Summary
- Katamari Damacy creator Keita Takahashi reveals that he left Bandai Namco in 2006 to work with developers from other countries.
- Takahashi believes he could get more ideas for creating games by working with a range of people from around the world.
- Takahashi’s new game, To a T, takes inspiration from Japanese schools and culture while incorporating eccentric elements.
Approaching the finish line with his newest game, Katamari Damacy creator Keita Takahashi disclosed the motivation behind his departure from Bandai Namco back in 2006. The ex-Katamari Damacy team member also shared insights into the inspiration driving his upcoming 3D adventure game, named To a T.
For numerous years, Keita Takahashi was a member of Namco’s art department, where he played a pivotal role in creating the initial version of “Katamari Damacy,” launched in 2004 for PlayStation 2. This game revolves around a young prince who is assigned by his cosmic father to reconstruct celestial bodies by moving around a mystical ball called a “katamari.” This ball has the peculiarity of adhering to objects, buildings, landmasses, and even people. Once the katamari reaches an appropriate size, it transforms into a star, completing the level. The original “Katamari Damacy” received accolades for its ingenuity, promptly followed by the release of its sequel, “We Love Katamari,” also on PlayStation 2. In 2006, Namco and Bandai combined forces to establish Bandai Namco, and Takahashi departed from the company. Notably, “Katamari Damacy” and “We Love Katamari” were the only games in the series where Takahashi had a direct hand in their development.
As a passionate gamer and the mind behind Katamari Damacy, I recently made a big move – stepping away from Bandai Namco. In a heartfelt chat with Game*Spark, translated by Automation Media, I shared my reasons for this decision. Essentially, I felt it was time to expand my horizons and collaborate with gaming enthusiasts from different parts of the world.
Working solely within Bandai Namco had been a wonderful journey, but I found myself yearning for more diverse experiences and perspectives. The thought of only creating games with Japanese talent always left me wondering if there was more out there to explore. With this global collaboration, I believe I’ll be able to draw inspiration from a multitude of unique viewpoints, fueling my creativity in ways I never imagined.
Leaving Bandai Namco marked the beginning of an exciting new chapter for me. In 2010, I founded Uvula Studio, which allowed me to dive headfirst into creating an entirely fresh game – To a T, a project that continues to drive my passion for gaming forward.
Katamari Damacy Creator Keita Takahashi Left Bandai Namco to Develop Games With People From Other Countries
Beyond discussing the subject matter, Takahashi elaborated on the genesis of the game, which was heavily influenced by his experiences in Japanese schools. Since he’s not familiar with American school culture, he incorporates distinctly Japanese elements into “To a T”. This blend of cultures and concepts gives the game’s educational setting an unusual character. Furthermore, Takahashi showcases his creativity through the game’s quirky characters, such as the main character Teen who is always posed in a T-shape. Despite its unconventional aspects, “To a T” shares similarities with Takahashi’s other work, like “Wattam”, but also addresses real-life school issues, including bullying, to impart a meaningful message and theme to gamers.
Even though Takahashi hasn’t been leading the Katamari series for quite a while, it has still managed to grow, spawning numerous sequels and expanding its fanbase. Notably, Bandai Namco has updated both Katamari Damacy and We Love Katamari for contemporary platforms, and they are set to launch Katamari Damacy Rolling Live on Apple Arcade on April 3. Moreover, a recent “Once Upon A Katamari” trademark indicates that the series may continue its run on consoles and PC in the coming months.
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2025-03-23 04:09