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The idea for this game came from when Keita was playing with his two-year old son, and wondered about what if all toys lived, and connected by themselves? It would be such a fun world to explore and play with! The word Wattam itself is actually composed of the Tamil and Japanese words for making a circle or making a loop. The initial prototype for this game was made by Keita and his friend Vikram, who are from these two cultures respectively, and this new word acknowledges one of the games core inspirations: making connections between different types of things.
What Wattam does successfully is reinforce the idea of play, that doing silly things is fun and doing them with friends is even better. Wattam remembers that child-like is very different from childish, and that carefree play should be as important to a grown-up adult as it was back before we all began taking things so seriously.
Wattam is a weird and wild fever dream of a game, but it’s the most enjoyable fever dream I’ve ever had.
Wattam isn’t without its flaws; in particular, the more characters you gather, the harder it is to quickly switch between them. But even when your journey’s done, there’s more than enough here to draw you back in, whether you’re tackling the game in co-op mode, hunting for those few elusive characters you’ve missed or just diving into this daft and wonderfully charming world.
Wattam features the best visuals, score, and cast to ever grace a Keita Takahashi game, but its gameplay proves to be a touch too shallow to preserve that childlike wonder beyond its four-hour story.
Short but delicious.
Wattam features a truly unique design and concept and happens to be much deeper than expected, but technical issues and a certain lack of creativity prevent the game from reaching its full potential.
If you're feeling the need to have your concept of reality stretched a bit, then spending some time in this world should stimulate the same parts of your brain as a designer drug. But in the end, Wattam feels like a bunch of toys playing themselves rather than a cohesive game.
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