"We♥Katamari" (Client: Namco USA / Circa: 2005-2006)
When Namco decided to capitalize on the unexpected success of KD with a followup, I was brought back on board. The title was something of an encore performance with more levels and a versus mode, and there was legitimate concern expressed about taking the most creative game to come out of the industry and giving it the treatment that is the antithesis of creativity. But as corrosive as sequelitis is in the game industry, the requisite promotion blitz for new releases is just as problematic. Games usually have just one chance to make its existence known to consumers before they're buried by the next big release. Katamari Damacy managed to buck the trend and steadily rack up sales as word got around of its awesomeness; We♥Katamari reached a much largeer audience from the start due to both the existing cult fanbase and the larger promotion.
I'd personally love to see a minimum of 5 original titles for every sequel released, and the "Big 'n loud" school of promotions give way to "Nimble and interesting". Namco unintentionally tapped into a rich vein of creative consumer enthusiasm with Katamari, and I hope Bandai Namco doesn't forget about it.
"Katamari Damacy"™, "Me & My Katamari"™ as well as their characters and images are the property of Namco Bandai Holdings Inc. This low-resolution image is solely used to identify the game in question. No free equivalent of this image exists. This image does not allow users to make illegal copies of the software, and does not diminish the copyright holder NBHI's ability to market the software.