“The ultimate guideline of this game is the comics,” Leveugle explains.
“So our first inspiration was the last comic, the one with colours,” Fortuny Pi explains.
We didn’t want to construct anything from zero."
yells one confused bystander).
More importantly, it’s justfunto poke around in Tintin’s world during this scene.
“The only person who knows how to make Tintin in 2D is Herge,” she adds.
Perhaps we can all imagine that Tintin and Snowy miraculously parachute their way out of the plane?
“Well, Tintinimaginatio is really aware of this subject, of course,” says Leveugle.
(That’s the company responsible for protecting Herge’s legacy, by the way.)
“This is why Tintin in the Congo, of course, is not canonical.
you might place it within the time window [of when it was created].
Our goal is to make a game for everyone, and in this way it’s a constant work. "
Fortuny Pi adds that they had to be picky on a couple of smaller details.
This enthusiasm comes across in the demo, which feels like entering a living, breathing world of Tintin.
Is there enough here to appeal to newcomers to the world of Tintin?
Or in the words of Thompson and Thomson - to be precise: we’re falling for this game.