Bandai Namco has revealed new details for their upcoming game We Love Katamari REROLL+ Royal Reverie with the release of a new trailer showcasing the game’s “Royal Reverie” mode. The mode will feature five challenges that are inspired by the first interlude movie of the main game that shows the King of All Cosmos as a child. Players will be able to take on the challenges as a young King, the Prince, and the Cousins.The five challenges in Royal Reverie mode are Mind, Heart, Sense, Body, and Spirit. Each challenge will feature its own unique gameplay mechanics and objectives. Players will need to complete each challenge to unlock the next one. The mode will offer a fresh take on the classic gameplay of We Love Katamari.
In the game, the King of All Cosmos was raised under the strict upbringing of Papa, and players will get to experience his childhood through the Royal Reverie mode. By playing as the young King, players will gain insight into the King’s personality and backstory. The mode will also allow players to play as the Prince and the Cousins, adding more variety to the gameplay. We Love Katamari REROLL+ Royal Reverie is set to release worldwide on June 2 for Switch, PlayStation 5, Xbox Series, PlayStation 4, Xbox One, and PC via Steam. In Japan, the console versions will be released on June 1. Fans of the series can look forward to a new and exciting gameplay experience with the addition of Royal Reverie mode, which is sure to delight both newcomers and longtime fans alike.
An amazing game! I bought a system just for this game. But the controls are finicky. It really needs a trackball,
Or how about they:
-Nix the timer
-Give us actual camera control. too many times where I flubbed a stage because I couldn’t see what was behind me.
The “limitations” you’re describing are the entire point of the game. It’s like saying Mario would be better if they removed all the enemies and stage hazards.
The timer adds the necessity to grow your Katamari as fast as you can. In many (but not all) of the levels, this is the central challenge, and makes the experience exciting and fun.
In most 3d games, free camera control is essential to proper navigation. Katamari is different in that its difficulty intentionally comes in large part from the fact that the Katamari is a huge, cumbersome thing that is difficult to maneuver without crashing into obstacles. That being said, you can always just jump to the other side of your Katamari by clicking in both sticks, which allows you to see what’s behind you and to quickly change directions. Working to master the controls and understand how to move the Katamari effectively is what makes the game challenging.
Also, this article is in reference to the remake of the second installment of the Katamari series, We <3 Katamari. The remake does not yet exist, and will be coming out on June 2nd. Perhaps you should give the second installment a try to see if the practice you gained from the first game makes the sequel a more rewarding experience. I played both of the original games on the Playstation 2 when I was a kid, and as you can probably tell based on my long-winded defense of the series and its mechanics, these two games are some of my all-time favorites. It is an artful series that was designed to be unique. If you can accept it for what it is and see the love that went into it, I think you may feel differently about it as a whole.
Wow what a drag. It all makes sense now about the controls but next time no thanx.