During the game developer conference in San Francisco earlier this month, she got a chance to sit with Keita Takahashi, Creator Katamari Damsi, Watam and many other ridiculous and healthy games. He came to this event to show his upcoming game, to T, who follows a young teenager stuck in a position – in other words that could not bend their elbow and their shoulders.
When I discovered while playing a large part of the game in a preview session, Takahashi’s to T has a much stronger narration than his previous work, and comes by controlling the child and experimenting with life with this condition. After my illustration, I talked to Takahashi about his inspiration when developing games, and why he loves to think outside the box, and any personal experiences he extracted from his next title, especially the various adolescence period.
Takahashi’s to a t is scheduled to come out on May 28 for the Xbox Series X/S, PS5 and PC series. This interview was slightly released for clarity.
Q: What is the inspiration behind the concept of the game’s signing of the teenager that appears all the time?
Takahashi: This is not an inspiration, but I had an idea. I just wanted to make a more simple game. Then after I finished Watam, the following idea was trying to control the main character’s arms-to seize, punch, throw or anything, just a type of Wariore game very simple.
But I thought, this is stupid. This is not interesting for me. It is a boring game. But at some point, I thought, what if the player did not enter anything; This will be fun. Then I get more inspiration from that point.
What makes Keita Takahashi game Kita Takahi game?
Takahashi: This is an unexpected question. Perhaps every game, I try new things. This is very narrative, and this is very new. But I know that the narrative game is not new for other people, so I say this is not unique.
Keita Takahashi T-Pose Ali.
Why is music a major element in many of your games?
Takahashi: Yes, I mean, because the music is very special for me, of course. So I, at this moment, a game designer. I need to (use computers or console and need energy. Also, I need a screen. I need a roof. I need a sofa to play my game and this makes it happy or enjoy (that). But music, we do not need such luxury equipment. If you are the vocalist, you can only sing. Then if you have the guitar, you just need to sing, play music, and this makes people happy and (They feel) nice.
I always want this ability. I am somewhat shy. I don’t have it. This skill makes me always think, oh, music is very great. I want this element in my game (which) will be very useful for people to get more in my game.
Have you ever thought about doing a rhythm game?
Takahashi: Not yet, but perhaps.
Travel adventure.
I have worked on some unique platforms, such as The Playdate, with Crankin’s Time Travel Adventure. Can you talk a little about it and the type where or what do you want to try it?
Takahashi: Oh, did my game play from Playdate?
Yes.
Takahashi: Oh, really. Are you done?
I don’t think I have finished it.
Takahashi: (Laughs) I think no one has ended from that game.
Yes, I know that people complained that it is very difficult. Yes, I love Playdate because, as you know, the inputs are unique. I don’t think it is a unique unique because, perhaps, the era of PlayStation 2, we had (A) a console (A) you can distort it in the middle or something like that. Also, the computer mouse is a type of the same input. I like the concept of the device and what makes it unique is that it is very limited: just a white and black screen, and the central processing unit is very weak.
This has given me restrictions on thinking (time travel adventure), which is very good, like a fun challenge. If the console is very strong, I can do anything. Which means that the development time will be much longer, such as two or three times, which is not good. I hope the console is not improved, (and we) keeps the PlayStation 2 -ila style.
For lovers of your previous games, what can they look to T?
Takahashi: I know that for some people, my game looks unique, or also, unique. Then they try to avoid my game because that looks very unique. I just want people to try this game, because it is not unique.
Giraffe from to T.
(My colleague, CNET, Path Cheel, asked the following question) To T has topics on belonging and unity – was it taken from previous experiences?
Takahashi: Yes, yes, of course. Japan is a type of country with many problems for young people. I am not sure why I was intimidated. Maybe you were a little fat, but it is not a little: I was big. It was a really difficult time. I didn’t want to go to school, of course, like a teenager. But for some reason, I can survive during this difficult time, and I also think I got some lesson from that bad experience. This lesson I got, somewhat, kindly with people.
I think I was thinking, the thing I wanted to put in this game – it’s very harsh and is still not clear, of course; Also, I want you to play during the entire game (to understand it) – we must focus on the younger generation. We do not care much about young people now. Also for the next generation of game developers. Now we are adults – I am very big. I was just thinking about myself, like what I should do, what I have to do, and what I want to do. I did not think about anything about the next generation.
I was shocked when some girl said: “I don’t want to have a child because the environment is risky for children.” When I heard this news, I realized that I did not do anything for the ground. I will try to reduce garbage, use less electricity, or not drive much. But only that girl, like, punch me. I think I have to do something for the younger generation, to be the sound. This is a kind of part of this game, the subject of this game.
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