Me & My Katamari
My my my.
There are those who regard my import shopping habits with suspicion. They've probably got a point; I'm pretty excitable. For every Phoenix Wright or Ouendan there's a Lunar Genesis. I buy Ridge Racer games even when they're obviously rubbish. Sometimes I buy Japanese RPGs and can't even get off level one. I'd probably buy magic beans from you if they came in a DS box.
HAHA though, I thought, because Me & My Katamari was a dead-cert. Even when Namco tried to foul up We Love Katamari, it was rescued, and wound up even better in a lot of ways than Katamari Damacy, which was so brilliant in the first place that we've stopped bothering to describe the basics even though half of you have never played it. Me & My Katamari is out on PSP in Japan now, and it comes with a PSP pouch in the shape of the prince's head.
But what's this? The pouch is a sort of plastic pencil case thing that looks like it cost 99p? Hrm. Oh well, at least you can pop your PSP inside the original spongy slipcase and put that inside. But what's this? Me & My Katamari is lazy, repetitive and slightly tedious port that completely ignores most of WLK's best ideas? WHY DOES THIS ALWAYS HAPPEN TO ME.
To be fair, I'm not totally convinced it's bad. It's clearly got the same sense of humour: the intro movie's lovely, and when you set off to make a new katamari you stand on top of a hill and then ride a slingshot past the King's crotch. Also, you can wear a giraffe's head again. But actually, that's kind of the problem. It's nice to be back with the King and the Prince and all the silly squeaking creatures of the world (this time you're creating islands to drop in the sea, rather than planets), but the music's mostly the same, the objects you roll up are mostly the same, the rewards are mostly the same, and the fundamental objective is mostly the same: make a big ball.

A few levels do involve specific objectives. But most don't, sadly.
We used to like making balls. We'd roll around picking up paperclips and crabs and jazz (sometimes actual jazz) and it'd all make funny noises, stick to our ball and change its movement characteristics, and scream and yelp as we rolled it down a hill. But We Love Katamari's shifted our expectations. We liked rolling up sumos, zooming around a racetrack, picking our way through pond-life. We don't just want it to continue in this vein; we want it to be even more diverse and imaginative.
The most imaginative thing about the PSP game is its solution to the problem of requisite dual analogue control. Here the d-pad and face button quad stand in for analogue sticks; the tank-tracks style of game control remains, allowing you to push forward by holding up and triangle together, and so on. Moves like the charge roll, overhead camera and camera flip are done through particular combinations, and L and R rotate the camera. Adjusting to the control scheme takes time, but soon the only danger is that you'll blister your thumbs.

Graphically it makes good use of the PSP, but the load screens rather go against the spirit of the thing.
Even including the 2D retro stages, which are admittedly cool, there are scarcely more than a handful of objectives more diverse than "collect stuff until you're this big". Over and over, you'll roll through the environment getting stuff to stick to you until you hit a certain size, and then the King will pop up with a loading screen while the PSP refreshes the level contents to a larger scale, removing the smaller clutter. As you get to levels further on, it'll let you get bigger, then load stuff in again; even bigger, load more stuff in. That sense of being able to go inside a building and then roll it up from the outside later was one of the game's key selling points; with loading screens, it doesn't really feel like you're doing that. WLK may have done this, but the effect here is much more pronounced. This here is a retrograde step.
Particularly since, for the most part, you'll be going into and then rolling up the same buildings anyway. The game is set in a few key environments, as ever, but feels very small by comparison, often just using different seasons or times of day for different ball sizes to change the level set up. And when you hit the larger sizes, you really start to appreciate the boundaries. You felt like you had a whole world to gather on the PS2; here you feel more like you're paddling around a rock-pool. There's a proper big one, true, but that's the last. Annoying considering We Love Katamari improved on the environment variety massively.

She will be mine.
What's most peculiar is that it's still very engaging. I want the presents dotted around each level, I want to collect all of the Prince's cousins, I want to take photographs and put them in my album. It's still fun to pluck flying saucers out of the air, and listen out for funny noises when you roll over something you can't identify; it's still gratifying when you pass some imperceptible threshold and that stupid cat that's been annoying you meows its way into the collective.
And yet something's missing. You don't find your eyes probing the scenery for funny little sight gags, you don't look forward to the next level's music because you've probably heard it already, you don't laugh at Ultraman or the drunken salarymen. It's a bit old hat now. Like the pencil case PSP pouch, you've placed too much faith in the pictures and the reality is that you already have something that does the job fine.
Which is all a bit harsh when you consider it's still one of the best games on the PSP, even with all that said, or when you consider that, as I said, half of you probably haven't played any Katamari at all yet. And hey, you definitely should. But make it We Love Katamari, alright? This might pick up something in translation, but it's probably best to wait and see how it does when we get hold of the US version in March.
Me & My Katamari is due out in Europe later this year, with EA handling distribution.
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Comments (39) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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/looks at psp unused for 3 months : (
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Oh Well, now I'll never know what all the fuss was about. C'est La Vie.
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oh playing on the donkey kong bongo's last night, f-ing fantastic
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How would this work for people who don't have a PS2 though, or haven't modified their PS2 and didn't play any of these games sofar?
Surely if the first one was Ace and the second also, this game will be equally great for all who now get to experience the rolling stuff up in a ball for the first time.
If you somehow expect this a repetitive game, then surely the first 2 must be repetetive games as well as it sounds like it's a sort of remake of those.
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katamaru katamaru.... yo!
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Not what I'd call a balanced article.
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It really is PS2 port city isn't it?
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And playing Katamari on the bus or in a plane can not be beaten!!
This is still brilliant even if it is slightly less good than its two big brothers.
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It's a shame that all the levels are such-and-such-a-size in so-and-so-time and there's not even one pick up the largest whatever item in the alloted time but I guess with the reduced screen size and controls, this wasn't possible...
The controls do take a little getting used to but it soon becomes as natural as the PS2 version with thumbs firmly on up on both sides with a bit of banana fingers to roll over left or right and tweak it with the shoulder buttons, works fine!
For anyone with a PSP and who hasn't played KD1 -or- KD2 on the PS2, I would say ignore this review and go get it anyway. Anyone who has played the other two, well maybe then hold off unless you are like me and suck up anything KD related.
This, a white PSP and the limited edition pre-order only carry case = l33t!
OK the carry case could have been a bit less cheap and bit more designed... at least they could have made the Prince's aerial into a popper that holds the top shut, if it opened like a pitta bread, rather than the shitty zip that stops you from being able to use the PSP with headphones etc... doh!
Oh and this game, along with Mercury, is proof that the built-in tilt sensor that was originally planned would_have_been_a_great_idea
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10x better than the PSP IMO and half the price!
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I use my PSP for watching episodes of Family Guy/Futurama on the train to work and to listen to music whilst walking the rest of the way to work and then to play games on whilst I'm having a Rodan Moment at work. So, worth the extra £75 in my opinion.
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Maybe they could do what sega are doing with monkey ball, cell shade it?
oh well here's to hopeing.
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Anyway,
optimusprym8 said: "Oh and this game, along with Mercury, is proof that the built-in tilt sensor that was originally planned would_have_been_a_great_idea".
Maybe it's considered to be issued in the future as an add-on (like the Talkman thing). One can always hope.
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But really, it's not going to happen, it's just not powerful enough...
I do hope Namco has a PS3 version in the works!
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Its great. Harsh review guys.
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I guess you haven't played any Katamari games huh? Just wait 'till you see his pants.
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The point Tom makes is that the game is not new, it's not a "similar game", it's a rehash of the PS2 version of Katamari Damacy. So yeah, of course he's going to compare it to that.
It's a rehash, and yeah, that's a good thing. Just wished it had the sumo wrestler level in this version. Or does it?
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No, its not. Its an entirely separate game to either Katamari or We Love.... New story, new levels.
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... the music's mostly the same, the objects you roll up are mostly the same, the rewards are mostly the same, and the fundamental objective is mostly the same: make a big ball...
Sounds like a rehash to me. Still, it's become very tempting to get a PSP.
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