{"id":1212118,"date":"2026-02-21T14:08:51","date_gmt":"2026-02-21T14:08:51","guid":{"rendered":"https:\/\/www.polygon.com\/?p=601901"},"modified":"2026-02-21T14:08:51","modified_gmt":"2026-02-21T14:08:51","slug":"with-to-a-t-keita-takahashi-almost-made-a-normal-game","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/with-to-a-t-keita-takahashi-almost-made-a-normal-game\/","title":{"rendered":"With To a T, Keita Takahashi almost made a normal game"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"A screenshot from To a T shows the game\u2019s cast of characters, including the T-shaped teen and Giraffe, bending her neck down\" data-caption=\"\" data-portal-copyright=\"Images: uvula LLC\/Annapurna Interactive\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/with-to-a-t-keita-takahashi-almost-made-a-normal-game.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap has-text-align-none\">Demoing his new game <em>To a T<\/em> to press, Keita Takahashi, the creator of Katamari Damacy and one of gaming\u2019s great absurdists, was asked by Digital Trends\u2019 Giovanni Colantonio what drew him to make such oddball games. <a href=\"https:\/\/bsky.app\/profile\/marioprime.bsky.social\/post\/3lizsghesc22v\">According to Colantonio<\/a>, Takahashi regarded the journalist sadly and said, \u201cI was trying to make a normal one this time.\u201d<\/p>\n<p class=\"has-text-align-none\">Having played through the game, I\u2019m happy to report that Takahashi\u2019s innate playfulness, love of nonsense, and talent for wacky character designs \u2014 my favourite in <em>To a T<\/em> is Pengustav, a weight-training penguin \u2014 remain undimmed. But I\u2019m equally happy to report, for Takahashi\u2019s sake anyway, that he didn\u2019t exactly fail in his quest. <em>To a T<\/em> is a game with a relatable story (sort of), told in the conventional idiom of a narrative action-adventure, and accessible to the broadest possible audience (it will be a great game for kids and families). And this matters, because Takahashi has a heartfelt and plainspoken point to make.<\/p>\n<p class=\"has-text-align-none\"><em>To a T<\/em>\u2019s blend of silliness and real-world sensitivity are encapsulated in its premise. The player assumes the role of an ungendered 13-year-old whose body is in the shape of a T, arms sticking rigidly out from their sides. This presents them with all kinds of daily challenges, from bullying at school to the awkwardness of eating cereal with a really long spoon.<\/p>\n<p class=\"has-text-align-none\">On one level, it\u2019s a game-dev in-joke \u2014 the \u201cT-pose\u201d is a default pose used by character modellers and animators, and sometimes bugs in games\u2019 code leave characters stuck in this pose to slapstick effect. It\u2019s as if Takahashi wondered what life would be like for these unfortunate avatars. But his humor and empathy, and his determination to keep his strange story just a little bit grounded, lead him to the T-pose as a metaphor \u2014 for physical disability, or neurodivergence perhaps, or anything that confronts a young life with the daily struggle of being different.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/with-to-a-t-keita-takahashi-almost-made-a-normal-game-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Images: uvula LLC\/Annapurna Interactive\" \/><\/p>\n<p class=\"has-text-align-none\">The teen and their adorable puffball of a dog (you name them both) live in a hilly seaside town that tumbles from lovely, sunny realism \u2014 suburbs, parks, commuter trains, wind turbines \u2014 into the innocent weirdness of a children\u2019s book, where a giraffe called Giraffe runs a sandwich shop, the barber is a thwarted crab, and there\u2019s a luminous forest of giant mushrooms on the edge of town.<\/p>\n<p class=\"has-text-align-none\">For all his surrealism, Takahashi is a keen observer of normality; think of all the lovingly rendered everyday objects and scenes in Katamari, waiting to be rolled up. Working with his boutique San Francisco studio Uvula, he grounds <em>To a T<\/em> in the repetition of the teen\u2019s daily routine: brushing teeth, choosing shoes, walking to school. No matter how wild the events of the game get (and they get pretty wild), the routine persists. The game is structured episodically, like a TV show, and it keeps delightfully cutting to the opening and closing credits with <a href=\"https:\/\/uvula.jp\/to-a-t\">their catchy theme songs<\/a>, \u201cPerfect Shape\u201d and \u201cGiraffe Song.\u201d (This device was also used to great effect in Capcom\u2019s violent 2012 anime-style action game, <em>Asura\u2019s Wrath<\/em>. More games should do this.)<\/p>\n<p class=\"has-text-align-none\">Within this structure, Takahashi leaves some room for free exploration and play. You can collect coins to buy clothing and indulge in competitive eating minigames at Giraffe\u2019s various food stalls. (Takahashi\u2019s longstanding obsession with food and eating is still in full effect.) But <em>To a T<\/em> is a surprisingly linear and story-forward game that mostly conveys you gently from one cutscene to the next.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/05\/with-to-a-t-keita-takahashi-almost-made-a-normal-game-2.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Images: uvula LLC\/Annapurna Interactive\" \/><\/p>\n<p class=\"has-text-align-none\">However, Takahashi is too restless and prone to boredom to get stuck following the rutted paths of some screenwriter\u2019s playbook. You might be surprised to find that, as soon as episode 4, the teen has already made friends with the bullies, is happy at school, and has learned how to control their special skill, which allows them to fly by pirouetting into the sky like a cross between a ballerina and a tornado. <em>To a T<\/em> then blows its storyline open through a series of wildly unexpected perspective shifts, followed by a sensationally bizarre reveal that nonetheless brings home the game\u2019s point about embracing imperfection and difference.<\/p>\n<p class=\"has-text-align-none\">It\u2019s a simple lesson, straightforwardly conveyed. But it\u2019s not simplistic \u2014 Takahashi is too wily, too sensitive to human foibles, too playfully questioning for that. There\u2019s a moment, played for laughs but still ominous, when the townsfolk seem briefly persuaded that uniformity is the way forward. Naturally, it falls to the foodie Giraffe, contemplating a textureless and flavorless cube of popcorn, to point out the flaw in this thinking. \u201cBelieve in yourself, you\u2019re the perfect shape!\u201d proclaim the bow-tied Greek chorus of backing singers in the theme song. But Takahashi (who wrote the lyrics) is gently skeptical of these kinds of affirmative mantras, too. \u201cI don\u2019t have any idea what perfect means,\u201d the song concludes. \u201cI\u2019m not afraid to be me.\u201d He certainly isn\u2019t.<\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\">To a T<em>\u00a0was released May 28 on PlayStation 5, Windows PC, and Xbox Series X. The game was reviewed on PC using a prerelease download code provided by Annapurna Interactive.<\/em><\/p>\n<p><a href=\"https:\/\/www.polygon.com\/review\/601901\/to-a-t-review-keita-takahashi-pc-ps5-xbox\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Demoing his new game To a T to press, Keita Takahashi, the creator of Katamari Damacy and one of gaming\u2019s great absurdists, was asked by Digital Trends\u2019 Giovanni Colantonio what drew him to make such oddball games. According to Colantonio, Takahashi regarded the journalist sadly and said, \u201cI was trying to make a normal one this time.\u201d Having played through the game, I\u2019m happy to report that Takahashi\u2019s innate playfulness, love of nonsense, and talent for wacky character designs \u2014 my favourite in To a T is Pengustav, a weight-training penguin \u2014 remain undimmed. But I\u2019m equally happy to report, for Takahashi\u2019s sake anyway, that he didn\u2019t exactly fail in his quest. To a T is a game with a relatable story (sort of), told&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/with-to-a-t-keita-takahashi-almost-made-a-normal-game\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1212119,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1212118","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>With To a T, Keita Takahashi almost made a normal game | Arcader News<\/title>\n<meta name=\"description\" content=\"Demoing his new game To a T to press, Keita Takahashi, the creator of Katamari Damacy and one of gaming\u2019s great absurdists, was asked by Digital 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