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Another shrewd design decision is the use of the late 80s/early 90s brand of kitschy surrealism (you know the stuff ??? cows, checkerboards, 1950s nuclear families, Dali references, etc.) to afford lots of leeway to how things that serve a mechanical purpose in the game are represented. (This approach was later adopted successfully by games such as Earthworm Jim and Psychonauts.)
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