During a demonstration of his latest creation, To a T, Keita Takahashi—the mastermind behind Katamari Damacy and a notable figure in absurdist gaming—discussed his creative process with Digital Trends’ Giovanni Colantonio. As Colantonio reports, Takahashi looked on with a hint of melancholy and remarked, “I was trying to make a normal one this time.”
After experiencing the game, I can confirm that Takahashi’s signature whimsy, love for nonsense, and talent for quirky character creation—like my personal favorite, Pengustav, the weight-training penguin—remain intact. I am also pleased to report that he has succeeded in his goal; To a T presents a relatable narrative, told through the familiar lens of an action-adventure format, making it accessible to a vast audience, particularly children and families. This is important, as Takahashi has a sincere and straightforward message to convey.
The blend of whimsy and real-world reflection in To a T is evident from its premise. Players take on the role of a 13-year-old of unspecified gender, whose T-shaped figure presents unique daily challenges, from dealing with school bullies to the awkwardness of eating cereal with an unusually long spoon.
On one level, this serves as an insider joke for game developers—the “T-pose” is a standard position used by character modelers and animators, often resulting in comical glitches when characters remain stuck in that pose. It’s as if Takahashi pondered the life circumstances of these unfortunate avatars. His humor, empathy, and desire to keep his narrative grounded lead him to represent the T-pose as a metaphor for physical disabilities or neurodivergence, addressing the everyday struggles faced by individuals who experience being different.