Grimm - EXCLUSIVE screens and interview

GR: Grimm has been described as an “action-adventure,” but little has been said about what kind of action the game will offer. Can you tell us a little more about what kind of action we’ll see?

AM: The game is comprised of 24 individual episodes. Each episode revolves around a single fairy tale in need of rescuing from political correctness - the player needs to re-introduce the original darkness to each tale. This is accomplished through a series of mini-games, usually involving a single, simple game mechanic, such as flying, driving, sneaking, herding, etc. The mission goals are simple: “Make the wife a widow” – and the obstacles involved are character driven, interesting, and often darkly funny.

GR: “Groundbreaking gameplay elements” have been promised. Can you elaborate a little further on some of these elements?

AM: We’ve invented a fighting mechanic in keeping with our literary theme – Words as Weapons. The player can literally pluck words like “burn,” “fly,” or “expand” from the world and throw these as weapons – with self evident effect. From mission to mission the available word weapons change – we’re taking full advantage of the small scale of each mission and the large number of possible effects all these word weapons can have. The variety in gameplay and the player’s ability to transform the world and characters in it should be huge.

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