Naaa na-na na na na na-na na na na na-na naaaaa.
Naaa na-na na na na na-na na na na na-na naaaaa.
NAAAA na-na na na na na-na na na na na-na naaaaa.
Naaa na-na na na na na-na na na na na-na na-na na-na naaaaaaa.

Katamari Forever (PS3)
Developer: Namco/Bandai
Publisher: Namco/Bandai
Release Date: September 22, 2009
MSRP: $49.99
This is a strange review to write in a way. Not because it's a Katamari Damacy game -- though that's plenty strange in its own right -- but due to the fact that Katamari Forever is essentially a compilation of levels from previous games in the series. It's like a "Greatest Hits" album by a musical act, a collection of songs that people who love the band will already have that adds on a couple of bonus tracks just so there's some new content.
This is not a bad thing, necessarily. If you are of the opinion that the series has gone about as far as it can go creatively, this game may only reinforce that perspective. Alternately, if you missed out on a game or two in the series or have yet to play it altogether, Katamari Forever offers a decent slice from all the games to date.
The problem with any compilation of this nature is that nobody is going to get everything they want. There will be levels from older games that you'll really wish had been included in this one. And there will be others that you really wish had been left in the bin in the first place that are now here for you to grumble your way through again (goddamn cowbear). On the whole, I like the selection of levels. It's a good mix that's representative of the whole series and doesn't strongly emphasize one style of play from another, though it might have benefited from a couple more stages from the original Katamari Damacy. Your mileage may vary based on your preferences in Katamari.

While the content is primarily old, the story is new. The King of All Cosmos has hit his head in an attempt to teach the Prince how to jump and now lies in a coma, his memories lost. To keep the Cosmos going, Prince and the cousins have built RoboKing, a robotic version of the royal patriarch who has all of the King's powers but none of his self-confidence. Upon activating the robot, however, RoboKing flies into the sky and destroys all the stars.
The game is divided into two sets of levels. Half of the game revolves around putting the stars back in the sky, while the other half consists of rolling around the King's memories of Katamari past and recreating other celestial bodies he had created. The game is spent going back and forth between the King and RoboKing, serving their needs.
The charm of the Katamari games is as strong as it has been in the past. RoboKing does a lot for keeping the game feeling fresh. He's insecure, nervous and very funny in a way that contrasts completely from the bragging, over-confident King. He adds an oddly sympathetic tone to things, as he fears he'll never be adequate in the same way the King would point out how inadequate the Prince was in prior games. It's different and I like how it's mixing things up a bit.

The gameplay is identical to past games. You'll appear in an environment, be told to roll your Katamari to a specific size and sent on your way to roll up whatever is in your path. RoboKing's levels tend to be more straightforward in nature, with an emphasis on rolling up as much as possible and some guidelines towards specific types of objects to grab. The King has the more unusual levels in his repertoire, such as the snowman building stage or rolling the sumo wrestler large enough so that he can win his match.
A couple of new concepts have been added. First, and probably most importantly, the Prince can now hop as a maneuver. This allows him premature access to some areas of levels as well as makes the general environment easier to navigate. It takes a bit of practice to use effectively, as the Katamari bounces considerably. Sixaxis motion controls are designed to use the hop when you move the controller upwards, but it rarely works when you want it to, and you're much better off just using the R2 button for the same effect.
Another change is the inclusion of RoboKing's Heart, a power-up that comes in two forms, whole and broken. Collecting these items in a stage will draw objects to your Katamari. A broken heart will instantly suck in anything that can stick to your ball from a considerable distance away. Complete hearts draw in objects at a much closer range but last for several seconds, allowing you to roll around and quickly accumulate things.
These hearts add a new layer of gameplay in an interesting manner. They're completely optional to pick up, just like everything else, and there's a certain amount of strategy to their use. Timing when you collect a heart can make or break you on a level, as you may collect things that make you considerably larger, but you will likely miss out on smaller, theme-appropriate objects later on because of the quick increase in size. In addition, these hearts are placed on levels where picking up certain things will spell doom for your Katamari, in which case they must be avoided at all costs.

After completing all of the game's levels, a new mode is unlocked called "Katamari Drive." This mode has the Katamari rolling at mach speed, making it difficult to control but opening up opportunities to grow in size much more rapidly. Nearly every level has the Drive mode available in it and some of them are made to be very difficult as a result. It's a good mode that adds to the experience and makes this feel like much more than a standard rehash of content.
Further modes of play are available for unlocking beyond this. "Eternal," the old standby in which you can roll with no time limits or requirements, returns. And, should you score well enough, the levels can be played the way they were originally released in "Katamari Classic" mode. This mode removes your ability to hop and the new heart elements to return the levels to their original state. It's a bit annoying to have to work hard to play the exact same thing I've already played in a previous game but, at the same time, it's nice to have the original levels with the improved graphical features of the PS3.

See, Katamari Forever looks fantastic in 1080p and that's probably going to be enough to convince some longtime fans who already own the vast bulk of this game to pick it up. That's not an entirely unwise decision, as it really is wonderful to look at. And, on any level (and mode) that you have completed previously, you can choose from one of four different appearances for the game. There's the updated look of Forever, a filter that makes everything look like it was turned into wood, a sketchy, comic book-style and the appearance of the original games.
The most difficult question to answer is whether or not you should spend your money on Katamari Forever. If you are satisfied with having your old Katamari get a new coat of paint, this gets the job done in a big way. But if the visual appearance isn't of a high priority for you, all that's left to weigh are a couple of new moves, a few new levels, another wacky story and a mode where you roll really fast. The amount of new material is not great, but what's here is interesting.
On the other hand, if you are that rare somebody who has always been interested in Katamari but never made the plunge, this is a strong recommendation. Not the best game, but much of the best in all the games resides here and it's an excellent overview.
Score: 8 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.)
Great review Conrad.
@Conrad
Any word on if Forever is going to feature sneaky DLC that's really just unlock keys? It's a new Namco/Bandai tradition!
I couldn't say for certain that they couldn't, but the game is as it is and is completely on the disc with no locked away levels to bar you from getting full collections, all cousins or all presents like before. Namco did this one correctly it seems.
Sounds good to me.
I hated the camera controls, but I had a strong feeling I was doing it wrong. Other than that, the demo was pretty cool.
or the "roll up hot things" one...
And yet, I keep buying them.
In the interest of spreading katamari love,
http://www.cheapassgamer.com/forums/showthread.php?t=237526
Amazon's already knocked down the price $10 and you can get it for about $31 if you use the codes in this thread.
the whole layout of the game was made for it; w/Forever i can see already that it would not be a good magical mushroom game. the way the King of Cosmos was setup in the frame after you finish the level so that when tripping, it was very vivid and powerful; not so much w/the new layout.
just my .02.
so yea, if your a magical mushroom eater; get the original for PS2!! it will blow your already blown mind. also, eyetoy for ps3 = 3 hours of awe.. :P
i'll say the inclusion of eternal mode is a sign of the apparent complete misinterpretation of katamari damacy, (read: it's horrifying and utterly heartbreaking) but otherwise this is a good, solid, pretty game and katamari is always awesome so go pick it up.
What?
That aside, this has enough new stuff to keep me interested in the series. But the last game I played in the franchise was We Love Katamari, so take that as you will.
I've got memories, but not a deep connection to the series. I think I may go ahead and get this one. I love the new look, and the damned theme song is stuck in my head now.
Despite the fact that the levels are recycled, the new art style and tweaks to the levels/goals give me more than enough reason to play them again.
Also, since I've never played Beautiful Katamari, all of the levels from that game are new to me as well.
And I completely agree that the the RoboKing is completely hilarious. After a while I find myself just skipping what the regular King says (although his lines in this game are funnier than ever), but I never tire of the RoboKings insecurities.
I love it: got it yesterday and have been hooked ever since!
As for the review, I wish I felt the same way Conrad does about the game. That's exactly what I expected from Katamari Forever, a solid "8".
Intead, I'd probably give it a 6.5. I really loved a the new levels (all four of them), and the new cousins, heart power-ups, and visual filters are really cool, but more often than not, the game just felt "meh".
I think the main reason for that is the music. There are a couple tracks here that I really love, but more often than not, these remixes are just downgrades of the originals.
Also, the "black and white" filter effectively breaks more than a few of the games levels. You simply cannot tell what is a bear, cow, ice cream, soup, or none of the above, when everything is in black and white. Those who have played the game to completion will know what I'm talking about. It's just not good game design to repeatedly "die" just because you can't tell what the hell you're rolling up.
All in all, knowing that you could buy Katamari Damacy, We <3 Katamari, and Beautiful Katamari all together for less than $50, and get three times the content that Katamari Forever holds, makes the game hard to recommend to anyone with a PS2 or a backwards compatible PS3. I'm glad that I own it, but I wouldn't recommend it to anyone other than fellow Katamari-disciples like myself.
I still stand by that this is not a 8.0 game, its a 7.6 in my eyes. but it does not deserve the 8. With the rehash on the levels, just using the filter on them makes it drop down in score a bit in my book.
Still a 100% buy but an 8 for this game is a bit high.
Even if CowBear levels suck (and God, yes, they do - almost as bad as the "roll up hot things" level), all you ever have to do is clear it ONCE. After that, you can use whatever graphical filter you choose and let it roll, no pun intended.
It's how I'm getting my 100/120 scores. Just get in, complete it as fast as possible, and then go back in and do it "right." Easy.
That, and Katamari Drive isn't hard - it's awesome. It's a little more difficult to control, but you can get it to the size you need it to be very quickly. Fun.
Now they are trying to roll up my wallet for 50 bucks.
Pass.
Also, Prince Hop.
Also, Gin+Tonic and a Red Rose 8-bit mix is fucking awesome.
Give it a rest. I'm with Jonathan Holmes on this one... 6.5 at best.
The music is fairly good, though I can't say I like every remix, and the forced black-and-white filter on some levels is cool except for when it gets in the way of gameplay. (Strangely, it disappears once you've beaten the game, with no way to get it back.) I recommend it if you never played the series or if you want to preserve your memories in HD, but otherwise, the three new levels aren't worth it.