Regardless of where you come from, it’s universally acknowledged that middle school can be tough. The uneasy phase of adolescence often makes everyone feel self-conscious, like they don’t belong, whether it’s an unwanted pimple or the awkwardness of a rigid T-pose stance. To A T, a game developed by Keita Takahashi, creator of Katamari Damacy, is a heartwarming tale about maturing and embracing oneself. However, while the storyline and environment are adorably peculiar, the experience of playing doesn’t always feel as joyful as it ought to.
In this game, you create and control a character along with a loyal pet dog, whom you name at the beginning. Unusually, your arms are permanently extended, rigid as a plank, without a clear explanation. However, you’ve managed to adjust, using special equipment like an elongated spoon for eating breakfast cereal. You can even twist your body slightly to squeeze through doorways. Remarkably, your dog seems trained enough to assist you in dressing or using the restroom.
To put it simply, this trait of yours often sets you apart. Everything you attempt seems a bit off-kilter and more challenging than usual, which unfortunately makes you the target of constant bullying by your peers at school. The writing effectively portrays the double-edged sword of playground taunts – both their absurdity and the profound effect they can have on your emotional wellbeing, causing you to dwell on the harassment even in the absence of the bullies. Your character is a cheerful, kindhearted child who adores his beloved cereal mascot, strives for success in academics and sports, and longs to belong.
The narrative delves into familiar themes but presents a whimsical depiction of a village resembling a Japanese town. This enchanting locale is inhabited by talking animals, notably a cheerful giraffe who prepares your sandwiches for lunch. Moreover, the atmosphere is reminiscent of a Japanese school environment, with students wearing uniforms and changing into indoor shoes upon arrival. This setting serves to emphasize the universal nature of the theme – emotions that any child, regardless of nationality or whether they reside in reality or fantasy, can understand and relate to.
The presentation is cheerful and animated, similar to Saturday morning cartoons, complete with a recurring theme song featuring lyrics that are quite literal, such as “You’re perfectly shaped.” Characters are made up of basic shapes with sketched faces, much like Peanuts characters, and the world is colorful and tidy. There are also amusing details in the art, such as the dog having an X on its rear end, which enhance the humor in the writing. The humor here is subtle, more akin to a pleasant smile than a hearty laugh, but it brought about many smiles.
Although the plot and themes are well-executed and the graphics are charming, the experience of playing To A T is less captivating compared to other aspects. You’ll mainly find yourself rushing from location to location to trigger story events, which are communicated through speech bubbles using a language similar to Simlish. This is quite a shift from the creator behind Katamari Damacy, whose games were all about the delightful interaction of playing itself.
In To A T, there isn’t a distinct activity or narrative flow that ties the experience together, making it seem somewhat fragmented and sparse. You can gather coins from various locations worldwide to spend in stores for extra outfits, typically starting your day with an option to have cereal and clean your teeth, you select your attire, and occasionally participate in short minigames. The ability to fly briefly for a limited distance to reach coin spots is also available, but nothing truly comes together to create a captivating play experience. Interestingly, my preferred chapter was the one that switched perspectives, as it centered around a central enigma and included a sequence of basic puzzles to solve.
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Beyond the intentional awkwardness of the T-pose in To A T, other aspects of the game sometimes feel unintentional, making it frustrating at times. For instance, navigating town can be challenging due to strict sidewalk rules and a camera that shifts position as you turn corners, which can lead to disorientation. The dog acting as a guide doesn’t always help, as I often found myself lost and needing to consult the map for orientation.
Although this tale is endearing, it doesn’t offer much depth. The main struggle gets resolved roughly halfway through the eight-episode season, which leaves the remainder of the series feeling directionless until it forcefully drives home its message again. The final conflict and resolution help reinforce the message, but they don’t add anything new to what viewers might have already understood from earlier episodes.
After experiencing To A T, I found myself not entirely captivated, yearning for a deeper connection with the game. It boasts an adorable and endearing visual narrative, coupled with clever and amusing dialogue, serving as a delightful allegory about the hardships of maturing and feeling out-of-place. The tale is remarkably tender and appealing, addressing a subject rarely tackled in games. However, the story lacks sufficient substance to sustain even its brief playtime, and interacting with it can feel laborious at times. While To A T has several commendable aspects, like its protagonist, it shows potential for further growth.
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2025-05-29 19:09