Katamari Forever Review
Infinite Circle?
Version tested: PlayStation 3
The field is empty. It is night. There are no paper clips, tin soldiers, scraps of sushi, teddy bears, bicycles or classical guitars to roll up here. Instead, a lone man sits at a bench, straining through the gloom to read a book.
Hills roll off into the distance around him, their shape and form suggested by ten thousand pinpricks of light: lantern fireflies bobbing in a silence unbroken by the flitting of their tiny, spastic wings. Your Katamari rocks in the breeze as YMCK strike up a mournful chiptune ballad. The wind sighs and the reeds bow their heads in sympathy. Then, just as you begin to feel lost in an absurdist joke, the King of all Cosmos pops into frame and, in his stoner/child patois, begins to explain.
One week earlier, when showing off how high he could jump, the king bumped his head on an asteroid, in doing so clouding his memories. It's in one of these half-rememberings (first seen in the second game, 'We love Katamari') that you find yourself now. "Look, someone studying having trouble reading..." the king says, pointing to the man on the bench.
"We can't remember, so he can't see," he ponders before exclaiming, "Metaphor!" at his unintentional cleverness. "Zip the lit crit..." he rebukes himself, next delivering the mission briefing: "Make glowing Katamari with fireflies. Help him = help us. Ah! The power of metaphors." The task established, you start rolling up the bright insects. Deliver the resulting ball of light to the reader within three minutes and he will be able to see and the King's memory will be restored. Metaphor!
The Katamari series is ripe with metaphor. From the almost impossible to please father figure (or is he a god?) of King of All Cosmos to the very act of rolling up humanity's detritus and firing it into space, the game's messages are manifold. But, in this celebration of the series to date (in Japan the game's known as 'Katamari Tribute'), you wonder if the original, clearest message has been broken forever.
You see, for all the silliness, Katamari Damacy was at heart a didactic condemnation of the developed world's rampant consumerism. Takahashi never wanted to make another Katamari game. Not only had his point been made elegantly by the first game, but also the core idea had been fully explored, its sequence of levels moving from rolling up the tiniest of objects in a Tokyo bedsit, to finally absorbing countries themselves in the bombastic endgame.

Fail and you'll trigger a minigame in which your disappointed father throws rocks at you.
So Katamari Forever, by virtue of its existence, is a conflicted product. It's a game that decries consumerism but which is itself riding a consumerist bandwagon alongside spin-off albums, hipster T-shirts and colourful merchandise, all of which clutter yet further the world it came, in its own kooky way, to save.
"Metaphor!" as the King of All Cosmos might shout before pointing out that the above paragraph is the same size as 46 antelopes and telling us to 'zip it with the lit crit'. And fair enough because, for a great many players, the mixed message is as invisible as it is irrelevant.
For these players, answers to questions such as: 'Does the game fix the camera issues of its Xbox 360 predecessor?' and 'How do the six-axis controls integrate with what was already a finely-balanced scheme?' are far more pressing. Moreover, it may be a little unfair to burden Katamari Forever's evidently conscientious creators with philosophical criticism. After all, taken as a raw product, their game is a fulsome celebration of what's gone before, and while it may not surpass its inspiration, it certainly throws a good party in its name.
The core stages are divided into two categories. Those issued by the amnesiac king are reimaginings of levels seen in previous titles, albeit presented under a good-looking black and white crayon filter. A new character, RoboKing, sets the other half of the game's challenges that, while reusing series assets and level layouts, are generally new.
Novelty is introduced by framing the game's basic collect 'em up challenge in different ways. In the original game, the goal was always related to size: grow your Katamari by 5 metres in two minutes, and so on. By contrast, in Forever, you'll often need to judge objects by a variety of other criteria.
One level asks you to create a ball of great value so you search the town for cash registers, diamond rings and expensive perfumes, ignoring the larger, everyday items that are only worth a few hundred Yen apiece. In another you're asked to grab as many animals as you can, raiding a zoo for new animal types. In yet another you must soak your Katamari with water and use it to paint life and greenery into a dusty desert bowl.
In other words, Namco changes the metaphor in order to broaden the scope and possibility of the design. Quite how significantly the metaphors have changed is illustrated by one later mission in which the king gives you 300 ,000 Yen to spend on picking up items. Everything in the level has an attached cash value and you can only 'roll up' as much as you can afford.
Of course, in design terms, it's just another way to limit player resources in order to frame a fresh collect 'em up challenge. But the bald consumerist target illustrates just how far from Takashai's initial message we've come.
Interspersed with new approaches to the core idea are more traditional stages, which give you, say, eight minutes to grow your Katamari ball from 30 cm to 800,000 metres. It's here that the game settles into its most satisfying rhythm as you move from rolling up paper clips to mountains in a short space of time. Each level has a number of 'cousins' who must be found, as well as 'present' boxes which unlock cosmetic items with which to adorn your characters.
The only new ideas introduced are a jump move and a new pick-up that temporarily turns your Katamari into a magnet, attracting all right-sized items in the vicinity to stick to the ball. The jump is welcome, easing as it does the keen frustration of being stuck in-between objects too large to roll up. However, the flick-the-six-axis execution method is far too vague so most players will end up resorting to the precision of the R-trigger instead.
Beyond of the individual stages, Katamari Forever is a let down. The rotatable planet around which the game's various destinations were positioned in previous games is gone, options now selected from an awkward pop-up book interface that adds nothing to the hub experience.

A range of unlockable graphical filters give the game's simple textured objects a new lease of life. 1080p support and 60fps help.
That said, the integration of leaderboards is smart and seamless (moreso than in the previous Xbox 360 title) and turns each level into an arcade-style challenge between friends. Even so, the weary proposition of once again tracking down all of the Prince's cousins and filling in the blanks on the collection pages of all the world's objects offers nothing fans of the series haven't done before.
The only rewards for extended play and effort are to be found in the unlockable novelty play modes such as the double speed 'Katamari Drive' and the time-limit free 'Eternal Katamari'.
As ever, the game's at its best when it allows you to slip into the calming repetition of the cleaning act, the catharsis of de-cluttering the game's environments broken only but the jabbing warning siren that fires for the final 30 seconds of each stage's time limit. In these moments the wonder and creativity of the first game still shines bright.
But elsewhere, the game's Japanese title is more applicable than its Western one: this is a tribute to Namco's game of the decade, a Greatest Hits compilation that, in pulling random stages and ideas from across the series lacks the coherency and streamlined form of its inspiration.
Its value for money is significant: there is a lot of bulk here, much of it excellent. But its wider value to gaming, to Takahashi's message and to the series it celebrates, is diminished. Like a balloon deflating, Katamari Forever feels like the series' final exhale, all puff and energy now gone from the idea. Metaphor!
7 / 10
You may also like...
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: The Darkness 2
-
EA evaluating FIFA Street features for FIFA 13
-
Who Killed Rare?
-
Gotham City Impostors Review
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Kingdoms of Amalur: Reckoning Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
The Darkness 2 Review
-
Skyrim patch 1.4 now live for Xbox 360
-
Grand Slam Tennis 2 Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
One Piece: Unlimited Cruise SP Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
King Arthur 2 Review
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Metal Gear Solid: The "Lost" HD Remasters
-
Samsung Galaxy Note Review
-
Mass Effect 3 FemShep trailer debuts
-
Next Xbox has tablet-like touch-screen controller - rumour
-
App of the Day: Superman
-
Double Fine Adventure passes Day of the Tentacle budget
-
Valve admits hackers accessed Steam transaction log









Comments (52) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Worth the game just for the soundtrack if your a music lover ^^
Comment below viewing threshold Show
Comment below viewing threshold Show
Whats the controls like?
Does it suffer severe slowdown like the demo?
Comment below viewing threshold Show
What makes them any good?
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I was very disappointed by the demo. In addition to the (ludicrous) slowdown, the game just "felt" more like the 360 game, which I really disliked. Even the controls felt clunky like on the 360, which really didn't make any sense given the series' PS2 heritage...
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
A bit more substance about gameplay and less about metaphors would have helped in this review.
Comment below viewing threshold Show
Comment below viewing threshold Show
What makes them any good?
The gameplay is unique, and they're nonsensical fun.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
...the controls are borderline awful (way to go utilising the sixaxis), the camera placement poor, and the graphics weak (do you want slowdown with that 1080p 60fps sir?).
Maybe this is one of those games that should have been left alone and not whored out.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
The hippy wanker philosophy was cute in game 1 (which most of us missed anyway). But would have been stilted and tedious again (and admit it Simon, you would have b*tched if it was more of the same). It's actually a bl**dy good idea to turn it on it's head and make a Wall Street Greed Is Good level. But really - no-one gives a toss. It's about mad ar$e little people rolling up everything in sight into a sticky ball for a mentalist with a giant tic-tac for a head talking scribble. It's a genius concept even fun on my mobile phone, and I can't wait for it again on the big telly. That firefly level sounds gorgeous and original. If this was Katamari 10 (cough Mario cough), you'd might have a point. But as far as most of us who didn't import the original go, this is Katamari II, and the first on the PS3. Compared with, say Left4Dead2, which really is an identical repetition of an old concept, just done well, it's a galaxy of newness.
"What makes them any good?" One word: charm. More words: original, bonkers, drug addled, mental, colourful. Everything that's great about wacko Japanese gaming. The craziest music. And the King. Biggest WTF ever made. Or in other words - as far from Halo/Killzone/every other turgid Western bald space marine Nazi shooting FPS as it's possible to get. Enjoy.
Comment below viewing threshold Show
when is this out? EG says now but PSNStore says otherwise...
oh balls, it's a retail release. Could have sworn this started out as a PSN title.
Comment below viewing threshold Show
Comment below viewing threshold Show
I was playing Me & My Katamari yesterday while wearing headphones, even that version is just bliss.
Like digital sunshine smiles: ^_________________________________^
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Terrible review . SIMON PARKIN stop trying to be a wordsmith and just get on with the game review . simple stuff like what are the grafix sound and controlls like and are there any bugs in the game ,and is it in your opinon fun to play . stick to basics.
Comment below viewing threshold Show
Comment below viewing threshold Show
The game's clearly a Greatest Hits version of Katamari (resuing assets, levels, layouts, music and effects) so I guess that's why it's been reviewed with the expectation readers know how it works by now. There are literally a million other game websites that will give you the dry technical rundown if that's what you're after. EGs never really been about that though.
Comment below viewing threshold Show
There are no gamefaq reader reviews. There are no reviews at all on gamerankings.
This is the only thing we have to go on other than the demo.
(Which had slowdown)
Comment below viewing threshold Show
Fair enough to dislike, ask someone to be someone else... not so much.
Comment below viewing threshold Show
@Mingster and erp
I thought it ran horrible as well at first, but I've discovered it's down to the display settings - it runs horrible on an interlaced setting (such as 1080i like I ran it in) but it runs perfectly in progressive scan (720p looks very nice). Give it a try.
Comment below viewing threshold Show
@Cadence:
Told me very little about how the game actually PLAYS.
Pretty much like every other Katamari game? This is the fourth rehash of the original idea, at this point it must be like asking what Tetris plays like.
They're very valid questions if the person asking it has never played Tetris or - more relevantly - Katamari.
Comment below viewing threshold Show
You'll love:
+ Stylish, emotive opening sequence.
+ Original and refreshing take on a Katamari review.
+ Full-circle, self-referential closing.
You'll hate:
- The sparse coverage of the game's content and functionality.
- Feeling neglected if you're unfamiliar with the game's heritage.
- Having to look up words like "didactic" and "catharsis".
Overall:
7/10 - Not quite as good as the Halo review.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Until every other game stops being affected by camera problems, bugs, slowdown and poor controls reviewers are going to have to accept that a significant part of their value to the game buying public is as an independent QA. Once games have matured as a medium in the way that books and films have, then it'll be time to headline the philosophy and ignore the technology.
Comment below viewing threshold Show
Comment below viewing threshold Show
And dont get smart with all this consumerist bs, euro-heybuyfromshoptoshoptoshopto-gamer ... honestly, the quality is going nowhere but downhill.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
I definitely agree, the first one was a great novelty and the second even expanded on that a lot.
But I really don't see the need to take the series any further. It's not really evolved at all, the amusment factor has definitely worn off and most of the levels in the game are re-used from past games. I hate to use the term "milking" as it seems to be thrown at every game with more than one sequel these days, but this is a good example of it.
Comment below viewing threshold Show
And if you own it already, play it again, you'll thank yourself for it, and save a few bob.