At the beginning of the Wattam, the latest PC and PlayStation 4 game from Katamari Damacy coordinator Keita Takahashi, I manage a green cube with a face and bowler cap, sad and isolated in a dark world. After that I made friends with a little rock. Afterwards a large stone. I throw my hat at my new friends and confetti bomb rolls under the helmet and it explodes. Then the sun rises.
As the sky is now bright and blue, the light that once lit up the Mayor Cube and friends tells them how to say goodbye, no longer needed. Those tears blossom into history. Another blast produces two shoots, which bloom into flowers themselves. The final blast sends all new friends into the air. The aroma of fresh flowers attracts the nose. Nose with a face. Everything here has a face.
Sensing the smell, the nose wanders to the corner of the grassy stage and snaps it. Acorn pops from the ground. The acorn runs to the center of the platform and plants it himself. The flowers, as well as the small stones, wrap their hands in circles and dance around the planted seeds, causing the tree to sprout. The tree feeds the Mayor Cube and tortures him in a new way. He is now Apple Mayor. The tree eats flowers and rocks and spits fruit on it.
The fruit ruckus calls for an entirely new platform, table, and several new friends: a fork, a spoon, a bottle of milk and a very hungry mouth. Mouth needs fruit. The mayor is a fruit. Soon the mayor is left with fruit, still wearing his hat.
All of this happens in the first 15 to 20 minutes Wattam, is a funny game of recovering lost land, one thing at a time. It is difficult to describe what is really going on in this game without walking the person step by step. It is a constantly growing puzzle, each step introducing new friends, new lands, new seasons.
Each new item is a new character that the player has to control. These clever, individualized senses bring their unique skills and challenges to the world of Wattam. The phone loses its receiver in the sun and begins to ring, and the player must try to enter the characters to try and reach the falling blue orb. A piece of sushi cures its fish eggs, which it calls its children, transforms the mayor into a hard-pressed chef, asking other pieces of sushi for an understanding of where the roe & # 39; s are.
Solving Wattam challenges and puzzles is slowly being fulfilled in the world with new locations. The tall tree wants to be a lighthouse, so the character with the bullet in his head goes up. The player kicks out the sun and the bright light shines through the darkness, drawing a ship full of new characters. Soon the earth's one-dimensional space was a sea of huge objects floating in the clouds, clutching their hands together so that the tiny creatures on their faces could move freely.
Like all Keita Takahashi games, the order of the day is Wattam. Although the art and cutscenes of the game suggest the existence of some kind of evil force that destroyed the world long ago, dark thoughts are quickly eroded by the constant grunting and gambling of the ever-expanding facade of the game. The fruits are laughing, the calls are ringing, the waves of living beings are excited as the mayor's bombs send them flying into the sky. Occasionally it's almost my favorite Saccharine, and I've found a great sweet tooth when it comes to video game decals.
Watt's imaginative puzzles make me play at intervals, each conundrum resolved leading directly to the next. The flow is natural and compelling. I've played this game on three different PCs now. It's always a fresh start, and I'm still captivated by how the game has expanded since its solitary opening into this healthy world.
My favorite feature of Wattam it's music. The school begins with a gentle piano as the player explores the lonely world. As friends began to join, male and female musicians exchanged aloud, light jazz, Katamari Damacy style. The music ends up settling on the nice backdrop stuff, but there is something twisted. The music changes intelligently depending on the many characters the player controls. Tools change, strikes may vary slightly. A wonderful touch.
I've written a lot here, and made readers feel strange Wattam or the work of Keita Takahashi will have an idea of what kind of game it is. It's just a boundless puzzle line to bring back dead world, one thing and a face at a time. It's amazing, it's so much fun, which I believe is something we can all use.