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Our Users Say

Category Description User Score
Gameplay How well the game mechanics work and the game plays. 4.2
Graphics The visual quality of the game 3.8
Personal Slant A personal rating of the game, regardless of other attributes 4.1
Sound / Music The quality of the sound effects and/or music composition 4.0
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 3.9
Overall User Score (49 votes) 4.0

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Sydney Morning Herald (Feb 09, 2006)
Love at first sight. Many players are sure to enjoy this joyous and creative game.
Deeko (Oct 08, 2005)
I really considered giving We Love Katamari a 10, but as I thought about how I'd want to justify the grade, I realized that 10's should be saved for the truly revolutionary titles out there and, while it's an absolutely fantastic title, it's not going to feel as groundbreaking as its predecessor. None of this changes the fact that the game is an improvement upon an already outstanding game. I find it extremely difficult not to recommend this game to any, save people who just don't like fun. I love Katamari. You'll love Katamari. We Love Katamari.
Jolt (UK) (Feb 15, 2006)
Have you ever been left utterly bemused by a video game? Like you accidentally chose Italian instead of English on the language select screen, and can’t tell how to change it back? Or bought a Japanese import thinking you’d be able to work out the menus? Well, those are both your own stupid fault. We Love Katamari will never leave you bemused; just confused, amused and misused.
Gaming Target (Nov 07, 2005)
We Love Katamari shows how to do a sequel right. You take what was great about the original and improve on it, add some variety, and whoosh ? you have a great game. WLK doesn't quite have the impact of the first game, and really should have had online play for competitive and cooperative play, but it's still a fun, addictive, and simple game that is almost like the anti-action game; it's just supposed to be easygoing and relaxing. Sure it's not totally challenging, or technologically intense, but it doesn't have to be...I'll bet a next-gen version of the game won't be a tech showcase either. Those who fell under the Katamari spell should definitely pony up the $30 for We Love Katamari.
Vgames (Mar 12, 2006)

מעניין שדווקא משחק כל כך יפני ולא רגיל, נותן חווית משחק כל כך אוניברסלית בכיף שהיא מספקת. באמת שאני לא מסוגל לדמיין מישהו שלא יהנה ממנו. הוא אולי נשמע לכם יפני מדי או אפילו קצת דבילי, אבל אם אתם לא אלרגיים לכיף, קשה לי להאמין שלא תתאהבו בו נואשות ברגע שתתחילו לשחק בו.

We Love Katamari's story, as it were, is like breaking a fourth wall inside another fourth wall. After retelling the story of the first game (in short, the crazy King of All Cosmos got plastered, destroyed all the stars in the sky, and made his son, the Prince, replace them by rolling up stuff on Earth to make new ones), it goes on to tell how the game became really popular, so much so that the King, now inundated with requests from fans, has sent the Prince back to make the people's wishes come true.
90 (UK) (Jul 26, 2005)
In short, it's brilliant - and even if you've never played the original Katamari Damacy, it's accessible and hugely enjoyable, with a learning curve that'll be kind to beginners while still providing plenty of entertainment to veterans of the Prince's rolling expeditions. To play it is to understand the slightly arrogant title - and hopefully, this time around, European gamers will also get a chance to love Katamari.
Video Game Talk (Oct 04, 2005)
After I beat the first Katamari game, I was dying for a sequel of equal caliber. Thankfully Namco published a great follow up and We Love Katamari is everything I could have hoped for. The world is bigger, the ideas are better and the game has the same charming personality by the boatload. This is the game that fans of the original were waiting for and has the possibility of winning over a new audience if they didn’t get the chance to try it out the first time around.
With so few changes and an increased price tag, it may not be enough of a change for some people. Those who lauded the original should have no problem. We Love Katamari is perfect for the die-hard demographic, frustrated by the lack of originality in today's gaming market. Everyone else should be sucked in too if they have any concept of simplistic (yet pure) gameplay.
Press Start Online (Jan 13, 2003)
If you don’t like Katamari, you don’t like games - it’s that simple.
Game Chronicles (Oct 19, 2005)
The stench of love is mysteriously fouling the air, even though spring is all but a faded memory and Valentine’s Day is several months away. It’s fall, which, in the gaming world, means it’s time for war, with hordes of action titles storming the market and viciously vying for gamers’ attention and hard-earned dollars.
Thunderbolt Games (Oct 01, 2005)
In order to be truly successful, a game needs a few things. It needs decent characters, the kind that will draw you into their lives with their amazing talents and quirky personalities. It needs excellent, addictive, and innovative gameplay, leaving gamers begging for more satisfaction. Graphics are a hit or miss with most, since not everyone can be satisfied with the final product that has been presented to them. But above all of these fundamental aspects of a game, one other factor must not be forgotten: The fans. Without them, a game’s popularity would be non-existent, dooming it to the bottom of a bargain bin within weeks of its release. No one would care for it, passing by without a second glance. With so many flashy and appealing titles ready and available to the public, a game had better have fan following if it ever has any hope of becoming a smash hit in the gaming community.
Worth Playing (Oct 13, 2005)
The variety of mission types and the addition of multiplayer co-op mode definitely make this a worthy sequel to the original Katamari Damacy. For people who demanded more of a backstory, or speed demons who complained about the previous title being too slow, We Love Katamari addresses all of those concerns and then some.
88 (Feb 09, 2006)
There's nothing more to say except that We love Katamari is a diamond of a game that you really ought to snap up. Get it now and prove to the gaming big guns that we want games like this, that we won't just be fobbed off with sequel after sequel and lackluster movie tie-ins. Don't let We love Katamari go straight to the bargain bins! Promise you now, you really won't regret it.
GameZone (May 04, 2012)
We Love Katamari is a blast to play. If you played the original game, then I am sure that you have already purchased this game, but if you haven’t you should not pass this game up if you see it in the store. Its unique and highly addictive gameplay will entertain you for hours. Check out this game as soon as you can because you will not regret it.
86 (Jan 29, 2006)
Ich glaube, ich bin verliebt! So verspielt und hemmungslos blödelnd habe ich noch kein Spiel erlebt. Dass es die Entwickler geschafft haben, die Mittel des schlechten Geschmacks so gekonnt einzusetzen, dass sie gleichzeitig begeistern und verzaubern können, ist schon eine Meisterleistung. Zusätzlich haben sie es aber vor allem geschafft, meine Freizeit um ein fantastisches Hobby zu bereichern: Städte aufrollen! Schade nur, dass die Fortsetzung nichts anders macht als ihr Vorgänger. Und auch die Tatsache, dass We Love Katamari das Feuer der Begeisterung nach dem genialen Einstieg nie so schüren kann wie in den ersten Minuten, fällt auf. Aber hätten die Entwickler ihre Einfälle geschickter gestreut und Teile des Ideen-Feuerwerks erst später verschossen, hätte ich den Blick wahrscheinlich nie mehr vom Bildschirm lösen können.
86 (Mar 03, 2006)
Endlich ist es soweit, We Love Katamari ist der Nachfolger zu Namcos „Katamari Damacy“, das hierzulande leider nie erschienen ist. Electronic Arts meint es gut mit den Spielern der ersten Stunde und bringt das verrückte Machwerk nun auch nach Europa. Wir haben das japanische Meisterwerk genauer unter die Lupe genommen und rollen uns zum folgenden Review.
Using the same graphic palette as before the objects and characters have a decidedly Star Wars Lego look to them with simple geometric shapes and primary colors. The collection of tunes is as eccentric as the gameplay with experimental J-Rock, techno and other zany aural offerings. It all combines to produce a surreal experience that you won't soon forget.
Strange and addictive, We Love Katamari rekindles my fascination with this series and find itself as a near-permanent fixture in my PlayStation 2. It doesn't offer much in terms of gameplay deviation, but the wildly amusing levels will keep you in a state of awe.
PSX Extreme (Sep 23, 2005)
If you never gave the first game a chance, or fell in love with the first game but always wished it had more levels and more to do, then you absolutely must take a look at We Love Katamari. It isn't a sequel the true sense, but more of the full game that Katamari Damacy should've been.
1UP (Sep 15, 2005)
Sequel - redundant?

Good times - adundant.

Box art - repugnant!
GameSpot (Sep 15, 2005)
How do you follow up on one of the most original and bizarre games of this console generation? That was the question posed to Namco following the incredible success of its out-of-left-field hit puzzler, Katamari Damacy. It was a delightfully simple and effective game that caught on big with a fanatical cult audience, thanks not just to its addictive gameplay, but also to its outlandishly weird dialogue and characters. So, how does Namco follow up on something so patently original? The answer comes in the form of We Love Katamari, a decidedly fan-service-oriented sequel that doesn't stray far from the roots the original game laid down. Rather, it offers a beefier package of the same basic concepts that fans fell in love with the first time around. While it may not deliver on the same level of originality that made Katamari Damacy stand out so clearly, We Love Katamari still has that unmistakable charm, and it's a whole lot of fun, to boot.
Diehard GameFan (Oct 13, 2005)
Do you realize why this review is a little late? Because The King is so damn cool! I just couldn’t stay away from his majesty for long! Oh…er…I mean the game is just that damn addictive. Just like the first game, WLK is game that’s very hard to put down. You’ll end up playing and playing, wondering where the last three and a half hours of your life went. The Katamari franchise keeps that special something that made it so special in the first place, no doubt about it.
Game Revolution (Sep 28, 2005)
That's also the sound your ass will make when you remove it from the couch, because despite being the second of its kind, WE LOVE KATAMARI is just as addictive as its crackhead father. Like any good drug, the entry fee has gone up (to $30, still fairly cheap), but you don't get any significant gameplay additions for that. Instead, you get another mellow jaunt through one of the two weirdest and entertaining games released for the PS2. That's well worth an audience with the King, bigger package and all.
Gaming since 198x (Mar 09, 2009)
We love Katamari est un jeu absolument non-sensique mais incroyablement cool à la fois. Vous devenz le tester au moins un e fois dans votre vie.
UOL Jogos (Oct 10, 2005)
"We Love Katamari" oferece basicamente o mesmo que o antecessor "Katamari Damacy", porém com um melhor valor de produção, com cenas não-interativas impagáveis e um roteiro de fase muito inspirado. Por outro lado, se os gráficos mantiveram o nível, as músicas ficaram menos empolgantes, mas ainda mantêm a vibração. Haverá pessoas que ficarão com má impressão das artes ou do funcionamento do game, mas vale a pena tentar perceber a grandiosidade que se esconde nas coisas simples.
This follow-up adds better levels, objectives, and a very fun co-op mode to the mix, but largely We Love Katamari coasts along, riding the goodwill generated by its predecessor. Still, you won't play a funnier game this year (or possibly ever), and I don't mind style over substance when the style is this good.
GameSpy (Sep 20, 2005)
Katamari Damacy's numerous fans shouldn't question whether or not this one's a must-purchase. It's a great sequel, and even though it's releasing at $10 more than the original, you'll still get a lot of bang for your buck. The multiplayer is a mixed bag, with the head-to-head working nicely, but co-op play is extremely wonky. However, the overall experience puts a great twist on the concept of pushing a ball around and picking up stuff. In spite of its flaws, this one's still worth rolling up into your library.
GamePro (US) (Sep 15, 2005)
Namco serves another healthy dose of weirdom in the latest Katamari, this time featuring co-op play. The concept behind last year's Katamari Damacy is simple enough to explain in a single phrase, roll things up in a ball, yet the game itself nearly defied description -- not to mention sales expectations. Though it was a bit short, the surrealistic play experience could honestly be called unique, and it provided gamers with a breath of fresh air. While the sequel doesn't stray far from the formula laid out by its big brother, there are enough changes here to make it worthwhile purchase for all fans, both old and new.
IGN (Sep 15, 2005)
Long before he drunkenly smashed the universe's stars into oblivion, the enigmatic King of the Cosmos was just a child -- a terribly abused child. So sad!
GameDaily (Sep 23, 2005)
Well, here it is, day 4 in my current stay at happy land, also known as the mental institution. I have to apologize for ahead of time for losing my mind and the dinner table and trying to roll the taco pizza into a ball and then chasing after the cat with it, insisting he would make a bigger star. The intern let me out of my straitjacket long enough so I could write you this letter and tell you I'm fine, especially now that I've been blessed by the King of All Cosmos again.
75 (Feb 03, 2006)
Véritable bonbon acidulé découvrant ses saveurs au fur et à mesure de sa dégustation, We Love Katamari pique quelques fois la langue mais s'active à panser ces blessures par une douceur explosive. Trip coloré et ingénieux, le titre de Namco fait partie de ces softs qui sans arriver avec une cohorte de pubs et de déclarations chocs parviennent à créer une brèche dans le monde du jeu vidéo. A vous de vous y engouffrer et de découvrir ce qu'un esprit fécond peut donner sans limites imposées. Une petite perle qui a ses aspérités mais qui mérite d'être placée sur un beau collier. Un titre différent, mais c'est pour ça qu'on l'aime.
Gamezine (Apr 16, 2006)
Si je dis oeuvre, c'est parce que We Love Katamari dépasse sans peine le statut de jeu pour se rattacher à celui d'oeuvre, avec un concept original et un univers tout aussi loufoque. Evidemment on pourrait lui reprocher de n'être qu'un add-on de Katamari Damacy, mais vu que celui-ci n'est jamais sorti en Europe c'est un moindre mal qui ne doit pas vous empêcher de profiter pleinement d'une telle expérience.