If its the only game in the series you are able to play, then its fine. You will get a gist as to why people enjoy those games.
If you are familiar with games it lifts stages from tho...
I dont think there is much meaning to "best hits collection" for the series that didnt meaningfully iterate its gameplay systems, as to make appealing proposal to revisit old stages with new gameplay systems.
Another perspective it would appeal with is to see those old stages reinterpreted with a new visual style, and for me this new style wasnt appealing. I felt like like image became busy, everything kinda blending together. Not that you can see how those new levels look with this new style, cuz they done in black and white. Remember Firefly stage from We Love Katamari? Now its black and white, kinda sums up a lot about this game for me.
Overall visual style just felt less unique than what PS2 games went for, when stylisation of menus is taken in considaration I would argue that Forever tries to style the game after all those other things, instead of taking advantage of Katamari's own unique elements.
Its obvious Katamari being very simple concept that was stretched to become a franchise with many entries lies at the root of all those issues.
How do you even make a new Katamari game?
How to make visuals NEW and NEXT GEN? Certainly not by introducing pop in of objects and framerate drops.
How do you aproach storytelling?

I dont want to blame the team for this game, they did what they could with creating like 7th game in the series that shouldnt have been a series to begin with.
I dont want to argue that original director Keita Takahashi is somehow the only person who allowed to direct Katamari, nor that his opinion of "No sequels" should be absolute.
But as it stands this game reflects its own story:
King went to sleep (Takahashi) and a robot was created to do his work and it did so poorly despite the good intentions.
Or is it perhabs exactly intention of this game?

Reviewed on Dec 10, 2022


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