After a long drought, Katamari Damacy has finally returned to roll around planet Earth once more. On April 3, Apple Arcade subscribers will get an all-new game in Katamari Damacy Rolling Live. The iOS exclusive isnāt any sort of modern reimagining of a series that ran its course; itās a very familiar sequel that picks up exactly where previous entries left off. Itās a treat for long-time fans whoāve just been craving more levels, wacky humor, and excellent tunes. Though as much fun as Iāve been having with it, Rolling Live is also a good reminder of why franchises like this tend to go quiet eventually: Itās easy to lose momentum when the original ideas slow down.
In Katamari Damacy Rolling Live, the King of the Cosmos decides to become a live streamer. Why? I donāt know, the guy just does things like this sometimes. He tasks The Prince with once again rolling up stars for his live streams, helping him grow an audience of fans. I wouldnāt blame anyone who finds the concept a little cringe-inducing (especially as the King of the Cosmos drops dated slang like āYOLOā), but itās kind of a genius premise. Katamari games are all about exponential growth. You start with a tiny ball and then make it bigger and bigger by rolling up objects. Itās a perfect metaphor for content creation, a profession thatās similarly about growing an exponentially larger following. Rolling Live gets the most out of its light satire by filling the right side of the screen with insatiable commenters ā not unlike 2024ās The Crush HouseĀ ā demanding to see bigger stars.
While the setup is new, the gameplay here is relatively unchanged from previous entries. In each level, The Prince is tasked with carrying out a different ācollabā for someone with a specific request. The earliest levels are basic enough, just asking me to have my Katamari reach a certain size by rolling up objects around a gamerās bedroom. Other requests stress the importance of short form video in todayās media landscape and task me with hitting a certain size as quickly as possible.
While those first few missions are a good reminder of the basics, Rolling LiveĀ takes a few missions to really hit its stride. One standout mission drops me into a small concert arena and tasks me with picking up as many glowsticks as possible in a few minutes, turning my Katamari into a psycadelic disco ball. Another asks me to scrub grime off a bathroomās surfaces. When my ball gets too dirty, I need to wash it off in some nearby water or pick up soap to clean myself. Those levels are consistently the standouts here, reimagining what a Katamari level looks like in a way that feels better suited to mobile devices and short play sessions.
Itās as I play the more traditional levels, where Iām hitting certain star sizes within an eight minute timeframe, that I start to understand why itās likely been so long since weāve gotten a Katamari Damacy game. When the series debuted in 2004, its strength was its originality. There was absolutely nothing like it at the time, which made it such a delight to discover. Itās not that the magic disappeared with each new entry, but it certainly lost a bit of its luster each time as it struggled to iterate. Rolling Live doesnāt exactly solve that problem; it may as well be a direct sequel to the PS2 original, right down to its faithfully blocky art direction.
But what it does have on its side is time. Itās just been so long since weāve gotten a new entry in this series that it feels refreshing to revisit the formula rather than obligatory. Maybe its for the best that franchises like this take a decade off between games as its creators experiment with new ideas (look at Katamari creator Keita Takahashiās upcoming To a T, for proof of that).
Itās not a perfect comeback, mind you. Its biggest struggle comes from cracking touch controls for a mobile screen. The Katamari games have always been about wrestling with awkward controls to an extent and thereās a joy in mastering that tricky style of play. Still, Iāve struggled to fully crack the touch controls here even with four different schemes. The one Iāve found the most luck with has me using two āthumbsticksā like I would on a controller, but Iāve found it tough to juggle that with unwieldy camera control. Other control schemes like āSwipeā and āDriveā just havenāt clicked for me, and the single stick option feels similarly tough to master. Worst of all, my right thumb just entirely covers the chat while Iām playing, meaning that Iām missing all of Rolling Liveās best jokes when I play like that. Youāll want to use a controller for this, trust me.
More successful is Rolling Liveās unlockables and multi-layered progression system. Iām encouraged to try missions again to aim for higher goals that will increase my audience and help me unlock more missions. The more I āstream,ā the more I collect audience members who will comment if I pick up certain items (a King Tut-like character goes wild every time I roll up some gold). When theyāve commented enough times, theyāll give me candy that can be spent on cosmetic items. Itās a nice loop that gets a lot out of mileage a handful of levels without turning the game into an obsessive live service grind. Itās still Katamari, and thatās its best quality.
While itās a shame that the seriesā first entry in nearly a decade is locked to single subscription platform, Iām at least glad to see Apple willing to give Katamari a home. At this point, it feels like Arcade is becoming a go-to home for classic, oddball franchises that just no longer fit into the AAA landscape. Iāve loved watching series like Puyo Puyo and ChuChu Rocket get a second wind on Apple Arcade since it started. Itās a platform for gamingās greatest misfits, and Katamari Damacy Rolling Live is the king of them.
Katamari Damacy Rolling Live launches on April 3 for iOS devices via Apple Arcade.
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