Again, we're talking semantics — "harkens back" can be interpreted in a lot of different ways. We wanted people to know that we'd allow for a lot of interaction with the world, and to encourage exploration. I hate having this discussion, because it sounds like I'm defending obtuse legal language, and I'm not: we produced a prototype video during the Kickstarter that showed the interface and game mechanics. Yes, you're right, some of the text can be interpreted in different ways, but again, we made it clear that Dreamfall Chapters was a sequel to Dreamfall and would be closer to that game, while TLJH was our 'true sequel' to TLJ.
If you thought differently, then I'm sorry: I thought we were very clear in the material we produced during the Kickstarter, and we've also showed extended sequences from the Chapters gameplay since then — there should be no doubt what our game looks like, how it plays, and what the GUI is like.
EDIT: Also, and again, I'm fine having this discussion — but maybe it belongs somewhere else on this forum? This thread is getting really muddled, and I want new visitors and readers to be able to sort through the noise to get to the answers they're looking for. Maybe time to post that FAQ, hmm. Someone just has to MAKE IT first!
I really would like to put this topic to rest - and it HAS nothing to do with the episodic switch - but I do think it's an important discussion and somehow people seem to be getting A LOT of answers here.
The Kickstarter clearly drew on both TLJ and Dreamfall to describe the appeal of Chapters; the earliest RPS interviews (November 2012) clearly, very, very clearly put The Longest Journey's wealth of gameplay in the foreground while downplaying Dreamfall's mechanics as insufficient (THE signal I needed to support the Kickstarter, by the way); and lastly, during the Kickstarter, The Longest Journey Home certainly wasn't a point of comparison to downplay the classic feel of Chapters – because you only ever introduced the loose idea a mere week before the Kickstarter ended, in Update #20, and that description is not even on the Kickstarter site itself (and, BTW, both external links given back then are dead now).
However, there might still be some grave misunderstandings at work between us which I'd like to address. Clear semantic distinction really IS an herculean task here.
I'm not that much of an adventure game traditionalist. I do think that Broken Age absolutely has most of the key features of a traditional adventure game, it's just not delivering enough of it. Full 3D and traditional adventure gameplay can work together, which Martin was already demonstrating with the earliest gameplay scenes and which you were working towards with the interface shown. And probably, judging from the past exchange, I'd consider Chapters to have more of a traditional feel way before you would. That a 2D adventure game feels more traditional than a 3D adventure game, that's a given. So, depending on the remaining puzzle density in Chapters, I might still be very satisfied with the game AS an adventure game with a classic feel.
Plot choice, however, one can't count among a game's challenges. And if for some reason one does, it's still a challenge that only lasts mere seconds, leaving the player with non interactive, passively experienced consequences afterwards. I hope I'm forgiven for thinking that gameplay advertised as MOSTLY plot choice can not be satisfactory.