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

Metro

time3 days ago

  • Entertainment
  • Metro

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

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. More Trending 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. 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 PCPrice: £15.49Publisher: Annapurna InteractiveDeveloper: uvulaRelease Date: 28th May 2025 Age Rating: 7 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: Elden Ring Nightreign is From's worst-rated game in years but it is a hit on Steam MORE: Hell Is Us hands-on preview: 'AAA games are so bloody bland' MORE: Cyberpunk 2 release date narrowed down as production ramps up

To a T review: imperfection defines Katamari Damacy creator's new game
To a T review: imperfection defines Katamari Damacy creator's new game

Digital Trends

time6 days ago

  • Entertainment
  • Digital Trends

To a T review: imperfection defines Katamari Damacy creator's new game

To a T MSRP $20.00 Score Details 'To a T's well-intentioned story about inclusivity misses key nuances about disability.' Pros Inventive gameplay Creative controls Catchy music Well-meaning story Cons Weaker back half Mixed messaging on disability Lacking accessibility options 'Why you can trust Digital Trends – We have a 20-year history of testing, reviewing, and rating products, services and apps to help you make a sound buying decision. Find out more about how we test and score products.' There's no such thing as perfection. Just look at To a T. Recommended Videos The latest project from Uvula, a small studio co-founded by Katamari Damacy creator Keita Takahashi, is a celebration of life's imperfections. It's an oddball game about a kid stuck in a perpetual T-pose who is trying to, quite literally, fit into the world around them. That's no easy task when you're dealing with grade school bullies who will take any opportunity they can to get a laugh at your expense — or trying to figure out where the sun went all of a sudden. Wackiness and sincerity come together to form a charming twist on the typical adventure game formula that has its heart in the right place. Considering that thematic intent, it's no surprise that To a T is, itself, proudly imperfect. Its experimental spirit leads to a compact story that packs a lot of creative swings into eight disjointed chapters. I can learn to appreciate the structural imbalance as a byproduct of originality, just as I can forgive some unsightly bugs and camera issues, but it's harder to fully hand wave away root problems. As a story that wades into grounded conversations about disability amid cosmic silliness, To a T struggles to do its subject matter with the nuance it needs despite its best intentions. Inventive gameplay To a T's best quality is the fact that you can't box it in with easy genre descriptors. I could be reductive here and call it a narrative adventure game that unfolds like a playable anime season, but even that wouldn't do its playful creativity justice. So let's start with the basics instead: To a T follows a 13-year old, gender-neutral child whose arms are permanently outstretched, turning their body into a T shape. Their story is split into eight episodic chapters, each around 30 minutes, that focus on how they go about their daily life with such a unique condition. It's a tightly directed narrative game framed through fixed camera perspectives, but one that gives players a little free time to explore a small town, collect coins, and buy outfits between chapters. Each episode even has its own intro and outro sequences complete with original songs that are total earworms. The project is consistently at its best when it's about exploring its protagonist's daily life. Like Katamari Damacy, this is a game that's just as interested in the controller as what pressing buttons actually does on screen. In the first episode, I need to help the kid get ready for school. When I sit down to eat a bowl of cereal, I need to pivot one stretched arm over to the box to grab it using the right joystick and then carefully tilt it to pour the cereal. I then need to do the same for the milk carton, using my left stick this time. The sequence ends with me leaning in to pick up an elongated spoon that stretches from my hand to my mouth and eating by flicking the stick up and down. It's a standout little scene that plays unlike anything else. And that's how it should be, because no other game stars a T-shaped hero, afterall. Original moments like that make for a consistently charming first half that's all about adapting to the kid's world. What begins as a fight with the controller soon becomes second nature to my hands. I repeat the same morning routine a few more times, quickly finding that I'm able to brush my teeth or wash my face with just a little practice. Later, I learn to raise my hand to answer a question in class by tilting my entire body to one side. In the story's wackiest moment, I discover that my arms make it so I can turn myself into a human tornado by spinning my right stick quickly. There are even a few Mario Party-esque minigames sprinkled into chapters, like one that has me catching falling scoops of ice cream with a cone in each hand. It's a flurry of inventive gameplay ideas that really leaves you to ask why so many games follow the same stale formulas when there are so many ways to approach interactivity. It's a place where nothing is 'normal,' which also means that it's rarely boring. That creative spirit does go a little off the rails in the story's back half. The last four chapters trade in pleasant slice of life scenes for left-field bottle episodes starring the story's wider cast of characters. While that does help add some dimension to the world, giving a little spotlight to the child's mother and trusty dog companion, it takes the story in a completely different direction that feels a little more concerned with being surprising than cohesive. Though more damning is that those episodes simply aren't as fun to toy around with as they ditch the imaginative T-shaped gameplay for nearly half of the five hour runtime. Though I was less engaged during those moments, it's still always enchanting to see the oddball world fully reveal itself. This is a town where kids live out very mundane routines, brushing their teeth and going to gym class every day. That happens in the same breath that they buy lunch from sandwich artist giraffes and get their hair cut by a crab. The story goes to some truly out of this world places, but it never feels at odds with the world Uvula creates here. It's a place where nothing is 'normal,' which also means that it's rarely boring. That's true of the game itself, too. Grappling with disability What's more of a struggle for To a T is the well-meaning, but messy conversation about disability that it opens. On a surface level, it treats its subject matter with the level of kindness and sensitivity that it deserves. The protagonist's condition is wacky, but it's approached like a real disability that they've learned to live with. Their life is filled with assistive tools like a unicycle to get around town or a faucet that points up. They have a cute service dog that helps them get dressed in the morning and flush the toilet. They've even figured out how to navigate a world that isn't built with them in mind, knowing how to get through narrow doors by walking through them at an angle. As silly as the visual is at first, these moments are rarely played for laughs long term. Players must learn to adapt to the kid's life experience, hopefully giving them a better understanding of how real people with disabilities move through life. To a T is too wishy washy about what it actually wants to say. Those good intentions do eventually butt heads with the story's goofy twists, though. Sometimes it means teetering into tropes that are divisive in the community it portrays. The tornado ability I discover is a fun gameplay idea, but it plays into a hotly debated 'my disability is a superpower' trope as it becomes a tool I use to save the day when no one else can. More problematic is a late game twist that's meant to take the story to one last wacky height, but heavily 'others' its hero in the process. We're repeatedly asked to think of this as your average kid, but later shown that they're anything but. It works too hard to paint them as special instead of normal, a self-defeating decision that's bound to make it divisive. What I find most frustrating is how much a game that deals with disability doesn't seem terribly interested in making itself broadly playable to that community. There's an accessibility menu in the game, but it only features one single option that makes spinning easier. It's not like the game couldn't have used more options either. The standard button layout occasionally has me twisting my fingers in knots so I can sprint while shining a flashlight or performing other actions. The fixed camera angles occasionally obscure where I am on screen and make it hard to navigate. Plenty of games fail when it comes to accessibility (just look at Blue Prince, which launched without crucial colorblindness options), but it's especially jarring to leave them out of a game where its hero uses assistive tools. The problem, as I see it, is that To a T is too wishy washy about what it actually wants to say. It uses topics like disability and body image issues interchangeably when those are two very separate discussions. Someone with limited mobility faces specific challenges that aren't fully analogous to someone dealing with bullying over their weight, for instance. The story ultimately arrives at a generalized conclusion about how there's no such thing as perfection and we should celebrate one another for who we are. It makes good on that idea in subtle ways, like choosing to leave its main character as a genderless kid who can be dressed up in any clothing, but the multiple topics it tries to bring together do not call for a one size fits all approach to storytelling. It's all a little Sesame Street in its approach, boiling everything down to a thin 'we're all just a little different' conclusion that feels insufficient. As clumsy as it may be, though, I can't fault To a T for trying to craft an inclusive story that's delivered with sincerity. It's heartening to see a video game story that centers disability and encourages players to connect with one another's experiences through play. It's not perfect, but nothing is. To a T challenges us to reject the status quo, both in the way it experiments with a well-trodden genre and in its story about embracing our differences. The view out your window is bound to get boring when you see the same thing every day. To a T was tested on PC.

Best new mobile games on iOS and Android - May 2025 round-up
Best new mobile games on iOS and Android - May 2025 round-up

Metro

time05-05-2025

  • Entertainment
  • Metro

Best new mobile games on iOS and Android - May 2025 round-up

This month's batch of new mobile games includes a new Katamari Damacy sequel, a potential Balatro rival, and a sequel that's been a decade in the making. It's hard to think of a time in the last decade when paying attention to the news has been this depressing, which makes the month's crop of mobile games a welcome and necessary route to maintaining mental wellbeing. You can safely ignore Kingshot, which we include more as a warning, but the turn-based charms of TownsFolk, Crashlands 2's colourful exploratory role-playing, and the surprisingly well engineered online shooter Delta Force are all well worth deploying as tactical distractions from the increasingly unpalatable farce of real life. iOS, included with Apple Arcade subscription (Apple) The King of All Cosmos is being ignored in favour of YouTube streamers, so he and the Prince do the only thing they know how: roll katamari to make them bigger. This time though, it's in a mock livestream format that comes complete with made-up, misspelled audience messages scrolling up the side of the screen. As in all its past peculiar but satisfying instalments, that means trundling your sticky katamari around arenas filled with objects, which automatically adhere to it as you roll over them. You start with small objects and end up with extremely large ones, as the diameter of your bundle of bric-a-brac snowballs. Katamari's gameplay hasn't really changed since its 2004 PlayStation 2 inception, and apart from the faux influencer window dressing and slightly wonky touch controls, for better or worse this is essentially the same game it always has been. Score: 7/10 iOS & Android, free – £5.99 full game unlock (Short Circuit Studios) Built on a traditional hex grid, TownsFolk is a pixel art construction and resource management game in the mould of Polytopia, that distinguishes itself by being single-player only. Explore, generate resources, and build, while also researching new technologies that allow your village to expand slowly into an empire, as you colonise and transform the landscape around you – which gets steadily weirder as the distance from your HQ increases. Along with rock for mining, beasts for slaying or food, and bodies of water, you'll also find strange artefacts and mythical monsters, which you'll need to decide how to handle as they emerge from the fog of war. As well as servicing your expansion you need to set resources aside to pay regular tributes to the king, which come with their own rewards and risk of failure if you're unable to meet his demands. Playable in either landscape or portrait, TownsFolk has a captivating rhythm to its turn-based exploration and decision-making. Score: 8/10 iOS, free (Brian Lipkowitz) Rogue Words is similar to fellow Balatro-meets-Scrabble game Letterlike. It gets you to assemble words, scoring points for individual letters and multipliers on the board, but unlike Letterlike it's completely free and has no ads or in-app purchases. Played in a series of rounds, each of which features an increasingly high score to beat, you'll need to select and purchase a variety of power-ups, whose effects stack to turbo charge scores in subsequent rounds. Clever, testing and engaging, it's not quite the equal of Balatro, but has a great interface and given its (lack of) price should be an instant download for anyone who enjoys a little word play. Score: 7/10 iOS, £9.99 (Butterscotch Shenanigans) Arriving almost a decade after the original, Crashlands 2 is also an open world crafting and survival game set on a colourful alien planet, and like the first game it doesn't take itself at all seriously. Gameplay revolves around smashing everything in sight to harvest crafting materials and initially avoiding – later killing – the various lethal aliens you meet, while befriending and doing favours for the more amiable ones. It's been enhanced on practically every level from the original, and while its text-only conversations tend to go on a bit tool long, and the jaunty tune it plays when you die quickly becomes mildly enraging, it's a compelling game whose crafting recipes and research build into a significant array of construction options. You'll also upgrade your spacesuit, making you faster, stronger and harder to kill; its role-playing elements prove as addictive as ever and it features cross-platform saves for those who also own it on Steam. Score: 8/10 iOS & Android, free (Level Infinite) Ported from PC, Delta Force is a large scale multiplayer first person shooter reminiscent of Call Of Duty: Warzone, but bug free – a claim you definitely couldn't make for Warzone's mobile incarnation. With just two game modes at launch, you'll be playing either King of the Hill or Warfare, the latter pitting two teams of 24 against each other, one attempting to capture a series of objectives, the other defending. As usual, soldiers have different core skills and equipment, their speed-up exoskeletons, frag grenades, healing guns, and reconnaissance arrows deployable along with far more kit that you'll unlock by earning experience or paying actual money. With rounds usually lasting 20-30 minutes it's quite a heavy time commitment for a mobile game, but we found lobbies well populated and matchmaking swift. Strangely it doesn't support Bluetooth controllers, but since everyone is equally hampered by having to use onscreen controls, games at least feel fair. The destructible scenery and different map sizes keep you on your toes, even if gameplay can lack depth, with matches heavily dependent on the quality of teammates and enemies. Score: 7/10 iOS & Android, free (Century Games) More Trending In Kingshot you construct, upgrade and defend your own cartoon medieval town, making sure your people have barracks to train troops, enough to eat, and a place to heal citizens when they're injured in battle. Then it's off to join an alliance and help conquer nearby lands packed with rival clans. To do that you'll need to generate and steal resources, summon heroes via gacha loot crates, and wait an increasing amount of time for each upgrade to install itself so that you can move onto the next one. No skill, no tactics, just auto-battling and waiting. Players who've been around the free-to-play block will immediately recognise Kingshot as a reskin of Whiteout Survival, which itself is identical in gameplay terms to Top War: Survival, Age Of Empires, and a host of other games cynically designed to exploit unwary players financially. Do yourself a favour and give it a wide berth. Score: 2/10 Email gamecentral@ leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader's Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. MORE: The greatest Star Wars game ever created could never be made today MORE: The 10 best Star Wars games to play right now on PS5, Switch, Xbox, PC MORE: PS5 Pro cheaper than Xbox Series X in US as fans ridicule 'Trashbox'

‘Katamari Damacy' Creator's New Game Is About Teen Angst, Cute Dogs, and Eye Boogers
‘Katamari Damacy' Creator's New Game Is About Teen Angst, Cute Dogs, and Eye Boogers

WIRED

time28-03-2025

  • Entertainment
  • WIRED

‘Katamari Damacy' Creator's New Game Is About Teen Angst, Cute Dogs, and Eye Boogers

Mar 28, 2025 7:00 AM Keita Takahashi talks about his latest game, To a T , which lets you navigate teenage hardships while your hands are stuck in a T-pose. Still from to a T. Courtesy of XBOX As a child, beloved Japanese game developer Keita Takahashi was picked on in school, so he never felt like going. His latest game, To a T , emulates some of those challenges. It tells the story of Teen—a kid struggling to fit in, dealing with eye boogers, and finding themselves through song and exploration, all while their arms are inexplicably stuck in a T-pose. To a T, to be released by Annapurna Interactive May 28, follows Takahashi's trajectory of creating colorful, playful games that are undeniably cute but incredibly odd. His best-known game, Katamari Damacy , is about rolling up everything in sight, from pens to people, in an ever-growing ball, featuring an unforgettable soundtrack and the most flamboyant king to ever grace games. Others, like 2019's Wattam , are eccentric, vibrant, and full of poop. Created with the game studio Uvula, To a T follows Teen's struggles navigating the bathroom, getting dressed, and dealing with bullies as their arms are trapped in a T. Fortunately Teen's dog, a shockingly adept creature who puts modern service dogs to shame, is there to help whenever Teen needs an extra set of movable hands. (Annapurna Interactive aptly describes Teen's furry helper as being 'a very cute dog.') The episodic tale opens with an upbeat song about the game (not to be confused with 'The Giraffe Song,' sung in a teaser video by Rebecca Sugar). During a brief demo I played, I guided Teen through washing their face, picking outfits, and getting ready for school. Hoping for some deeper insights into the game, I tracked down Takahashi at an Xbox event in San Francisco during GDC, where he was hiding in a back corner away from the bustle of the day and the bar. But, while he's loath to answer too many questions about his game and what it all means, he'll still gamely, gently troll anyone who comes his way. Below is an abbreviated version of a very puzzling interview. WIRED: Tell me a little bit about what is, generally, going on in this game. Keita Takahashi: [ Laughs ] What's generally going on with this game? We'll start there. It's a game about a teenager who's stuck as a T-pose and trying to figure out where the T-pose is coming from. It's a game about—umm. [ Long pause ] Do I need to explain? [ Another long pause ] No. [ Laughs ] That's fair. Who is this character? How would you describe them? A teenager, 13-years-old, female or male, whatever I mean, I don't care—stuck in a T-pose, for some reason. What makes T the perfect pose? Because it's perfect! You are perfect. I think it's just perfect. What do you think the hardest thing to do when you're T-posed is? Go to the bathroom. That's why the dog helps [with] everything. Changing the clothing, bathroom, washing your face. I've never played a game that had me start by going to the bathroom. Really? Yeah. Why? WIRED: It's an excellent question. Tell me about the decision to— Decision? [ Laughs ] Yeah, decisions, yes. I decided. Because our life could be more fun. What do you think would make life more fun? The path that you had before, then forgot—when you were younger, and there was more fun. People, for some reason—it's easy to forget. What do you think people lose from kids to adulthood? What do you think? How much time you got? What do you think? Hmm. I don't know why it's easy for other people to forget more innocent or pure [times.] I don't know why! Did making this game help you rediscover innocence for yourself? I'm not a teacher. [ Laughs ] I don't want to push my soul to the people. I just want people to get some perspective on what a video game can do, rather than fighting or RPG stuff. This is for the next generation of game devs. They don't need to stick to a platformer or something. They can make a new genre or category of game. What genre would you call To a T ? No. [ Laughs ] I hate the concept of a genre. It's just a marketing tool. You know, what Beyoncé said. ['I believe genres are traps that box us in and separate us,' Beyoncé said in a GQ interview.] The concept of the genre is kind of funny. That's right! It's hard to define your games, but I'm curious how you, when forced into a corner by a red-headed journalist from WIRED, define your video games. That's part of the reason why I'm making this game. What's the definition of a video game? It's—no wait, no, this is an interview of you. [ Laughs ] What do you think is a video game? At least interactivity. That's it. I just realized, what I want to do is make people smile and have fun. It doesn't need to be interactivity, or it doesn't need to be video game video games. I can make a cartoon or animation to make people have fun and laugh. This time, I just don't care about the genre or what the video game is. This is just what I want to make. I had another question but … I forgot. That's OK. Just forget.

The first all-new Katamari Damacy game in almost 8 years is trapped in Apple Arcade jail, and I can only hope it follows in Hello Kitty Island Adventure's footsteps to eventually escape
The first all-new Katamari Damacy game in almost 8 years is trapped in Apple Arcade jail, and I can only hope it follows in Hello Kitty Island Adventure's footsteps to eventually escape

Yahoo

time12-03-2025

  • Entertainment
  • Yahoo

The first all-new Katamari Damacy game in almost 8 years is trapped in Apple Arcade jail, and I can only hope it follows in Hello Kitty Island Adventure's footsteps to eventually escape

When you buy through links on our articles, Future and its syndication partners may earn a commission. Almost eight years since its last totally new game, Katamari Damacy is back with a fresh installment, but there's an unfortunate catch – it's been banished to Apple Arcade jail for the foreseeable future. Revealed today, Katamari Damacy Rolling LIVE is bringing back the beloved, classic gameplay consisting of "roll katamari into objects, create increasingly massive orb" that everyone has loved for over 20 years, except this time there's a modern twist, with the focus being on building the King of All Cosmos's livestreaming career. No, really – an Apple blog post announcing the game reveals that creating stars from rolled up stuff will "energize" his streams. It adds: "As users advance, comments from in-game fans appear, and the longer they play, the larger their audience grows." You can see this in action in the screenshots on its App Store page – TikTok-esque comments appear down the right side of the screen as you play, which say everything from "roll up more plz" to "I stan the King" and "why was this in my recommendations?" It's very silly, but I honestly love it – the fact that we've been waiting so long for a new game makes it all the more exciting, too. It was late 2017 when the last totally new game – the endless runner mobile title Amazing Katamari Damacy – released worldwide, and since then, we've only had a couple of remasters. However, this all makes the fact that Rolling LIVE is an Apple Arcade exclusive all the more unfortunate. Apple Arcade subscribers across Mac, iPhone, iPad and Apple TV will be able to play Katamari Damacy Rolling LIVE when it launches on April 3, but those on other platforms are all out of luck. With that being said, not all hope is lost. After all, Hello Kitty Island Adventure launched as an Apple Arcade exclusive in 2023 before it eventually made its way to Switch and PC earlier this year (and the lives of Sanrio fans everywhere are much better for it). With that in mind, hopefully the new Katamari game might just be taking a temporary pit stop here before rolling onto different platforms in the future. Be sure to keep up with everything releasing this year and beyond in our roundup of new games.

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