Attract Mode Review: Once Upon a Katamari (PC)
A whole bundle of fun rolled into a witty, sticky ball.
The Katamari series has been a cult favorite for decades. The King of All Cosmos, as fabulous and demeaning as he is, urges The Prince on in his task of rolling delightful Katamari around unsuspecting passersby.
I didn’t grow up playing the series, but I appreciated quirky exclusives from my Nintendo-centric side of the aisle. Much like Ape Escape or Shenmue, Katamari seemed like a dorky blast for anyone lucky enough to have a PlayStation console. And as much as I enjoyed the updated multi-platform releases of Katamari Damacy Reroll and We Love Katamari Reroll+ Royal Reverie, I’ve been looking forward to a new slice of the proverbial katamari cake.
Once Upon a Katamari is notable; it’s the first original console release in the series since 2011’s Touch My Katamari, which was received so poorly that the brand wasn’t furthered fora decade and a half.
This release also comes about in the wake of series creator Keita Takahashi’s release To a T, and the interview with Gamesradar’s Dustin Bailey this week. An enlightening read, as Takahashi discusses the decision to move back to Japan after the disappointing release of To a T.
It’s tempting to dissect the few words provided by Takahashi and compare them to the underlying themes of Once Upon a Katamari (a once-lauded figure pulled back to the spotlight to bring joy and help the world at large). But while Takahashi has stated that he “[has] some interesting ideas for Katamari Damacy that only [he] could come up with,” it’s important to note that Once Upon a Katamari isn’t a grand return to form - it’s a fantastic continuation of the series by a new team that really sticks the landing.
The main premise of Katamari titles is simple: roll everything! This time around, we’re given different objectives for different levels. Sometimes we need to roll up as many flowers around ancient Greece as possible. Other times, we’re building the largest ball of sweet food, and sour food shrinks our ball. This is all done through a twin-stick control system, emulating pushing the katamari with two hands.
While there isn’t much to the central gameplay loop, the friction is found when dealing with the level’s countdown timer and making sure that you’re rolling up the right objects to reach your goals. There’s a rating system (S, A, B, etc) based on your results as well, with different nominal rewards.
I played the game entirely on my Steam Deck, where it ran beautifully. Rolling up dozens of dinosaurs while curled up under warm covers has to be the ideal way to play, so it’s appreciated that the title is also available on Nintendo Switch (and Switch 2!).
I loved unlocking different playable Cousins, and being able to customize them with outfit pieces was even better. There’s a lot of focus on character customization with the new addition of online multiplayer, but thankfully that mode as a whole isn’t the focal point of the game.
Most levels have one or two hidden Cousins scattered around, along with some kind of wardrobe piece. I mostly played as The Prince with a championship wrestling belt, but as I unlocked more characters, I was drawn to some of the more… eclectic shapes. Cousin Clip-Clop is two brothers in a horse costume, it’s delightful.
But even beyond the gameplay, the most lasting part of Once Upon a Katamari for me is the soundtrack. With dozens of unlockable tracks from throughout the series history, there’s a wide variety of upbeat Japanese pop to keep you going long after the playable credits roll and you’ve moved on to another title.
The Bandi Namco Sound Team even released three discs of music for the title, available on streaming services. It’s become a part of my office playlist, and my kids can’t get enough of it. I’m not sure that the praise of children is really a selling point, but I am sure that total bops cross generational divides.
Once Upon a Katamari is available now for Nintendo platforms, PlayStation platforms, Xbox platforms, and PC.





