has never been seen before? Could you even hope to surpass the video game equivalent of lightning in a bottle? Keita Takahashi didn’t think so, but Namco saw the pot of gold at the end of the rainbow and wanted more. So, he compromised. He agreed to direct the sequel after learning that Namco was willing to forge ahead, with or without him, and in exchange, the sequel became a metaphor for his mixed feelings regarding sequelitis and his eventual alienation from videogames as a whole. The result is We Love Katamari, a successor that tackled the subject of pandering to those around you while attempting to maintain the spirit of the original. The original Katamari Damacy was interpreted by many as an object of childlike wonder, railing against any form of cynicism while explaining absolutely nothing to preserve that joy. We Love Katamari on the other hand, turns the irreverence up to 11… and honestly, I’m all for it. As the Prince and the King of the Cosmos attempt to fulfill every fan’s request while repopulating the sky, they’re confronted with increasingly absurd situations. There’s a baby that outright tells you that he’s glad he was born to see the Prince of the Cosmos fulfill his lifelong dreams. Animals send requests a few times too, with some white dog telling you to roll around a zoo so he can attend a concert with more friends. To top this all off, the astronaut from the first game begs you to save the Earth from impending doom by rolling up countries of the world to stop an asteroid. The requests are all over the place and just as wild, if not wilder, than Katamari Damacy, and it’s fascinating how simultaneously off-the-rails the plot and worldbuilding have become even as the game remains one of Takahashi’s most intimate works, conveying his complicated feelings in this microcosm of cathartic destruction.

In terms of gameplay, We Love Katamari takes many of the logical steps in terms of progressing its simple yet realized formula. While the original game was content setting up its structure and letting players romp about in an expanding playground, We Love Katamari actively tests its limits of experimentation, challenging perceptions of what could be achieved with its level design while making players sweat with more complex goals and stricter time limits. Now granted, I concede that not everything in the sequel impresses me. The firefly level has a solid concept (roll up fireflies in a camping ground so a student has more light to study with) but doesn’t achieve much in terms of sense of scale or underlying complexity besides “roll up things quickly to get bright,” I could have done without three different variations of the Saturn levels where you just have to decide when you’re of the proper size, and I personally am not a huge fan of the underwater level where you have to handle floatier physics while dodging fishing hooks that put you out of commission for a bit. That said, the expansions that I did enjoy, I ended up really enjoying. There’s another campgrounds level where you control a burning Katamari and must carefully consider pathing on the fly to make sure that you never run out of fuel while avoiding any water sources that would snuff you out. Conversely, there’s another zoo level that sets a limit not on time, but on the things you’re allowed to roll up; as a result, it becomes an interesting exercise of restraint and sight-recognition, figuring out exactly the biggest things you can roll up at any time while outright avoiding anything else. Other favorite levels here include a racetrack where you “race” against a flurry of karts on a looping island road while barreling through anything in your way, and a sumo wrestling level where instead of rolling a Katamari, you roll the awkwardly-shaped sumo wrestler himself, and must prioritize foods as part of training him up to eventually KO his awaiting opponent. While some of the sequel's levels are content just playing with the established formula of “roll up things to get bigger to roll up more things,” the best levels here emphasize Katamari’s arcade and puzzle-like qualities by enforcing familiarization with the intricate object placement while accentuating the need for careful routing to avoid larger obstacles only to consume them whole later.

I must admit that despite my appreciation for what the sequel brings to the table, there’s a part of me that still prefers the original. There’s a sort of cohesion present in the original from repeating the same three levels but in slightly different ways and exploring them with different sizes that I think is missing in the sequel; rather, the sequel feels a bit more disconnected, with all the different fan-requests pulling from all different sides and a lot of the environments showing up for just a couple of stages or so. As a result, despite having more fleshed out execution of its base formula, I still feel as if the sequel could have more thoroughly explored certain levels in order to realize their full potential. In addition, I do find the sequel slightly more grindy than the original: not necessarily just because it’s harder (though I can’t rule out the possibility that this might be a factor), but because one of the final levels can’t be unlocked until you collect all the cousins (more or less just a cosmetic in the original), and multiple cousins are often present in the same level even though you’re only allowed to roll up and unlock one cousin per run. Finally, I must agree with everyone else in that I don’t think the extra Reverie levels from the remaster add much to the core experience, or at the very least didn’t wow me in the same way that many of the more experimental base game levels did. Rolling up clutter in a room as fast as possible and creating a variation of the racetrack level (just with the goal of snagging tires instead of overall size) doesn’t quite hit the same I suppose. Nevertheless, don’t let my personal gripes distract you from the fact that I absolutely recommend this. It's everything that a sequel could hope to be and more, providing a satisfying evolution to the series that stresses its understated design principles while serving as both a love-letter to the franchise and a send-off to Keita Takahashi’s most famous contributions to the medium. At the end of the day, we love Katamari, and while it may not be enough for Takahashi, it’s enough to matter for me.

Reviewed on Jun 28, 2023


1 Comment


Honestly same. We Love was awesome and in general had more fun levels than Damacy, but theres something really special about Damacy that makes me prefer it...plus it has Lonely Rolling Star my beloved