3 reviews liked by kadybat


One of my all time favorite PS2 games remastered with some new content.
We Love Katamari is peak Katamari and one of the best entries in the series and this remaster is probably the best way to play it, the enhanced resolution makes it much easier to play and see things, the new Royal Reverie stages are a fun bonus (if a little light on content imo) and the achievements are extremely easy to get, only requiring you complete most of the stages, get all of the cousins and roll up the king and queen. As relaxing and fun as it was all those years ago, if you want to try a Katamari game make it this one!

Also I think a new game could be fun these remasters have been extremely high quality so far!

it was really well presented. i want to see more games that are this bold in presentation. it didn't totally get to me, though; i think a lot of that is due to the mechanical experience which to me frequently devolved into the impression of: "enemies are, in truth, very non-threatening and more simply annoying because they play some loud noises and slow you down/block your way and sometimes self-revive too". (please note: never played an Evil Resident or Hill's Silent, so no foreknowledge of how those play, let alone nostalgia for them.)

there was a moment early on that dispelled a lot of the survival horror magic for me where i had no ammo, picked up 3 rounds from a room, and right in the next room was an enemy that took 3 shots to take down. it somewhat often felt like the materials economy was just pointless because you can run past everything, and even if you smartly clear things out, they can self-revive anyways - or to summarize, it felt like i was knowingly given just enough material to reduce a lot of annoyance of being blocked or slown down by damage that isn't actually that threatening, but not that i had enough material available to satisfyingly solve the annoyances with smart play. ultimately, my decision-making in most areas was "how much time do i really want to spend juggling my tiny inventory to reduce annoyances while i walk through the same space for the next hour or two ferrying some keys to some locks".

it didn't feel like that all the time, though. some good puzzles, very cool story, amazing presentation on every level, and i know enough people who adored the game to understand that much of this is just my personal preference and complaint. also, i love a good "gotta use a page or two in my notebook for written notes" kind of game.

Tears of the Kingdom feels like a magic trick: an open world game that reuses its predecessor’s setting and still manages to feel novel and exciting to explore. Going in, I was skeptical about how much they could possibly add when we’re just back in the same Hyrule again, but between the sky islands, the caves, and the Depths, there’s an incredible amount of new sights to see, not even counting the familiar locales that have undergone significant changes in the years since the events of Breath of the Wild.

The new abilities are fantastic as well; as much as I kinda missed abusing Remote Bombs, Ascend and Recall are incredibly useful, Fusion is a clever improvement on the weapon durability system, and Ultrahand basically completely transforms the way you play the game if you let it. Need to get to the top of a mountain? You could always climb it like BotW, slowly and painstakingly scaling a cliff face looking for shallow enough inclines to briefly stand on and recover stamina, or you could construct a flying machine with a couple fans, a hot air balloon, or a rocket and reach dizzying heights with ease. Plus, even when your contraptions fail to work as intended, the consequences are usually hilarious.

I do have a few minor quibbles with the game, but my biggest complaint is that the 4 main quests do basically nothing with their principal characters. I’m not asking for anything deep, just an arc of some kind or literally anything for them to do beyond follow you around. As is, they feel kinda disposable and interchangeable (doubly so for the faceless ancient sages), and hearing a bunch of the same exposition each time, sometimes word for word, gets old fast. (“The Demon King? Secret stones?”) At the end of the day, narrative and character just aren’t the game’s priorities, but I still feel like they should have done more just for the sake of making the main quests more distinctive and memorable. (Though that’s not to say they’re completely uninteresting; the ascent to the Sky Temple is incredibly cool, for instance, it’s just that Tulin might as well not even be there.)