Keita Takahashi, the designer of Wattam,
is a fetishist of clutter—of telephones, toilets, cameras, fans, books,
bottlecaps, and even food. He is best known as the creator of Katamari Damacy,
which came out on the PlayStation 2, in 2004, and which tasked you with
rolling a jumble of objects into a momentous ball, leaving the world
bare. With Wattam, Takahashi wants his stuff back. Starting on a
vacant plain, your job is to bring the debris of life back into the
world. “I think I successfully expressed my cynical stance towards the
consumption society by making Katamari.” Said Takahashi, speaking at the
Game Developers Conference, in 2009, before adding, “But still I felt
empty when the objects were gone.”
You start Wattam as a green cube in a bowler hat, under
which lurks a bomb that you can activate at any time. Far from
harbouring any dark designs, the cube in question, who is called Mayor,
uses his bomb—which looks like a present, wrapped in purple paper—to
spread explosive joy to his comrades, all of whom have the same black,
pen-squiggled faces. One by one, you welcome them into the world: a
rock, an acorn, a mouth with a lolling tongue. How you conjure them, and
thus how you progress, is never consistent; for Takahashi, things like
internal logic and formula are the buckles and straps of a straitjacket,
to be slipped in favour of purified fun. It’s the sort of
free-spirited, sprightly ethos that flounders in the gulf between paper
and practice. Ironically, the result feels constrained, and we wind up
following directions.
A piece of sushi, say, might lament the lack of its crowning fish
roe, who have run off to frolic; or a toilet may express (via pictures
that bloom in bubbles of thought) the desire to eat a clump of food and,
with a transforming flush, expel it as a colourful swirl of excrement.
By following the abstract steps, you gain more allies, and I have to
admit, early on, I felt pleasantly mislaid; the world is picture-book
bright, made up of flat panels that drift, through a sea of fog, between
glass boxes, each themed on one of the four seasons. Takahashi has a
rare knack for rhythm, and his talent for game design springs from an
understanding that chaos can be coaxed into an odd kind of order. If
only he would embrace that order to begin with, rather than wrangle it
from the disarray; truly liberating play has to be forged with
precision, of which there is a distinct shortage in Wattam.
You view the action from on high; the camera, which is controlled—or
rather wrestled—with the shoulder buttons, is prone to jerking the wrong
way, as if craning to gaze back to the PS2 period, or beyond, where
such issues were more commonplace. Hopping between the various creatures
in your collection is done with the right stick, which seems wrong,
causing bouts of fiddly frustration as you flick to the wrong critters.
There are moments in which these technical blights stir together in a
sort of messy magic. At one point, I had to form a circle of minions to
dance around a planted acorn, the better to encourage its growth. I
ended up with a crumple of limbs and squashed colour, with one wilful
strawberry perched on the head of a neighbouring spoon, rather than
holding its hand. Add to this scene a whirling camera and a clogged-up
frame rate, and you end up with a surreal, perverse pleasure of the kind
that cult followings feed on.
In fact, in the citrusy burst of its hues, and the buzz of its pop soundtrack, it brought to mind a genuine cult classic, LocoRoco,
which was similarly borne on currents of whimsy. But that game, which
was directed by Tsutomu Kouno, who previously worked as a level designer
on Ico,
was exacting, and sometimes punishing; the blobs that smiled through
its worlds may have looked breezy-brained, but they demanded nothing
short of mastery. The reward for which was the feeling—the illusion—of
anarchy and spontaneity. Wattam, on the other hand, comes
across as straining. Nonetheless, it should be played, if for no other
reason than to see a designer expressing ambivalence about his own
ideas. “We understand the importance of things that are gone,” we are
told, in a cutscene unfurling on a scratchy canvas. “Can we not learn to
cherish without first losing something?” If Katamari Damacy was about swallowing the ephemeral bric-a-brac of existence and sweeping it off into space, then Wattam revisits the empty launch site in longing.
Developer: Funomena
Publisher: Annapurna Interactive
Available on: PlayStation 4 and PC
Release Date: December 17, 2019
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