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Square Online Alliance
Square Online Alliance
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Square Online Alliance
Square Online Alliance
Square Online Alliance
Square Online Alliance

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We Love Katamari
by Nintendo Freak


We Love Katamari is a severely fun and addicting sequal to the game・s one and only predecessor. Katamari Damacy. The game was released on July 6th, 2005 in Japan , on September 20th in North America, and on February 2nd, 2006 in Europe . The game also holds a reasonable E for Everyone rating.

This game・s story is very similar to its predecessor. How..? The reason is quite easy to figure out. It is beyond and relatively simple. You mainly walk throughout the meadow accepting requests from the fans of Katamari Damacy. Some will want to see a big katamari, while some will want you to roll up the sun. There are many, many requests. Yet, no. They are not pointless. The people making the requests have reasonings. The more requests you fulfill, the more people come along requesting to see katamaris and such. Overall, I wasn・t impressed with this games storyline.

Story

The replayability of this game is very high. Sometimes I・d even play requests over and over and over again. I know it sounds odd, but some of them just never get old. Sometimes replayablilty takes great effect in video games, but in simplified games like these, it does not take much part in the game.

Replayability

As for the gameplay, I am quite neutral. I heard the gameplay of this game was astonishing. Yet, I expected more than what I got. I mean it・s a good game. But I・m starting to think it・s a bit overhyped. You roll up anything and everything imaginable. Its as simple as that. The game features a small multiplayer experience. With a unique and highly diverse VS Ranking screen. Throughout each and every request you accept, you find cousins of Prince. Some include, Ichigo, Macho, and Ace. Which are even avaliable for play in Multiplayer once you find them. Another addition to the game is the fact you can find presents. Presents contian various accessories you can equip Prince with. Such as antennas and such. The visual display in game includes the size of your katamari, the item you last rolled up, your current stance and position, etc. Overall I think the gameplay is the main source of fun for this game, and without, would be nothing.

Gameplay

The graphics of this game were neglected and ignored. Namco obviously didn・t seem to care for what the graphics would look like. I mean they are just horrible. From the block-ish humans to the odd looking animals, this game does nothing in the graphics department. Although I did happen to be impressed with the fire affects, aswell as the character models. As simple as they were. Gamers that are very touchy when it comes to graphics will be disapointed. Greatly disapointed.

Graphics

The controls are very awckward at first. Very, awckward. It takes many minutes a time to get the feel of how the controls are configured. Even after a couple good days of playing the game you will be doing something wrong. Turning. Some aspects of the controls are just beyond frustrating. But alas, I am only talking about how the controls feel if you・re a newb to the game. After a while they should be simple enough to handle. Nothing too complicated for any gamer, new, or old.

Controls

Overall, I found this game subtly addicting. The feeling you get when you begin to grow larger and roll up even larger things is invigorating. And inspires you to continue playing. Continue resizing. Continue growing bigger. And mainly continue playing. I・ll be honest with you, I・m impressed. I give this game an overall score of 7, out of 10.



Game Ratings
Story 6/10
Replayability 7/10
Gameplay 8.5/10
Graphics 5.5/10
Controls 7.10
Overall 7/10

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