39 Reviews liked by hb_robo


splatoon 2 but for people who played splatoon 1

Oliver don't put away your pokemon and run into that attack so you can hit the guy with a stick noooooooo

I had to give up on this, unfortunately. The world was pretty, but you couldn't interact with any of it, which made it feel like a paper diorama.

Flying was fun but the rest is pretty clunky.

Artstyle, humor, environments, shrines, sailing through lakes and rivers with a bowl, etc; all were enjoyable for me. This game has neat moments like when you try to fish that giant koi and it drags you around a flooded village. In these areas, the game feels solid and polished, so far so good.

However, I was expecting this to be a game big on stealth (ninjas and all that), but it isn't, at all. There's even a dedicated sneak button that I rarely used. So you have to fight aggressively if you want to actually have some fun with this game (and level up your character), since you will end up getting caught easily by all the samurai on the whole damn map at the same time anyways. Turning into animals is cute and all but samurai still spot you easily if you get even remotely close, and most animals are incredibly slow so not really an option for exploration as maps are huge.

And, there were too many spells and playable characters cluttering things up. You don't need to use any characters besides the main one and the hammer dude (for bear samurai). The game doesn't challenge you with any difficult or interesting enemies or scenarios to justify the huge amount of options.

Encountering the exact same squad of samurai for the 100th time gets old really really fast, no matter how many items or spells or characters or gimmicks you throw at it. I didn't enjoy any of that, I think most levels could've been scrapped entirely to have a more quick but focused progression. Some levels just drag on and on and on and it made me want to just drop the game and never play again a couple times. I didn't dislike boss encounters as I found the bosses themselves to be creative, however you beat all of them with quick time events except the last one (at least)

If they focused on maybe 2 characters only and polished up the enemies, stealth and mechanics (more types of samurai, all characters can use a few spells exclusive to each one, players are able to set up elaborate traps for samurai, catch them through tall weeds one by one, create mirages, turn dangerous wild animals against them, etc) it would've been a good game worth remembering.

As it stands, the game left me feeling lukewarm on some areas, and frustrated and disappointed in all others. I was expecting something much more special mechanic and stealth-wise when I catched a glimpse of this game on youtube years and years ago.

I get many people played it and loved it back in the day, but right now, I don't recommend it at all.

SHUT THE FUCK UP!!!! EVERYONE JUST SHUT THE FUCK UP AND LET ME DO THE PUZZLES! I WANT TO DO THE PUZZLES PLEASE STOP TALKING TO ME!!!!

(5-year-old's review, typed by her dad)

This gets 5 in a row. And also you can quack at people, and there's no levels. And also there's two player. The funniest thing was quack and steal things from people and put them in my BANK which is in my home, which is a big grassy hole. And also I love a glass of milk after I have cookies or like HEY NOT THAT PART, DADDY DON'T DON'T WRIIITEEE

i had a brief opportunity to meet keita takahashi at a pax signing one year, while wattam was still in development. i had seen a tweet about the appearance ahead of time, but many others (who i assume hadn't) opportunistically used what they had on hand, or could purchase from the annapurna booth beforehand. there were a few shirt signings, of course - but keita seemed most pleased when people brought out any other stuff for him. he drew over top a page of someones sketchbook, adding extra characters to their scene. the guy in front of me took off his basketball shoes to get noby noby boy stretching around them. i had prepared by bringing a notebook i planned on using for the next year of college, or sketching and jotting ideas for games. he was disappointed to see it still empty. what i wasn't ready for was him to ask what i wanted him to put on it, i stammered something like 'uh, a cool creature?'. its sitting on the beach, and has an amoeba shaped head with 11 eyes. he ended up being pretty embarrassed about the pair of exposed breasts he tacked on after the face, and by the end appended a '?' to his signature to avoid total responsibility for the drawing. it's the only notebook i've completely filled out, and still on my dresser today.

that day ended up explaining a lot to me about what goes into his games. keita takahashi seems to have an acute fascination with clutter and stuff. his landmark title, katamari damacy involves collecting objects - how insignificant does each thumbtack feel by the time you're rolling up people, buildings, countries? noby noby boy focuses not only on consumption, but growth, as you lend your length to a concerted greater goal. a short lived AR app, wooorld, has users adorning their real life spaces with various interactive digital decorations. in these games there is not much to be said about any individual item other than it's mass - they exist to create a ramp of progression. they're just items.

by comparison, wattam is a game almost without clutter. there are still a lot of items, but now the game's levels are constructed as delicate table-settings. every chunk of the game a constructed tableau designed to show off the purpose and connection between each object. in wattam these things have shifted from intractable components, markers of score of a game, to the subjects of it. they are now characters for you to play with and as. in fact wattam celebrates the act of collecting items as you form a chain and explode in giggles and fanfare.

i really appreciate this change simply for the fact that it's so easy to come away from his previous work thinking about the falls of materialism, or some other pseudo-zen message about making a trip to the nearest goodwill. i really don't think those are components at play in his work. the items in wattam are selected lovingly in the way you might have a favorite pen at your desk, or book at your nightstand. not all our stuff is equally useful, but we still have reasons why we feature them in our lives. i cherish getting to stare at an 11-eyed screaming naked monster every time i grab a new pair of socks. i don't even like breasts. dare i say, wattam might be the game to explain to me what funkos, or nendoroids or whatever are all about...

keita's much more key outlook in his games is a straightforward message about love and unity. while a bit un-challenging as a concept, is kind of necessitated by his games' broad age appeal. it's no less obvious in wattam, where most the 'mayor' characters text bubbles are shown in different languages and everyone joins together to hold hands in the end. i won't spend much time on this as its pretty well tread elsewhere.

i think another way of viewing this theme of 'unity' is to look at the individual and collective value of each of these objects in the game. by the end they all form together to create mother earth. so i think something is being said here about being able to make use of, or at least enjoy all that we have. we have raw materials like stone, toys to entertain us, household appliances, tools. you could say the way characters like the mouth and tree interact is a facsimile of our ecosystem - producers, recyclers, consumers. the way one object might eat or morph another into something more suitable for some third object - these interactions are where much of the lateral thinking is expected of the player.

so with that, what is the game actually like to play? i first got a chance to try the game at that same signing event, paired with someone else who just happened to be in line. we quickly discovered that the hand-holding mechanic of the game applied to both players, and if one was holding on they could sort of drag you around, which made it difficult to progress through the game's 'puzzles'. it's a bit reminiscent of the main loop of most point and click games - finding new items, then dragging them over to every other interactable to see if something new comes out.

the characters you aren't actively controlling have some pretty simple but fun ai where they chase each other around or have different goals. in fact while i was struggling to fumble from one place to another to progress the game, the ai was creating new characters from it's interactions and practically playing itself! so before it was even complete i understood well what the ethos of the game was here. i didn't have such an opportunity to play the full title as a co-op, but i would recommend it as the intended experience. this is a game about being playful, and the best way to do that is with someone else.

out of all his work, wattam is the title that best executes this idea of 'play'. the game is not entirely a sandbox; the goals are vague but it's a fairly linear experience. it overall feels like pouring out a toy box on the floor and much of the game is driven by seeing what fancies you. to compliment this most of the games sound effects are recorded by voice, and the acting is comprised almost entirely of children. katamari damacy implements an almost arcade-style time limitation on levels, taking what could be very experiment-driven play to a chaotic rush to the finish. noby noby boy while a lot more abstract about its goal still has a specific task to accomplish. this is true of wattam as well, but for most of the game it is really not clear what you are doing, which makes the main motivation just seeing what the game drops in next. the story eventually does begin to unfold in a way that gives you a bit more purpose, though. this really makes much of the tasks of the game feel like they are there to be exciting and fun in of themselves; not within the context of your greater mission, as you mindlessly wander around and smash your little toys together. in a lot of ways this game feels like an iteration on noby nobys free form gameplay - you can kind of trace the path these games make into less and less obtrusive 'gamifying' of their main goals.

this lack of central focus does make the game feel smaller in scope than other projects, though i really doubt this is actually true with the more complicated work on ai and other systems here. but since the setting is mostly flat planes in a gradient skybox, it does have me missing a bit of the 'grandness' of the settings of katamari. i ended up wondering if challenges of working under annapurna, or the newer engine technologies had them cutting down aspects of the core concept, because i do think the game is sincerely a major effort to offer solutions to questions and concepts his older games have brought up. i get the feeling that another project of this size might not be attempted by the team, though they have recently been hiring for their next game. who knows - i'd certainly be jaded after a back to back experience with namco and annapurna like this.

i don't have to tell anyone that this game is delightful to experience. go jump around and explode yourself with 20 3d poop emojis. it doesn't stop being cute. but i wanted to offer up this commentary because i think this game has gone less visible than previous games, and people might wonder where it fits into his greater body of work. to me, wattam is the most telling piece so far and clarifies a lot about the rest of this designer's projects.