We Love Katamari: Difference between revisions
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|image = We_love_katamari_box_art.png | |image = We_love_katamari_box_art.png | ||
|caption = North American box art. | |caption = North American box art. | ||
|developer = Namco | |developer = Namco, NOW Production | ||
|genre = Action, Puzzle | |genre = Action, Puzzle | ||
|gameinfo = The concept for this game is as idiosyncratic as its predecessor, ''[[Katamari Damacy]]''. Since the release of the original game, the King of All Cosmos and his son the Prince have acquired a fan base. The Prince receives a request from a fan at the start of the game. The objective of the game is to have the Prince fulfill each fan’s request, which will make more fans (stages) appear until the whole game is mobbed with fans. <br/> | |gameinfo = The concept for this game is as idiosyncratic as its predecessor, ''[[Katamari Damacy]]''. Since the release of the original game, the King of All Cosmos and his son the Prince have acquired a fan base. The Prince receives a request from a fan at the start of the game. The objective of the game is to have the Prince fulfill each fan’s request, which will make more fans (stages) appear until the whole game is mobbed with fans. <br/> | ||
The gameplay follows the same core mechanic: To gather material, the Prince pushes around his katamari, a magical, highly adhesive ball capable of grabbing anything smaller than itself. Initially, the katamari can only pick up smaller items like loose change and discarded pencils. As more items accumulate, the katamari’s power grows, allowing it to pick up “vaulting boxes, pencils, erasers, postcards, ramen, robots, cows, sheep, this girl, that boy, moms and dads, bicycles, motorbikes, homes, buildings, rainbows, clouds, islands, hopes and dreams”. Once the level is successfully completed, the katamari is launched into space and becomes a planet, satellite, or other celestial object. If the planet has already been created, the katamari can replace it or be shattered into “stardust”. | The gameplay follows the same core mechanic: To gather material, the Prince pushes around his katamari, a magical, highly adhesive ball capable of grabbing anything smaller than itself. Initially, the katamari can only pick up smaller items like loose change and discarded pencils. As more items accumulate, the katamari’s power grows, allowing it to pick up “vaulting boxes, pencils, erasers, postcards, ramen, robots, cows, sheep, this girl, that boy, moms and dads, bicycles, motorbikes, homes, buildings, rainbows, clouds, islands, hopes and dreams”. Once the level is successfully completed, the katamari is launched into space and becomes a planet, satellite, or other celestial object. If the planet has already been created, the katamari can replace it or be shattered into “stardust”. | ||
|wikipedia = [http://en.wikipedia.org/wiki/We_Love_Katamari Wikipedia] | |wikipedia = [http://en.wikipedia.org/wiki/We_Love_Katamari Wikipedia] | ||
|reviewlinks = | |reviewlinks = [http://www.metacritic.com/game/playstation-2/we-love-katamari Metacritic] | ||
|reviewscore = | |reviewscore = 86/100 | ||
<!-- NTSC-U props --> | <!-- NTSC-U props --> | ||
|NTSCU = 1 | |NTSCU = 1 | ||
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|releasedateNTSCU = September 20, 2005 | |releasedateNTSCU = September 20, 2005 | ||
|statusNTSCU = 2 | |statusNTSCU = 2 | ||
|linuxstatusNTSCU = | |linuxstatusNTSCU = | ||
|macstatusNTSCU = | |macstatusNTSCU = | ||
<!-- PAL props --> | <!-- PAL props --> | ||
|PAL = 1 | |PAL = 1 | ||
|serialsPAL = | |serialsPAL = SLES-53828 | ||
|CRCsPAL = | |CRCsPAL = | ||
|releasedatePAL = February 2, 2006 | |releasedatePAL = February 2, 2006 | ||
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<!-- NTSC-J props --> | <!-- NTSC-J props --> | ||
|NTSCJ = 1 | |NTSCJ = 1 | ||
|serialsNTSCJ = | |serialsNTSCJ = SLPS-25467<br/>SLPS-73241 (PS2 the Best) | ||
|CRCsNTSCJ = | |CRCsNTSCJ = | ||
|releasedateNTSCJ = July 6, 2005 | |releasedateNTSCJ = July 6, 2005 | ||
|statusNTSCJ = | |statusNTSCJ = | ||
|linuxstatusNTSCJ = | |linuxstatusNTSCJ = | ||
|macstatusNTSCJ = | |macstatusNTSCJ = |
Revision as of 11:02, 29 November 2014
Developer(s): Namco, NOW Production
Genre: Action, Puzzle
Wikipedia: Wikipedia
Game review links: Metacritic
Game review score: 86/100
Game description: The concept for this game is as idiosyncratic as its predecessor, Katamari Damacy. Since the release of the original game, the King of All Cosmos and his son the Prince have acquired a fan base. The Prince receives a request from a fan at the start of the game. The objective of the game is to have the Prince fulfill each fan’s request, which will make more fans (stages) appear until the whole game is mobbed with fans.
The gameplay follows the same core mechanic: To gather material, the Prince pushes around his katamari, a magical, highly adhesive ball capable of grabbing anything smaller than itself. Initially, the katamari can only pick up smaller items like loose change and discarded pencils. As more items accumulate, the katamari’s power grows, allowing it to pick up “vaulting boxes, pencils, erasers, postcards, ramen, robots, cows, sheep, this girl, that boy, moms and dads, bicycles, motorbikes, homes, buildings, rainbows, clouds, islands, hopes and dreams”. Once the level is successfully completed, the katamari is launched into space and becomes a planet, satellite, or other celestial object. If the planet has already been created, the katamari can replace it or be shattered into “stardust”.
Test configurations on Windows:
Environment | Configurations | Comments | Tester | ||||
---|---|---|---|---|---|---|---|
Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
NTSC-U | ? |
|
v1.1.0 r5423 | GSdx r5412 |
|
HACKS: Only the default ones, plus MTVU, Low demanding game. Runs fine with 3x upscale. Can even be run in software mode without any slowdowns. Lower hardware resources should be fine too. Graphical errors are minor as mentioned below. | Yuri |
Trivia
- Widescreen support with .pnatch file from the PCSX2 forums.
- Also known as Minna Daisuki Katamari Damacy in Japan.
Known Issues
Lines at the border of 2D objects
- Status: Active
- Type: Minor
- Description: The outline of the 2D objects are visible if you use the resolution upscaling in GSdx. As if they are poorly joined with a small gap.
- Workaround: Use native resolution to remove most of the lines (some lines still visible during the View Collections part). Software mode to remove all.
No full screen filter effect
- Status: Active
- Type: Minor
- Description: There should be a full screen burlap like semi transparent filter in the whole game. Both in the 2D parts and during rolling.
- Workaround: Use software mode.