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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>Katamari Creator says Games have Lost their Direction</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/katamari_maker_says_games_have_lost_their_direction</link>
<guid>http://www.gamebump.com/go/katamari_maker_says_games_have_lost_their_direction</guid>
<comments>http://www.gamebump.com/go/katamari_maker_says_games_have_lost_their_direction#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/xb360.jpg" align="right" style="margin: 10px; border: 1px solid black;" /><p>Katamari creator Keita Takahashi mentioned creativity in games in a recent interview by saying:</p>
<p>"Defining the word creativity is difficult in a sense...I do feel many games do lack the wow factor in a sense. Something that you feel very surprised by.</p>
<p>"I feel that the setting (Katamari) is normal for me. There's nothing surreal about it. I think if Katamari is considered so creative then to me it feels like the videogame industry in general has lost its direction."</p>]]></description>
<pubDate>Mon, 26 Nov 2007 22:30:29 -0600</pubDate>
</item><item>
<title>GB Review: Beautiful Katamari (360)</title>
<author>Aaron Dunlap</author>
<link>http://www.gamebump.com/go/gb_review_beautiful_katamari_360</link>
<guid>http://www.gamebump.com/go/gb_review_beautiful_katamari_360</guid>
<comments>http://www.gamebump.com/go/gb_review_beautiful_katamari_360#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/3pd7jrxqmvzofq9czilyo6yf.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">Rolling stuff into a ball: one of this game's many new features.</span><br></div><br><img style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?width=109&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=IN%20SHORT"><br>This is a $40 game that can be beaten in a day and offers next to nothing
over its $20 predecessor. Personally, I find the gameplay more
irritating than enjoyable, but even the people who have chugged the
Katamari Kool-Aid won't find their money's worth here. Series fans
looking for more should maybe rent this game and get it out of their
systems, and people who want their first taste should get <span style="font-style: italic;">Katamari
Damacy</span> on the PS2 for half the price.<br><br><img alt="score: " style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;width=89&amp;color=orange&amp;font=stencil&amp;size=20&amp;text=SCORE:"><img alt="3 out of 5" style="border: 0px none ;" src="http://www.gamebump.com/typeimage.php?height=25&amp;color=orange&amp;font=pizzastars&amp;text=tt&amp;size=25"><br><br><a style="font-style: italic;" href="http://www.gamebump.com/index.php?aboutreviews">Click here</a><span style="font-style: italic;"> for an explanation of our review and scoring format.<br><br></span><br>This iteration (that word was chosen carefully) of the Katamari series is my first. I somehow managed to avoid "Katamari
Fever" as most of the gaming hipsters I knew were logging hours into
the bargain-bin-priced PlayStation 2 game, then its sequel, then the PSP port. I always thought it seemed a bit simple, but I didn't avoid it by design or spite, I just never got around to it. <br><p>I thought <span style="font-weight: bold;">Beautiful Katamari</span> on the Xbox
360 would be a good place to start. With between two and two million
times the processing power of the PS2, the 360 should allow for so much
more compelling, dynamic, and... well, beautiful gameplay. That's what I thought, anyway. <br></p><p></p><p></p><br>The core gameplay element of Katamari
games (roll stuff up into a ball) has breached our social zeitgeist and
therefore is no surprise to me. What did surprise me is how indifferent
I was to it. I've heard people unravel all kinds of charming prose
about the Zen nature of the games, the calming, subtly addictive
qualities of rolling crap up into a ball, so I was trying really hard
to see what they saw.<br><br>To me, it's just a repetitive game with
tedious controls where you push a ball around that picks up items
smaller than the ball until the ball grows larger and larger objects
may be collected. Lost on me was any kind of charm or endearing
elements. After an hour or so of staring at the pale, bland,
near-nauseating graphics on my HDTV I felt like I was missing
something. I felt like the sort of people who saw the finale of <span style="font-style: italic;">The Sopranos</span> and said, "So, wait, what happened?" or the people who can't figure out the point of Candy's dog in <i>Of Mice and Men</i>.
I wondered if there was a hidden camera somewhere or perhaps some kind
of two-way mirror where scientists were studying and annotating my
frustration.<br><br>Is the charming little ball-rolling game a giant,
black monolith and am I a Neanderthal-monkey-man mindlessly waving my
arms at it?<br style="font-style: italic;"><br>
Or maybe this game just isn't that great. Maybe having to click through
page after page of unintelligible gibberish from the King of Whatever
character before I can play a damn level isn't that cute. Maybe having
words appear all over my screen, blocking my view as I'm trying to play
isn't so Zen. Maybe the primitive save/load system and tedious menu
system isn't the greatest thing since sliced garbage balls. Maybe
spending the first 6 or 7 levels in the same bland, complicated
environments isn't a quirky design element. Maybe this is just a game
that I don't like.<br>
<p><img src="http://www.gamebump.com/images/upload/4p47pavy9ydbb2oze06z6jw1.jpg" alt="" alignment="" border="0"></p><div style="text-align: center;"><span style="font-style: italic;">Drop some acid and this game might start making sense.</span><br><br></div>
When I played through <span style="font-style: italic;">Halo 3</span> without having played any previous Halo
games, sure I was (very) lost with the single-player campaign -- that's
just poor story design -- but I was at least able to play the game
without knowing the full backstory. In Beautiful Katamari, the
backstory is meaningless but the gameplay is what I don't understand.<br>
<br>
Even if I really dug the gameplay, I couldn't pretend that this felt
like a full game. It feels like a minigame, the sort of thing a better
game might display during a loading screen while a real game is
loading. There's very little variance in modes; it's either "you've got
this much time to roll up this much stuff" or "lets see how long it
takes you to roll up this much stuff." The mere insinuation that I'm
supposed to be choosy about the specific items I collect when the
control scheme and camera seem to be actually working against me is
laughable. <br>
<br>
I'm told that <span style="font-style: italic;">Beautiful Katamari</span> offers very few additions from
previous games. New here is an added element where you're also scored
based on what <i>types</i> of items you collect with your magic ball
o' junk and not just size, and an online multiplayer mode that is the
definition of tacked-on. At $40, this game may be discounted but it's
twice the price the original PS2 game and offers next to nothing in
exchange for the extra twenty bucks.<br>
<br>
If you love Katamari games, you may absolutely love this game as well.
However, I'm supposed to review games based on how they stand on their
own. For failing to bring anything new to the table for established
fans and for failing to provide any value for the price, I cannot
recommend this game.<br>
<p></p>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=Beautiful Katamari&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY BEAUTIFUL KATAMARI AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Tue, 06 Nov 2007 15:44:26 -0600</pubDate>
</item><item>
<title>Katamari Creator Talks Noby Noby Boy and the Apocalypse</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/katamari_creator_talks_noby_noby_boy_and_the_apocalypse</link>
<guid>http://www.gamebump.com/go/katamari_creator_talks_noby_noby_boy_and_the_apocalypse</guid>
<comments>http://www.gamebump.com/go/katamari_creator_talks_noby_noby_boy_and_the_apocalypse#</comments>
<description><![CDATA[<img src="http://www.gamebump.com//images/tags/takahashi.jpg" align="right" style="margin: 10px; border: 1px solid black;" />GameSpot has posted a very interesting interview with Katamari Damacy creator, Keita Takahashi, today. <br><br>Included in the interview are questions concerning the end of the world, why Takahashi may leave the gaming industry (apparently he's a little bored with the Katamari series), Noby Noby Boy (his latest project in the works), and what Takahashi might like to see concerning the three next-generation console providers (translation: let's lower the bloody prices). <br><br>An excerpt is provided below plus a lovely link at the jump.<br><br><p></p><p></p>Excerpted highlights follow (I couldn't resist):<br><br><div style="margin-left: 40px;">GameSpot UK: Why are you sick of Katamari Damacy?<br><br>Keita Takahashi: Wouldn't you be?<br><br>GS UK: What is the objective of the game in Noby Noby Boy?<br><br>KT: I can't tell you yet. It's confidential... Do you think you need objectives? What objectives would be good? What do you think? <br><br>GS UK: Why did you decide to make it a PlayStation 3 exclusive?<br><br>KT: I definitely understand the idea behind games going multiplatform, however going multiplatform does mean extra effort. The reason I chose PlayStation 3 on this occasion is simply due to the specification of the hardware, and looking at the timeline I had in his mind with this idea. I thought the PS3 would best suit that schedule, and that's the reason. <br><br>GS UK: How do you think the games industry could improve?<br><br>KT: I think the sales price of the consoles has been too high lately. In an ideal world, I want to see only one major console being retailed on the market, and everyone actually making games for just one console, and bring the price of that console down from what the three currently cost right now.<br><br>At the moment, I feel that having three next-gen consoles is only as a result of having three different companies that want to maximize their potential and their profits, and I think we should start working together to decrease the power of the market leaders. <br><br>GS UK: You say in 10 to 20 years, you said maybe none of us will be able to play games. Do you think the apocalypse is coming?<br><br>KT: How things are going at the moment, it certainly won't be surprising if something drastic like that happens suddenly. There might be the possibility of the apocalypse. <br></div><br>It's a very entertaining interview, to say the least. Find the link <a href="http://www.gamespot.com/news/6181853.html">here</a> and below. <br>]]></description>
<pubDate>Mon, 29 Oct 2007 13:18:06 -0500</pubDate>
</item><item>
<title>Beautiful Katamari Damacy Announced for PS3, 360</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/beautiful_katamari_damacy_announced_for_ps3_360</link>
<guid>http://www.gamebump.com/go/beautiful_katamari_damacy_announced_for_ps3_360</guid>
<comments>http://www.gamebump.com/go/beautiful_katamari_damacy_announced_for_ps3_360#</comments>
<description><![CDATA[<p>Namco Bandai has announced via Famitsu that the company is currently developing a new Katamari game, entitled Beautiful Katamari Damacy, for both the PlayStation 3 and Xbox 360 consoles. </p><p>The game will feature an online mode along with &quot;beautiful&quot; HD visuals. The Japanese release date is as yet unknown as well as the possibility of a stateside launch, although if the game does superbly in Japan then a North American version seems likely.
</p><p></p> Originally written by Shiva Stella]]></description>
<pubDate>Fri, 20 Apr 2007 13:48:00 -0500</pubDate>
</item><item>
<title>Me And My Katamari Announced For 2006</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/me_and_my_katamari_announced_for_2006</link>
<guid>http://www.gamebump.com/go/me_and_my_katamari_announced_for_2006</guid>
<comments>http://www.gamebump.com/go/me_and_my_katamari_announced_for_2006#</comments>
<description><![CDATA[Namco Hometek Inc. announced today that Me and My Katamari (working title) will be launching in North America and Europe in 2006 exclusively for the PSP handheld.
<blockquote><p><em>
&quot;The mesmerizing appeal of the Katamari franchise's game play continues to transcend cultural boundaries and receive critical acclaim,&quot; said Yoshi Niki, Business Unit Director, Namco Hometek Inc. &quot;We are excited to expand our offerings to the PSP system, so that our fans can play Katamari whenever and wherever they are.&quot;</em> 
</p></blockquote><p>
The game will feature wireless play for up to four people, and a new island interface that highlights player options and the different stages represented by animals in need of new homes. Look for information in the coming days.</p> Originally written by Tim Grube]]></description>
<pubDate>Wed, 22 Mar 2006 00:04:00 -0600</pubDate>
</item><item>
<title>GH Review: We Love Katamari (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_we_love_katamari_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_we_love_katamari_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_we_love_katamari_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Eric Dayday.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">Last year, Namco scored a surprise hit with <em>Katamari Damacy</em>.
Actually, surprise hit might be an understatement. Who wouldve thought that a
game with a decidedly Japanese flavor, very artistic and minimalist graphics, a
nonsensical story, and featured overly simplistic gameplay that had you rolling
anything and everything in sight using just the two analog sticks would appeal
to us Americans? Well, apparently it struck most of us as entertaining and now
Namco has rolled out (pun intended) We Love Katamari for us to experience it
all over again. So is it fresh enough to pick up or is it just more of the
same? That depends on what exactly it is youre looking for in the sequel.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Almost everything you know and love from the original Katamari
Damacy returns in We Love Katamari, which could be a good thing or a bad thing,
depending on your point of view. Since this is the good section, well focus on
the good.



<p class="MsoNormal">The graphics return unscathed. That means plenty of angular
models and blocky-headed characters  they remind me of a bit of those Little
People toddler toys. Of course, without those designs, we couldnt call this a
Katamari game. Its that design and artistic styling that gives this game its
own distinct personality, and WLK is bursting at the seams with personality. 



<p class="MsoNormal">Along with the graphics, the humor carries over as well. The
King of All Cosmos still speaks in the plural first person, in-game characters
crack jokes about being rolled up, and the Prince, whom you control, continues
to be belittled about his diminutive size. But, dont worry, those that do will
get whats coming to them after theyre rolled up in a ball the size of a
two-story house.



<p class="MsoNormal">The story also carries a lot of the humor, though calling it
a story is stretching it. Try as hard as they could to make any sense as to
why the Prince is rolling stuff up, its still not a story. In the first one,
the King of All Cosmos accidentally destroys all the stars in the sky (in the
Japanese version, its alluded to that the King destroyed them while on a
drunken bender) and the Prince has to fix his fathers mistake by rolling
things up to put into the sky. This time around, Namco breaks the fourth wall
and all the characters are fans of the game and they all ask the King for
different kinds of favors that all end up with the Prince having to roll the katamari.
Again, its a weak attempt, but why let that bother you when all you really
want to do is roll, roll, roll.



<p class="MsoNormal">Gameplay remains largely unchanged as well. Controlling the
katamari is like driving a tank  up on both sticks moves you forward, down
moves you back, both to the right is right, etc. The only new addition is the prince
look. The old royal look, in which the Prince will fly high in the air to allow
you a great look at your surroundings, is still present, but with the new
prince look, hell jump on top of the katamari and give you a closer view of
what is in your general vicinity. This view is a lot better for checking out
what is directly around whereas the royal look is great for planning which
future areas to tackle next.



<p class="MsoNormal">Single-player gameplay may be almost identical to the first
KD, but two player is where everything changes. The two-player vs. mode, in
which the winner is determined by who rolls the biggest katamari or whoever
gets rolled up, is back. But, the biggest innovation is two-player co-op. In
this multiplayer mode, each player is responsible for pushing one side of the
katamari  P1 gets the left half, P2 gets the right half. The only way to be successful
in this mode is to communicate since you can only move forward if both of you
hold up, etc. If you dont then all I can say is good luck trying to turn the
way you want. Also, good luck trying not to get into an argument with your
partner when attempting this mode. 



<p class="MsoNormal">While We Love Katamari shares a lot with its predecessor, it
outshines the original in the number of levels and cousins you can find
scattered throughout. Whereas Katamari Damacy featured three levels that
expanded as you progressed, We Love Katamari features quite a few more than
three. Though the house to city progression still exists, at least its a
different house and city. In addition to that, youll find yourself rolling
underwater, within the clouds, along a race track, and even in outer space. And
this time, when you start rolling up the world, it really feels like youre
rolling up the world. In KD, the world consisted of the main city, a new port
city, a raised metropolis, and a few island towns. This time Namco added in
some worldly landmarks like the Statue of Liberty, the Arc de Triumph, and the Great
 Wall of China to make it feel like you were swallowing up the
globe. It isnt geographically correct, but the fact that they added them in
there is awesome. 



<p class="MsoNormal">Just like in the first game, each stage hides a cousin and a
present, though this time there is more than one cousin in some of the stages.
Cousins are nothing more than a different skin for whoever is rolling the
katamari, but its nice to have the option to change that up every once in a
while. With over 30 cousins to find, itll definitely eat up some time. As an
added bonus, finding all the cousins opens up a new level. Presents are also
just cosmetic changes to your avatar, though this time, up to three accessories
can be equipped  one on the head, back, and waist.



<p class="MsoNormal">The soundtrack remains just as off the wall as the rest of
the game. Lots of j-pop and lounge-type songs fill up the soundtrack. Unfortunately,
it isnt as catchy as the first games soundtrack. In fact, my personal
favorites from WLK are arrangements and variations on KDs na-na-nana theme.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">There isnt anything ostensibly bad about this game. The
only hang ups anyone could possibly have with it are that its more of the
same. Its true that the sequel doesnt deviate much from the old formula 
there may be new stages, but objectives are still the same  but thats what
fans fell in love with and thats what the fans wanted more of.



<p class="MsoNormal">One other thing is that WLK is horribly short. You could get
the ending in a couple of hours. That said, however, there is no true ending
as the main goal to roll a bigger katamari or roll it to a certain size as fast
as possible. In that sense, the game is more like a shooter or a puzzle game
where the objective is to beat the high score.



<p class="MsoNormal">And though this really isnt a negative pertaining to the
games overall score, it is good to know that We Love Katamari retails for
$29.99, ten dollars more than the original was when it came out last November.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">We Love Katamari is a great game - its simple and fun and
thats all fans really need and expect from it. Fans of the first game no doubt
already have it in their grasp. If youre new to the game, be warned that while
you may not warm up to the games peculiar humor and style, the joy and
satisfaction of clumping up random objects into a huge rolling ball is
universal.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 9&size=20" alt="GAMEPLAY: 9" /> <br />
The gameplay is very simple and there is just something so refreshing about rolling up junk.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
It wont appeal to everyone, but the chunky colorful graphics fit with the games general theme</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.7&size=20" alt="SOUND: 8.7" /> <br />
The soundtrack isnt catchy like the first games, but its still good. Sound effects are funny</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9&size=20" alt="FUN FACTOR: 9" /> <br />
You would think rolling up stuff would be boring, but then you would be wrong.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 8.5&size=20" alt="REPLAY VALUE: 8.5" /> <br />
Story is short, but youre not playing it for the story. Your goal is making a bigger katamari.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.7 &size=23" alt="TOTAL SCORE: 8.7" />

]]></description>
<pubDate>Sat, 01 Oct 2005 21:02:00 -0500</pubDate>
</item><item>
<title>GH Preview: We Love Katamari (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23</link>
<guid>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23</guid>
<comments>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps23#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Sean Kearney.</p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><br /><br />

<p class="MsoNormal">We Love Katamari, the sequel to last years clump-ball
rolling game Katamari Damacy was on the showroom floor today, and Gaming
Horizon got a chance to check it out. The playable demo featured two levels,
and was E3 themed, with a few jokes thrown in specifically for the E3
attendees. 



<p class="MsoNormal">For those of you unfamiliar with the original Katamari
Damacy, it is a uniquely addictive game in which you play as The Prince of All
Cosmos, a young alien creature who is on a mission for his father, rolling up
large clumps of random items into his katamari, or ball of collected stuff,
to replace the stars in the sky, which have mysteriously gone missing.



<p class="MsoNormal"><span></span>You spend your time
rolling your katamari around Earth, picking up items as you go along, and with
each item you collect, your katamari gets a little bigger, until it becomes so
big that you can collect massive homes and giant ships in it, as the goal of
each level is to make a katamari of a certain size. Its a simple enough
concept, but it is in the games simplicity that its addictiveness and sheer
pleasure really shine. The game is controlled mainly using the two analog
sticks on the PS2 controller and features graphics that although rather simple
for the power of the PlayStation 2, are completely stylized in a quirky and
interesting way. These elements in the game, along with one of the most
eclectic and catchy soundtracks in modern videogames, makes this a title that
you can pick up and play again and again. 



<p class="MsoNormal">The demo of We Love Katamari showcased some familiar graphics
and gameplay, and featured the return of the King of All Cosmos, who appeared
in the demo to be a much more sincere character than in the first game and far
less sarcastic to his son, The Prince, who returns as the games main
character.



<p class="MsoNormal">The most exciting new feature in the E3 demo was a new
multiplayer co-operative mode, in which you and another player each control
half of the same katamari, and have to communicate with one another in order to
move the ball. The gameplay changes dramatically in this mode, as the two
analog sticks on your controller function as one, and you are forced to work
with the other player to get even the most simple movements from your katamari;
in order to move forward in the game, both you and the other player must move both
of your analog sticks forward at the same time, in order to stop moving, you
must both stop at the same time.



<p class="MsoNormal"><span></span>The interesting thing
I experienced while playing this game on the showroom floor was the many ways I
was able to communicate with the player next to me without saying a word. I
found myself leaning in to the turns I wanted to take, and often times looking
or gesturing with my head in the direction I wanted to go in order to get the
player to follow the same path as me. As well, it seemed that towards the end
of the level, the two of us started to anticipate how the other one played the
game, and reacted in a way that made the gameplay a lot smoother, and allowed
us to complete the level much more easily. By the end of the game, it was
obvious that we were rewarded for our ability to communicate with one another,
an idea that was very interesting and unique.<p class="MsoNormal"><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p class="MsoNormal">

<p class="MsoNormal">The co-operative feature in this game is done in a very
unique way, and one that I think it was executed excellently in the demo. It
really put a new spin on the Katamari Damacy series, and I believe gaming as a
whole. The co-op mode made me think about communication in video games, and
brought the idea of gaming as a cooperative art to the front of my mind. I
think that this is going to be a major title when it is released on the PS2
sometime next year, and that it is going to be well- received. And for good
reason.

<br />

]]></description>
<pubDate>Thu, 19 May 2005 03:09:09 -0500</pubDate>
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<title>GH Preview: We Love Katamari (PS2)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22</link>
<guid>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22</guid>
<comments>http://www.gamebump.com/go/gh_preview_we_love_katamari_ps22#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>
<p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>Katamari Demacy was a sleeper hit when it released on the PlayStation 2 last September. It is bizarre, but very original. To follow up with the series, Namco announced that they are developing the sequel and it wont be called Katamari Demacy 2. Instead, We Love Katamari. Hey, another bizarre titlebut Im sure itll be another great game.
<p>
The sequel will continue the story that was left from the original where The King of All Cosmos grew to prominence after taking all of the Princes katamaris and restoring the stars. So now, The King of All Cosmos employed the Prince and his cousins to help with much larger tasks. 
<p>
Gamers this time around will find themselves in a variety of new locations around Earth while keeping the same trademark graphical style and musical quality with an innovative soundtrack. A new thing that many will enjoy is the fact that gamers can also roll with a friend in the all-new two-player cooperative mode. Both players will control part of the clump and develop new strategies. Battle Mode will also be included with three size scopes for competitive rolling action.<p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>

If the game is still kept simple, Im sure many will still enjoy it. The original released at a killer price of $19.99, maybe the sequel will be the same? It sounds like it is shaping up to be another hit title. Only time will tell. 
]]></description>
<pubDate>Mon, 25 Apr 2005 17:08:00 -0500</pubDate>
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