gripe towards defining games with traditional methods, such as displaying product descriptions on the front of its cover art. The development team chose to name the sequel We Love Katamari in reference to this concept, as well as the level structure focusing around taking requests from fictional fans. Takahashi noted that such concepts would have been impossible to implement in Katamari Damacy due to it being an original project. We Love Katamari was designed at a larger scale compared to the first game, and possessed a larger development team of 30 people. Takahashi mandated that it had to keep the spirit of Katamari Damacy while feeling new at the same time. Like the first game, We Love Katamari rarely attempts realism, focusing heavily on characters and environments that are heavily-stylized and bizarre in nature. This absurdity carried over to the story, which Takahashi wrote as being a self-referential story about the characters knowing and talking about them being in a game. The multiplayer modes were originally created for Katamari Damacy, but had to be cut due to time constraints. Takahashi and the development staff created these modes as it encouraged teamwork and gave players a sense of accomplishment. Namco announced We Love Katamari on April 25, 2005. It was demonstrated at that year's Electronic Entertainment Expo (E3), where it gained favorable reception from attendees. The game was released in Japan on July 6, 2005 as Minna Daisuki Katamari Damacy (Everyone Loves Katamari Damacy); its cover art, featuring the development team cheering outside Namco's head office in Yaguchi, Ōta, was created to further emphasize its centering around fanservice. It was released in North America on September 20, 2005, and in Europe on February 2, 2006; the European release was published by Electronic Arts. Namco Bandai Games re-released the game in Japan on June 8, 2006 under the PlayStation 2 The Best budget title line. A remaster of We Love Katamari, titled We Love Katamari Reroll+ Royale Reverie, is scheduled to be released on Nintendo Switch, PlayStation 4 and 5, Windows, Xbox One and Series X/S, on June 2, 2023. The remaster supports high-definition resolutions and other quality of life improvements. Reception We Love Katamari was met with positive reception upon release. Metacritic gave it 86 out of 100. It sold over 116,000 copies in Japan by the end of 2005. The Sydney Morning Herald praised the game, stating that "The way