Katamari Damacy is one of my favorite games that I have played this year and in my top 20 favorite games of all time. The thing that resonated me the most with it is how universal its metanarrative is. We get so screwed over by higher ups tormenting us that at some point, we just want to say "You know what? Fuck you!" And Damacy serves as that power fantasy both story and gameplay wise. We Love Katamari is the sequel to the original after that game's success and it is even better, but read my Damacy review because it is more of the same and I didn't want to repeat things said in that review.
Keita Takahashi was against the idea of making a sequel, but with the success of Katamari Damacy, Namco instantly went into development of the sequel whether they had Keita or not. Keita begrudgingly went to work on it since he was never really into sequels. We Love Katamari really ups the meta in this game compared to Damacy because the game is straight up about how fans loved Katamari Damacy. Like before, the King of All Cosmos depends on you and only you to do the job of pleasing fans. Like an everyday job, you still keep rolling the ball.
How can you make a sequel feel fresh while keeping a foundation this simple? The objective of Katamari Damacy was to make the ball as big as possible. We Love Katamari answers this question by having varied objectives while still maintining the objective of "roll as much as you can". You try to roll as much valuable items as you can for charity, you roll a sumo wrestler and make him eat as much food as you can before you go against the opponent, you roll up as much fireflies as you can to help a kid study. There are less of the puzzle levels that I wasn't a fan of in Damacy where you roll up one certain item. Environments are much more varied in We Love Katamari than Damacy. In KD, I recall most of the places taking place in basic parks, houses, and cities. I didn't mind it since they manage to add in different things per repeated level, but WLK varies its areas. From a race track making your katamari basically a racecar to a pink flower field with faries, fawn, and fantasy, to a land of sugar, spice, and everything nice.
I went back to play a bit of Damacy after WLK and I never realized how much We Love Katamari spoiled me. Damacy was really harsh with its collision at times; I mean there was a moment where I got stuck and it registered as so many hard crashes that 40 crabs left my ball. There were times where I wanted to climb up, but the katamari crashed instead. Also you lose so much per hard crash. There is nothing like that I recall in We Love Katamari. Hard crashes don't make you lose as much nor were there moments where I got stuck. Overall, it makes We Love Katamari feel much smoother to play.
While Damacy had a greater impact on me, We Love Katamari surpasses the first as a whole in retrospect. If you loved Katamari Damacy, here's more of it, but better. Despite Takahashi being against sequels, it's clear that he put love into this one as a thank you to everyone who loved Damacy. With this being Takahashi's last Katamari game, it's going to go downhill from here, but I'm gonna have fun rolling down that hill.
Happy Thanksgiving, everyone.
FINAL RATING: HIGHLY RECOMMENDED