

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.


We Love Katamari is a 2005 third-person puzzle-action video game developed and published by Namco for the PlayStation 2.
