![]() The main catch is that you can’t capture things that are bigger than you, therefore you have to start collecting small objects before being able to capture animals, people, cars, house, you name it. ![]() The gameplay revolves around rolling your katamari (sticky ball) around, attaching anything possible to it along the way. There’s also a subplot involving kids and their astronaut father, because why not? I don’t know what substances have been used in order to come up with this premise, but I want some. He tasks his princely son to create new stars and constellations by rolling a sticky ball onto everything it can find on Earth, all while listening to the most bizarre assortment of J-Pop tunes conceived by mankind, as well as learning how to say “hello” in Polish, Arabic, Spanish, Dutch, and so on. The premise is the weirdest thing ever: a very flamboyant King of All Cosmos has crashed into all of the stars in the sky for absolutely no reason, leaving it devoid of light and astral bodies. This is the first time I’m playing a Katamari Damacy game and I was sold just a few minutes after I started the game. He sort of was the "soul" of Katamari Damacy.That goes without saying, but you’ll constantly shout “what’s going on?” when playing this game. īeautiful was the first one that didn't have creator/director Keita Takahashi's involvement (I believe he had left Namco by that point), so yeah I can see that. Takahashi mandated that it had to keep the spirit of Katamari Damacy while feeling new at the same time. ![]() We Love Katamari was designed at a larger scale compared to the first game, and possessed a larger development team of 30 people. Takahashi noted that such concepts would have been impossible to implement in Katamari Damacy due to it being an original project. The development team chose to name the sequel We Love Katamari in reference to this concept, as well as the level structure focusing around taking requests from fictional fans. This stemmed from Takahashi's gripe towards defining games with traditional methods, such as displaying product descriptions on the front of its cover art. Takahashi chose to theme the sequel around supplying fan service as a response to the significant support from fans for the original Katamari Damacy. In response, Takahashi agreed to direct the sequel, tentatively titled Katamari Damacy 2. When he discovered the project's existence, executives stated development of the sequel would continue with or without his input. Namco already began work on a follow-up to Katamari in the form of a Christmas-themed version of the original, without involvement from Takahashi. Kind of shitty of Namco to start work on a sequel without even telling Takahashi: Some background on We Love provided by Wikipedia. Should you have any other inquiries or concerns that you may wish to be addressed, please let us know. I hope for your understanding about this matter.įor the latest news and announcement, I encourage you to check our various social media pages and official website. This information will be forwarded to our developers as a proposal and I as a member of the support team won't be able to guarantee its implementation. The King and Papa's sound effects are the same Incorrectly pitched sound effects during gameplay Select Meadow sound effects are low and slow pitched and only play once I have taken note of the following feedback you have mentioned for We Love Katamari Reroll + Royal Reverie. While we can't promise to do exactly what you're after, we would like you to know that we are finding ways to meet your needs. I understand that you are eager to have this fixed to further improve the game. I appreciate your time and effort in sending us your feedback regarding the upcoming We Love Katamari Reroll + Royal Reverie. My name is GM Glamorous and I will be handling your ticket for today. Thank you for contacting the Bandai Namco Entertainment America Player Experience Team.
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