to a T” Review
There are few games that make me laugh, pause, and say “what the hell is going on?” in the same breath. “to a T” did that before I even made it past breakfast. Developed by the wonderfully strange minds at new studio uvula, and published by Annapurna Interactive, this charming slice-of-life adventure wears its weirdness like a badge of honor. It’s warm, it’s awkward, and it’s completely committed to its premise: your character is a teen stuck, physically, in a literal T-pose. That’s not just a throwaway visual gag either. Everything in “to a T” revolves around this unique limitation. Your arms are stretched out at all times, which means every mundane activity, petting your adorable dog, sipping some orange juice, or simply getting through a door, becomes a minor challenge and, more often than not, a comedic goldmine. It’s like playing a game of QWOP blended with the cozy atmosphere of a small-town life sim.
The story kicks off in a quiet coastal town where Teen, the main character, lives with their supportive mom and endlessly loyal dog. The canine companion deserves a mention of their own, by the way, just an absolute delight, one of the cutest virtual pets I’ve seen in years. You’re free to explore the town on foot, by train, or on a unicycle if you’re feeling fancy. The town itself is compact but colorful, and the people in it feel like they’ve all got a little oddball energy of their own. Structurally, the game plays out in episodes, little chapters that follow Teen through daily challenges, minor misadventures, and a larger, weirder story that begins after something glowing and mysterious falls from the sky. That event slowly shifts the tone from eccentric comedy to something a bit more reflective and magical. And while not every beat of the story lands perfectly, the ending, in particular, felt a bit too safe after such a bold beginning, it’s an experience that kept me engaged from start to finish.
Gameplay-wise, “to a T” leans heavily into its quirky premise. There are dozens of mini-interactions that use the T-pose in creative ways, whether it’s trying to eat breakfast without knocking over every object on the table or figuring out how to hug someone when your arms are stuck out like airplane wings. There’s an endearing clumsiness to it all, and even when the controls get frustrating, they rarely feel out of step with the tone. That said, some camera issues and finicky interactions did test my patience more than once, and I hit a couple bugs that were unfortunate to experience. Outside the story beats, the free mode gives you a chance to poke around town, collect coins, hunt down new clothing pieces, and chat with background characters. It’s a nice breather between episodes, but to be honest, the open-ended exploration felt a bit thin compared to the tighter, scripted segments. Still, there’s something comforting about wandering into a sandwich shop run by a giraffe or picking out some quirky new outfit from the town’s clothing stores.
And while the game constantly leans into its absurdity, there’s also a surprising amount of sincerity here. Underneath the wonky limbs and whimsical minigames, there’s a story about growing up different, and figuring out how to navigate a world that wasn’t built with you in mind. It’s heartfelt without ever being preachy. I appreciated how the game treated Teen’s condition, not as a joke, not as a gimmick, but as a part of who they are. The people around Teen are sometimes confused or even cruel, but the game’s message remains steady: your imperfections aren’t obstacles to overcome, they’re the very things that make you, you. Of course, it wouldn’t be a game from Keita Takahashi without some completely unexpected detours. Without spoiling anything, let’s just say things escalate in a way that made me laugh out loud and wonder if I’d somehow wandered into an episode of a dreamlike anime. But even when it spirals into surreal territory, “to a T” stays grounded in its character-driven charm.
There are a few rough edges here. Some lines of dialogue feel stilted, like they were passed through one too many layers of translation. And while most bugs were minor, one late-game hiccup forced me to repeat a scene I’d already spent ten minutes wrangling awkward arm movements through. But even with these blemishes, the game’s heart shines through. You can tell the developers genuinely cared about what they were making, and that affection is infectious. “To a T” may not be the longest or the most polished game I’ve played this year, but it’s easily one of the most memorable. It’s strange, sweet, and defiantly itself in a way that I couldn’t help but admire. In a medium filled with square-jawed heroes and generic open worlds, it’s refreshing to spend a few hours with a floppy-armed teenager who just wants to fit in, make friends, and maybe ride a unicycle without knocking over a fruit stand. I didn’t expect this game to hit me emotionally, but it did. Between the laughter, the oddball moments, and the soft, thoughtful ending, “to a T” left me smiling. It’s the kind of imperfect little gem that reminds me why I love this medium in the first place. Not everything needs to be epic to be meaningful. Sometimes, it’s enough just to be shaped like a T and keep going.
8/10
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Related: Reviews by Nick Navarro
Gaming since I was given an original Nintendo as a kid. I love great storytelling and unique ingenuity. When both collide in a single game, I'm a happy gamer. Twitter/IG @NickNavarro87
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