New Game of the Week! To a T forces you to live life in a T-pose & it’s incredible

The renowned designer behind the Katamari series, Keita Takahashi, returns with a unique game unlike any other. In this game, titled To a T, you follow the life of a teenager who finds himself in a permanent T-pose – yes, literally – offering an endless stream of creative enjoyment that underscores the freedom and singularity of our medium when brilliant minds are unleashed to express themselves freely.

In the same vein as how no game was quite like Katamari Damacy back in 2004, I can confidently say that there’s nothing quite like To a T in 2025.

In earlier times, the focus was on amassing mass and restarting stars within our solar system, similar to rolling around. Now, it’s about maintaining balance while rolling on a unicycle, with a character who, due to a unique lifelong trait, is confined to a T-pose and unable to retract their arms.

Takahashi, the imaginative Japanese designer, continues to captivate with his unique charm. Unlike most people, his thought process is distinctively different. His seemingly outrageous and humorous concepts hide profound meanings that he skillfully unveils and elegantly translates into video game creations.

We’re fortunate to have another chance to savor this gift when To a T is released on May 28, 2025. Naturally, we felt compelled to chat with its creator to gain insights into his new masterpiece.

What is To a T?

In this scenario, you assume command over a teenage character who possesses an unusual trait – he’s always shaped like a capital ‘T’. Since his birth, his limbs have remained extended in that position, never changing since then.

Undeniably, it presents a complex existence. Join us as we follow Teen’s journey over a span of a few weeks, managing school, growing amidst a bustling urban landscape brimming with intriguing personalities, and ultimately grappling with their situation.

As a gamer, I often find myself immersed in my virtual world, but sometimes real-life challenges pop up that need solving – like brushing my teeth or eating lunch when I can’t bend my elbows. It’s a tricky situation! And let’s not forget about using the bathroom… it must be quite a puzzle to figure out, don’t you think? But Teen is there every step of the way, helping me navigate through these real-life obstacles just like I conquer those boss levels in my games.

The game is divided into eight sections, approximately lasting five hours each, and it unfolds in an episodic format. Throughout the game, you’ll find a variety of songs from an enchanting soundtrack that has deeply resonated with me and remains stuck in my head. I highly recommend giving it a listen; every track is delightful.

As a gamer, I’d say this narrative is consistently heartwarming and hilarious, but what truly stands out is its authenticity. Despite the outrageous ideas and avant-garde aesthetics, you never feel disconnected from the core characters. Trust me, having our main character permanently frozen in a T-pose isn’t even the craziest thing about it – so that’s saying something!

It’s great that Takahashi’s extraordinary talent is being channeled into a new video game. Here’s what he himself had to share about his latest creation.

What Takashi said about it

Where the crazy ideas come from

“I didn’t care about categories or genre. I just wanted to do what I wanted to do, very selfish.

I had the intention to create a straightforward game this time around. Unlike my previous project, Wattam, though it appeared easy-going, it was intricate and complex. This time, I aimed to avoid creating something as convoluted as that.

One concept that struck me was having the player control both arms using the left and right joysticks. However, this idea seemed rather mundane. Imagine picking up an object or throwing something. But when I considered what the character would look like if the player didn’t interact at all, it became apparent that a T-pose would be fitting.

T-posing is harder than it looks

Initially, I assumed it’d be quite straightforward – all we needed was a standard human model for the animation. However, even with nothing extraordinary about it, the animator expressed dissatisfaction. Perhaps on our next project, we could opt for more realistic human models rather than one frozen in T-pose.

We found it crucial, even for a seemingly straightforward character like ours, that every detail was accurate – even something as minor as eye direction. Small inconsistencies like these really bothered us.

Making fun

Upon entering the video game industry in 1999 as an artist, I initially believed that interactivity should be the main focus. However, I continued to emphasize this aspect throughout my career. After completing Wattam, though, I found myself reminiscing about thoughts from my art school days.

Instead of a sophisticated sculpture, I created something rather foolish and amusing. Yet, it brought joy and laughter to others. That moment filled me with delight. My true intention wasn’t to create interactive art, but to elicit smiles.

People often complain that everyday life is dull, preferring instead to immerse themselves in social media platforms like Instagram and TikTok, which can be quite habit-forming. However, they overlook the fact that their lives aren’t as mundane as they think. All it takes is a slight shift in perspective to rediscover the excitement that was once part of our youthful experiences.

While playing this game, first you pretend to brush your teeth and afterward, you pretend to spit out water. This isn’t novel, but it remains entertaining even for adults.

If an adult engages in the game, I believe it would be intriguing for them to attempt a challenge from the game that might seem a bit silly. Such experiences can soften people up and stimulate their minds. Given our current situation, such lightheartedness could be particularly beneficial.

That tremendous soundtrack

“All the music was composed by my wife. She’s very talented and very creative.

I’ve subtly suggested something to her. I said, “Try to create positive energy.” And that’s all I did. She then channels her creativity to produce lovely music tracks.

To a T launches across PS5, Xbox Series X | S, and PC (through Steam) on May 28, 2025.

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2025-05-28 16:19