During the Game Developers Conference in San Francisco earlier this month, I had the opportunity to sit with Kita Takahashi, the creator of the iconic Katamari Damsi, Watam and many more stupid and healthy games. He came to the event to show his upcoming game, in a T -T -Following a young teenager who was stuck in a pose – in other words could not bend their elbows and shoulders.
As I discovered playing a part of the game in a pretending session, Takahashi -AT has a much stronger narrative than its previous work and it comes when you control the child and have life experience with this condition. After my demo, I talked to Takahashi about his inspirations while developing the games, why he liked thinking out of the box and he had any personal experience for his upcoming title, especially in his deaf adolescence.
Takahashi Two AT Xbox Series X/S, PS5 and PC are expected to be published on May 28. This interview has been somewhat edited for clarity.
Q: What was the inspiration behind the signature of a teenager in the pose of the whole time?
Takahashi: This is not inspiration, but I had an idea. I just wanted to make a more simple game. Then after I finished the Watom, the next idea was trying to control the weapons of the main character —the occupation or bribe or throw or something else, the very common heirower-type of the game.
But I thought, this is dumb; It is not interesting for me; This is such a boring game. But at one point I just thought, what would happen if the player did not input; It would be fun. Then I get more inspiration from that point.
Kita what does the money do the game A keita takahasi Game?
Takahashi: This is an unexpected question. May be every single game, I’m trying new things. This is a very narrative, and it’s very new. But I know that the descriptive game is not new for other people, so I say it’s not so unique.
Keita Takahashi T-Poiting on me.
Why is music such a major component of your lot of games?
Takahashi: Yes, I mean, because music is definitely very special to me. So I’m a game designer at the moment. I need [use a] PC or console and need my strength. Also, I need a monitor. I need a roof. And I need a sofa for me to play the game and it makes them happy or enjoying them [it]The But music, we do not need this national fancy equipment. If you are vocalist you can only sing. And then if you have a guitar simply sing, play music and it makes people happy and [feel] Beautiful
I always want that power. I’m a kind of shy; I don’t have it. This skill always force me to think, oh, the music is so great. I want that element in my game [which] People will be very helpful to get more in my game.
Have you ever thought about playing rhythm?
Takahashi: Not yet, most likely.
Travel adventure during crankin.
You have worked on some unique platforms like a plaid with Crancin’s Time Travel Adventure. Can you talk a little bit about where or where or what else you want to try?
Takahashi: Oh, do you play my game from the plaid?
Yes
Takahashi: Oh, really. You’ve finished?
I don’t think I’ve finished it.
Takahashi: (Laughs) I think no one has finished this game.
Yes, I know that people have complained that it is very difficult. Yes, I like the plaid because you know, the input is unique. I don’t think it’s super, super unique because we were, probably the PlayStation 2 era [a] The controller can twist something in the middle or something. Also, the PC mouse is the same input. I like the concept of the device and what makes it especially it is Super Limited: only white and black curtains, and the CPU is extremely weak.
And it gave me a limit to thinking about design [Crankin’s Time Travel Adventure]Which is a very good thing like a fun challenge. If the console is super strong then I can do something. Which will be longer than the development time, such as two or three times higher, which is not so good. I hope the console will not improve, [and that we] Playstation 2 – Keep the style of the era.
For fans of your previous games, can they wait in a T?
Takahashi: I know that for some people my game is great or very unique to watch. Then they try to avoid my game because it looks very unique. I just want people to try this game because it’s not so unique.
A t from a giraffe.
[My CNET colleague Faith Chihil asked the following question] Includes in a T and has the themes about loneliness – were they taken from previous experiences?
Takahashi: Yes, of course. Japan is a type of country that has a lot of trouble for youth. I am not sure why I was built. Maybe I was a bit fat, but that is not a little: I was big. It was really a hard time. I didn’t want to go to school as a teenager. But for some reason I could live in that difficult period and I also think I got some lessons from that bad experience. The lesson I have received keeps me, somehow, makes people beautiful to people.
I was thinking I was thinking that the thing I wanted to put in this game was – it’s very rough and still obscure; Also, I want you to play with the whole game [to understand] – Our young generation should be concentrated toward. We don’t care too much about youth right now. Game developers for the next generation. At this point we are adults – I’m very old. I was just thinking about myself, like what I should do, what I have to do, what I want to do. I thought nothing about the next generation.
When I was shocked when some girls said, “I don’t want to have a baby because the environment is so risky for kids.” When I heard this news I realized that I did nothing for the world. I will try to reduce garbage or use less electricity or do not drive a lot of cars. But the girl was just like bribing me. I think I have to do something to be a voice for the younger generation. This is a kind of part of this game, the theme of this game.
