Katamari Damacy Codexery

Katamari Forever (2006)

Everything you've rolled before, stitched into one long PS3 story, plus just enough new stuff to keep the ball spinning.

Katamari Forever (2009) is a PlayStation 3 disc that bundles most of the levels you already know from the earlier games, threads them through a new story campaign, and tacks on a handful of genuinely new ones so the collection doesn't feel like a pure rehash.

Quick Facts

Release year
2009
Platform
PlayStation 3
Composer
  • Yuu Miyake
  • Asuka Sakai
  • and others

Lore & Background

It states only that the game has a new story and is mostly a compilation of levels from previous games.

Reader's Guide

In most Katamari games, players control The Prince as he is ordered to do various tasks by his father, the King of All Cosmos. Players typically control the katamari ball using two analog sticks. Introduced in Katamari Forever, players are given the ability called the 'Prince Hop' to make the katamari ball hop.

Origins and Artistic Vision

Takahashi didn't code his way into Namco — he walked in from Musashino Art University, where he'd been shaping what he called 'cheerfully bizarre' sculptures. That sculptor's brain became the entire game: you grab the tiniest speck, stick it to a little ball, and watch the mass pile up until you're dragging a moon across a skyline. The Prince, the rolling, the katamari itself all trace back to someone who thought in lumps of clay rather than frames-per-second.

He built the whole thing around doing stuff physics flat-out forbids, and he pushed back hard against the 'level-up, upgrade, repeat' loop he saw stamped onto everything else at the time. Katamari Damacy shipped on the PlayStation 2 and found its rabid little niche fast, then the series just kept multiplying. And what you feel mid-roll — the weird, giddy satisfaction of shoving a mailbox on top of a house on top of a mountain — goes straight back to a kid in an art studio making shapes no one had asked for. Namco just handed him a bigger lump to roll around.

Core Mechanics and Control Scheme

The gameplay revolves around controlling The Prince, who must fulfill orders from his father, the King of All Cosmos, by rebuilding stars destroyed in previous events. Players manipulate a katamari ball using a unique "tank control" scheme involving two analog sticks; pushing both simultaneously moves forward or backward, while opposing movements allow for rapid spinning and high-speed rolling. A distinctive feature introduced in Katamari Forever is the "Prince Hop," enabling the character to jump off the ball for better visibility.

The core loop involves starting with a tiny katamari capable of picking up only small items like ants or tacks, then growing exponentially to engulf buildings and clouds as time permits. If players fail to reach specific size milestones within the allotted time, they face scolding from the King. Conversely, exceeding targets earns praise and transforms the ball into a star or stardust. The physics engine adds complexity, where rolling up long objects like pencils can cause awkward wobbling until balanced by other items, while larger creatures may attack if the ball is too small.

Narrative Structure and Level Design

Each level begins with the King of All Cosmos delivering nonsensical rants, often referring to himself in the royal "we," before assigning a specific task. While most stages are timed challenges requiring players to reach a target size, some levels deviate from this format entirely. For instance, certain missions involve rolling a snowball for a snowman or collecting the largest possible cow or bear rather than focusing on pure volume. Upon reaching size milestones during gameplay, the King interrupts with commentary, sometimes triggering cutscenes that unlock new areas.

At the conclusion of a stage, players are judged strictly on their final size and speed; barely meeting requirements results in criticism, while significant overachievement brings praise. First-time completions automatically create stars, whereas subsequent runs offer choices between stars or stardust. Additionally, specific levels may reward players with "shooting stars" for exceptional speed or grant access to untimed modes for indefinite exploration.

Collection Systems and Multiplayer Modes

Beyond the primary rolling mechanic, the series emphasizes extensive collection and social play. Every item rolled up is meticulously recorded in an in-game catalog book, which tracks completion percentages across various categories, encouraging players to hunt down every object. Each stage typically hides two specific collectibles: one of The Prince's many cousins, who can be utilized in multiplayer modes, and a "Royal Present" that serves as an accessory for characters.

The franchise supports both cooperative and competitive multiplayer experiences. In cooperative mode, two players share control of the katamari ball, with each managing one analog stick to navigate stages similar to single-player levels. Competitive modes pit players against one another in various challenges. This depth of content ensures replayability, as players can revisit completed stages to hunt for missed items, unlock new cousins, or experiment with different accessories and playstyles without the pressure of a timer.

Frequently Asked Questions

What platform was Katamari Forever released on?

It launched exclusively on the Nintendo Wii in 2006, marking a significant shift in hardware for the franchise.

Who developed and published this title?

Namco handled the development process, while Namco Bandai Games managed publishing duties specifically for the North American market.

What unique gameplay feature did this game introduce?

This entry was notable for being the first in the series to incorporate motion controls using the Wii Remote for steering.

Who composed the music for Katamari Forever?

The original soundtrack was created by Monaca, distinguishing its audio identity from earlier entries in the collection.

Where does this game sit within the story timeline?

It functions as a direct sequel to We Love Katamari, continuing the narrative while maintaining the core rolling gameplay loop.

More in Making Of & Legacy

Elsewhere in Katamari Damacy

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →