to a T review – surrealism and empathy from the maker of Katamari Damacy

1 day ago 8

Rommie Analytics

A group of to a T characters standing outside with a giraffe
to a T – what a strange thing to happen (Annapurna Interactive)

Having your arms stuck in a permeant T-pose leads to a wonderfully surreal narrative adventure, in this new indie treat from Katamari creator Keita Takahashi.

Keita Takahashi seems to be a very nice man. We met him back in 2018, and liked him immensely, but we’re genuinely surprise he’s still working in the games industry. He rose to fame with the first two Katamari Damacy games but after leaving Bandai Namco his assertion that he wanted to leave gaming behind and design playgrounds for children seemed like a much more obvious career path, for someone that absolutely doesn’t want to be stuck making sequels or generic action games.

That’s certainly not been his fate and while titles like Noby Noby Boy and Wattam were wonderfully weird and inventive they weren’t the breakout hits that his bank balance probably needed. His latest refusal to toe the line probably isn’t destined to make him a billionaire either, but we’re sure that was never the point of to a T.

Instead, this is just a relentlessly sweet and charming game about the evils of bullying and the benefits of being nice to people. It’s frequently surreal and ridiculous, but also capable of being serious, and somewhat dark, when it feels the need. Which given all the signing giraffes is quite some accomplishment.

The game casts you as a young schoolkid whose arms are permanently stuck in a T-pose, with both stretched out 90° from his torso. If you’re waiting for an explanation as to why then we’re afraid we can’t tell you, because your character (who you can customise and name as you see fit, along with his dog) doesn’t know either. You find out eventually and the answer is… nothing you would expect.

This has all been going on for a while before the game starts, as you’re by now well used to sidling through doors and getting your dog to help you dress. You’re also regularly bullied at school, which makes it obvious that being stuck like this is just a metaphor for any difference or peculiarity in real-life.

Although the specific situations in to a T are fantastical, including the fact that the Japanese village you live in is also populated by anthropomorphic animals (most notably a cadre of food-obsessed giraffes), its take on bullying is surprisingly nuanced and well written. There’re also some fun songs that are repeated just enough to become unavoidable earworms.

The problem is that as well meaning as all this is, there’s no core gameplay element to make it a compelling video game. You can wander around talking to people, and a lot of what they say can be interesting and/or charmingly silly, but that’s all you’re doing. The game describes itself as a ‘narrative adventure’ and that’s very accurate, but what results is the sort of barely interactive experience that makes a Telltale game seem like Doom by comparison.

There are some short little mini-games, like cleaning your teeth and eating breakfast, but the only goal beyond just triggering story sequences is collecting coins that you can spend on new outfits. This is gamified quite a bit when you realise your arms give you the ability to glide short distances, but it’s still very basic stuff.

One chapter also lets you play as your dog, trying to solve an array of simple puzzles and engaging in very basic platforming, but while this is more interactive than the normal chapters it’s still not really much fun in its own right.

Everything is all very charming – the cartoonish visuals are reminiscent of a slightly more realistic looking Wattam – but none of it really amounts to very much. The overall message is about getting on with people no matter their differences, but while that doesn’t necessarily come across as trite it’s also not really the sort of thing you need a £15 video game, with zero replayability, to tell you about.

It also doesn’t help that the game can be quite frustrating to play through, making it hard to know what you’re supposed to do next, or where you’re meant to be going. The lack of camera controls means it’s hard to act on that information even if you do know what destination you’re aiming for, either because the screen is too zoomed in, something’s blocking your view, or you keep getting confused because the perspective changes.

As with Wattam, we don’t feel entirely comfortable criticising the game for its failings. We’ll take a game trying to do something new and interesting over a workmanlike sequel any day of the week – whether it succeeds or not – but there’s so little to the experience it’s hard to imagine this fitting anyone to a T.

to a T review summary

In Short: Charming, silly, and occasionally profound but Keita Takahashi’s latest lacks the gameplay hook of Katamari Damacy, even if it is surprisingly well written.

Pros: Wonderfully and unashamedly bizarre, from the premise on down. A great script, that touches on some dark subjects, and charming visuals and music.

Cons: There’s very little gameplay involved and what there is, is either very simple or awkward to control. Barely five hours long, with no replayability.

Score: 6/10

Formats: PlayStation 5 (reviewed), Xbox Series X/S, and PC
Price: £15.49
Publisher: Annapurna Interactive
Developer: uvula
Release Date: 28th May 2025
Age Rating: 7

A giraffe serving food to the main character in to a T
Who knew giraffes were so good at making sandwiches (Annapurna Interactive)

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