
During the game games in San Francisco early this month, I got a chance to sit with Kitahahhi, the Creator of Iconic Katamari Daacy, Wattam and many more explicit games. He came to arrive in his coming game, in a t, following a young teen covered with a pose – in other words their elbows and shoulders do not turn.
As far as I know while playing a game chunk in a previewing session, Takahashi in a more powerful narrative than his former work, and it will come when you control the child. After my demo, I talked to the Takahashi about his encouragement in the progress of the games, why he wanted to think outside the box, and what personal experiences he got from his future teenager.
Takahashi in a T is scheduled to exit May 28 for Xbox Series X / S, PS5 and PC. This interview is slightly edited for clarity.
Q: What is the inspiration behind the concept of the rule of the game of a teenager who is in a total handcuffs all over time?
Takahashi: This is not inspired, but there is an idea. I just want to make a more simple game. Then I finish wattam, the next idea tries to control the arms of the main character – to get or punch or anything, a simple simple ruin.
But I thought, that dumb; It is not interesting for me; It’s a fun game. But at one time, I just thought, what if the player didn’t tell anything; That’s fun. Then I get more inspired from that point.
What makes a Keita Takahashi Game A income Takahasi play?
Takahashi: That is an unexpected question. Perhaps every single game, I tried new things. This one account is the most account, and that’s new. But I know that the playing game is not new for other people, so I say it’s not unique.
We takahashi t-posing me.
Why is music a big component in many games?
Takahashi: Yes, I mean, because music is very special in my course. So I, this time, a game designer. I need (use a) PC or console and I need power. Also, I need a monitor. I need a roof. And I need a sofa for someone to play my game and that makes them happy or enjoy (it). But the music, we no longer need such trendy uses. If you’re the vocalist, you can sing. And then if you have a guitar, then sing, play music, and that makes people happy and (feel) good.
I want to always be the ability. I am very different; I don’t have that. That skill always makes me think, Oh, music is very good. I like that element in my game (which is so helpful for people to get more in my game.
Do you think about doing a rhythm game?
Takahashi: Not yet, but probably.
Travel time in Crankin’s time.
You work on some extraordinary platforms, such as playdate, with a crankin travel help. Can you talk a little bit about that and different from which or what else you want to try?
Takahashi: Oh, are you playing my game from playdate?
Yes.
Takahashi: Oh, really. Have you done?
I thought I was done.
Takahashi: (ridiculous) I think no game is done.
Yes, I know people complain that it is very difficult. Yes, I like playdate because, you know, input is unique. I don’t think it’s super, super unique because we are, probably the PlayStation 2 times, have (a) controller you can twist in half or something. Also, the pc mouse is the same input. I like the concept of the device and also what makes it special so it’s super limited: white and black screen, and the CPU is more vulnerable.
And that gives me a limit of thinking about designing (crankin travel time), which is a very good thing, like a fun challenge. If the console is stronger, then I can do something. Which means that the time of progress is longer, as two or three times more, so bad. I hope the console does not get well, (and that we) keep the playstation 2-era style.
For fans in your previous games, what can they expect in a t?
Takahashi: I know that for some people, my game looks super, or again, unique. Then they try to avoid my game because it’s just different. I just want people to try this game, because it’s not unique.
A giraffe from a T.
(My CNET COLDERAUE Faith Chihil asked the following question) In a t have themes about makabup and loneliness – those taken from previous experiences?
Takahashi: Yes, yes, of course. Japan is the type of country with many troubles for youth. I’m not sure why I’m scornful. Maybe I’m fat little, but it’s not small: I’m great. It’s a hard time. I don’t want to go to school in the course, like a teenager. But for some reason I can live by that difficult time, and I think I have a lesson from the bad experience. That lesson I got was kept me, different, good to people.
I think I’m thinking, the thing I want to put in this game – it’s more modest and uninterrupted course; Also, I would like to play your entire game (to understand) – we need to focus on the young generation. We don’t worry about today’s youth. Also for the next generation of game developers. Now we are adults – I’m very old. I just think about myself, as I have to do, what I have to do, what I want to do. I don’t think about anything about the next generation.
I was shocked when some girls said, “I don’t want to have a child because the environment is very dangerous for infants.” When I hear the news, I know I didn’t do anything for the land. I will try to reduce waste or use less electricity or not driving a lot. But that only woman, like, I was punched. I thought I should have something for young generations, to be a voice. That’s a kind of part of this game, the theme of this game.