Q: What fairytales were considered but ended up being cut from the final game? Also, why were they cut?
Rapunzel, Rumplestiltzken, and Briar Rose (Sleeping Beauty) - are three very well known tales that we had to cut for a variety of reasons, including limited settings (locations), and story length being too short. Actually, with these three tales we felt they were important enough to find a way around these limitations - but you'll have to continue tuning into Grimm episodes to see how we dealt with that challenge.
Q: And now, a completely just-for-fun question: What is your favorite fairy tale, and why?
The classic tales like Cinderella and Red Riding Hood offer a certain amount of appeal simply because they are so well known. Seeing an interaction between "famous" characters, but rendered in the Grimm narrative style is always fun. But, to be honest, some of my favorite bits of character interaction and game play have come from some of the less known tales.
Unfortunately, because we've not yet announced all of our upcoming tales I can't say which is my favorite! You'll just have to wait for it to be released on GameTap.
Q: I love viewing the dark theaters, but one complaint many players have is that each theater is the same for everyone. What if one player didn't darken an entire scene? Yes, he darkened the objectives because those must be completed in order to proceed, but are nonlinear dark theaters something you might consider incorporating in future seasons of Grimm?
Non linear anything as you are probably aware means more time and energy must go into the construction of possible (non linear) outcomes to a story. And as you might have also noticed, Grimm episodes are released on an extremely tight schedule. Truth is, what you see in a Grimm episode is just about the limit (content-wise) we can cram in there during the period we have to build the episodes. In order to expand on the format, add new features like this, we'd have to restructure the team, maybe increase it in size, and change our production pipeline.
Something like non-linear content would have to wait for a Grimm 2. And we are collecting ideas like this. The question now is, will the first "season" of episodes be successful enough to warrant a new season?
Q: Toward the end of Season One, I noticed a change in Grimm's gameplay. Levels were larger, darkening the entire scene was more difficult due to more NPCs, and "hardcore" mechanics such as platforming received more of an emphasis. Will this transition carry over into season two from its start?
Absolutely. The evolution of the game content is a response to the reaction we're seeing from the audience. We're changing everything we can reasonably change in response to what people like and don't like about the game. Continue to look for more evolutions in the game along these lines.
Q: What can we expect from Grimm Season Two?
More interesting game mechanics, more hilarious story elements, more character interaction, and more ... well, everything! We'll emphasize what people liked and work to reduce the stuff people found annoying. Internally, the studio is really proud of the first 8 episodes - but even more so of the content that's coming. We hope you'll join in and see for yourself!

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