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There's
a Postmortem of American McGee's Grimm on Gamasutra, though this is perhaps
more of a mid-mortem, as eight episodes in the series are yet to be released,
and the text of this article suggests it was written before the recent release
of the eight episode season two. The article discusses what went right and wrong
in development of the episodic adventure series, describing the technical hurdle
of using skeletal meshes with the UE3 engine, the ups and downs of working in
China, and more. An interesting element is how the game suffered a bit from some
nebulous roles in the leadership of the project, which seems odd for a game with
a designer's name in the title.
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