In an interview with Eurogamer
, Tim made an interesting comment about how he intends to balance nostalgia and freshness with the Double Fine Adventure Project:
It's not going to be an adventure game that apologises for being an adventure game. It's not going to be trying to be something else and have a bunch of action elements or something like that.
But it's not a museum piece or just a nostalgia piece. It's going to be fresh and feel modern and feel like what the next game would have been if I'd made one straight after Grim Fandango.
Here's why I find this interesting: I have a hard time believing that, had Tim followed up Grim Fandango
immediately with an adventure game, it would have been a 2D point 'n clicker as Double Fine Adventure has been described from day one. If you look at Tim's projects up to Grim Fandango
, you can see a relatively natural progression to the interface-free, direct control scheme of that game that Tim was never slow to defend. I wouldn't be surprised at all if Tim from 1998 would have told you that the idea of making his next adventure game in 2D and point 'n click would have represented taking a step backwards. Certainly, the Double Fine Adventure is a cede to tradition in some pretty specific ways, not just in the fact that it's a graphic adventure.
Which is no problem with me. The idea of Tim revisiting this sort of game is irresistible, welcome (to no fewer than 73,856 and counting!), and I'm sure something he genuinely came around to being passionate about during the fifteen years
it's been since he's played in his original sandbox. Nonetheless, it'll be very interesting to see how much the team looks back as they craft an experience that is "fresh and modern."