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To a T review: Heartwarming distractions that floods you with childhood nostalgia

Home> Reviews

Published 14:48 30 May 2025 GMT+1

To a T review: Heartwarming distractions that floods you with childhood nostalgia

My arms ache from just watching

Dan Lipscombe

Dan Lipscombe

When you know where to look, the video game landscape is filled with whimsy, often while tackling difficult subjects. The topic taking centre stage may be tricky to talk about, but games can handle them in unique ways, opening the eyes and mind of the player. So many releases have done this, and Keita Takahashi’s latest, To a T, appears to examine societies standards and the idea of being unique in a way that only video games can.

Anyone expecting the usual Takahashi flair for the surreal will be expecting a lot, and though his unique vision is toned down here, To a T still leans into the bizarre, just perhaps not as strongly as games like Katamari Damacy, Noby Noby Boy, or Wattam. The quirks we’ve come to expect are here, but they aren’t the central concept, even if our protagonist is a teenager who can’t stop T-posing.

This is also the most linear adventure of the creator’s catalogue, with very little in the way of variance, distraction, or exploration, beyond collecting some coins dotted around the neighbourhood - which can be spent on clothes or hairstyles - or simply seeking out points of interest because you feel like it. This is because To a T is telling a story about a teenager, who I opted to simply call Teen after prompted by the game, who is living their life.

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Annapurna Interactive
Annapurna Interactive

As mentioned above, their life is a bit odd as they can’t lower their arms. At the start of the story it’s a funny little quirk, which develops into a point of insecurity and a target for bullies, before later becoming a freeing concept, leading to extraordinary situations. Teen is accompanied everywhere by Dog, a small, fluffy, white dog that once again the game prompted me to call Dog. I’m not sure why this made me giggle at first, but it did, so I went with it.

You could see Dog as an emotional support animal, not only because Teen often confides their feelings in Dog, but also because Dog helps with the day-to-day tasks that someone with their arms stuck in the air can’t complete alone. In the opening moments, Dog helps Teen go to the toilet, pulling down their trousers. Then, later, they squeeze toothpaste from a tube because these things aren’t designed with T-posed people in mind.

You see, Teen is the only one in their little town with this predicament, and it means they often feel isolated, until we come along. It feels like Takahashi wants the player to be active in this story, not simply moving Teen around, but actually interacting with them in our open way, because one morning we aren’t in Teen’s life, and the next, we are. They can see us, they know we’re moving them around, the fourth wall is continually broken, with Teen pointing out chapter checkpoints, or advising us on how to move around the town.

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Not only does this make you feel a proper part of the protagonist’s life, but their problems are our problems, unlike other games where the super-powered hero’s issues feel a million miles away from real life. Teen being bullied because they can’t lower their arms feels like a jab against us because we get their inner monologues, and see things from every angle.

Thankfully, this doesn’t last long, as one day Teen saves a bully from disaster by spinning in place and taking off like a helicopter, dashing in to remove them from danger. Suddenly life is interesting and exciting, and as time progresses, things get weirder in the town, with Teen taking centre stage. I don’t want to spoil more of the plot because, as I said, this is a very linear experience.

Annapurna Interactive
Annapurna Interactive

I got the sense that Takahashi and his team were setting out to create a playable TV show, one with relatively low stakes and that can be enjoyed by everyone. Each episode is bookended with a theme song about being yourself, and how everyone comes in different shapes and sizes, while the outro song is all about Giraffe, an NPC who runs shops all over town and is a literal giraffe. It’s playful, harmless fun, that doesn’t require much from the player other than a sense of wonder at unfolding events.

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Within each episode of the game, if you’re not exploring on your talking unicycle, or sprinting around like Naruto, you’ll be playing through mini-games to further the narrative. They could be simple button presses in time with prompts in order to complete a P.E. lesson, or a game of timing and patience to beat a train in a running race. On top of these cute mini-games, you’ll have to take care of Teen, by using stick movement and button presses to move their body in order to brush their teeth, wash their face or eat cereal that changes flavour every day.

One major downside for me was the camera, which moves independently of the player and often takes odd angles, making traversal feel awkward. At one point, as you’re making your way through a maze, or simply cycling through a forest, the camera obscures Teen far too much, or holds itself at an angle that throws off which direction you should be moving. It’s supposed to feel dynamic, but ends up being jarring.

Annapurna Interactive
Annapurna Interactive

To a T is often silly, but it carries with it a lot of heart and charm. Each character feels like they’ve escaped from a Saturday morning cartoon, and while they might be a little too whimsical for some, they’re a breath of fresh air in an industry so often bogged down with gritty realism.

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Sure, at times To a T feels like a kid's game, and that could put off some players, but for me, while dipping in and out of it over a few days, it felt like a welcome distraction. The visuals have that bold innocence so typical of cartoons of our youth, and playing simple mini-games allowed me to revel in the silliness while also respecting the story of acceptance. To a T is not a Takahashi classic, however, it’s a welcome distraction from a unique mind that can’t help but make you smile.

Pros: Delightfully bonkers, adorable central message, breezy and refreshing attitude, lush visuals

Cons: Bad camera, can be too simple, not for fans of silly whimsy

For fans of: Katamari Damacy, Wattam, Anime

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7/10: Average

To a T is available now on PC (version tested), PlayStation 5, and Xbox Series consoles. A review code was provided by the publisher. Read a guide to our review scores here.

Featured Image Credit: Annapurna Interactive

Topics: Reviews, PC, PlayStation, Steam, PlayStation 5, Xbox, Xbox Series S, Xbox Series X

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