Role-Playing Games of the 2010s, Part 1 Codexery

Costume Quest

A Halloween-themed RPG where children become their costumes.

Costume Quest

Costume Quest is a party-based role-playing video game developed by Double Fine Productions and published by THQ on October 20, 2010. The player controls a child trick-or-treating with their twin on Halloween night when a monster kidnaps the sibling; the player must explore neighborhoods, collect costume parts and candy, and recruit companions to rescue them. The game blends exploration with turn-based battles where children transform into giant versions of their costumes, using abilities tied to each costume. A downloadable expansion, 'Grubbins on Ice', was released on December 21, 2010, and a sequel, Costume Quest 2, followed in 2014.

Quick Facts

Title
Costume Quest
Developer
Double Fine Productions
Director
Tasha Harris
Writer
Tim Schafer / Elliott Roberts
Designer
David Gardner / Gabe Miller / Elliott Roberts
Publisher
Double Fine Productions · THQ (consoles until 2013)
Composer
Peter McConnell
Platforms
PlayStation 3, Xbox 360, Windows, OS X, Linux, iOS, Android
Genre
Role-playing
Modes
Single-player

Facts from the source article.

Lore & Background

Costume Quest originated from one of four prototypes developed during Double Fine's 'Amnesia Fortnights' while the studio was uncertain of its publisher during Brütal Legend's development. After Brütal Legend was completed, the studio found that a planned sequel had been put on hold indefinitely, leaving them without projects. Tim Schafer turned to the Amnesia Fortnight prototypes, and two—Costume Quest and Stacking—were picked up by THQ as downloadable titles. Development was led by Tasha Harris, Double Fine's lead animator and a former Pixar artist, who had conceived the idea before joining Double Fine. She wanted to capture the nostalgic feeling of children playing dress-up, using old photographs of children in Halloween costumes for inspiration. The game was influenced by older Nintendo and Square Enix RPGs such as Dragon Quest and Final Fantasy, as well as modern-setting games like EarthBound and Pokémon, and took cues from The Legend of Zelda for exploration pacing. Unlike Double Fine's previous games with four- to five-year cycles, Costume Quest was completed in under a year, a timeframe Schafer likened to his experience developing The Secret of Monkey Island. The limited scope prevented 'feature creep' and allowed the team to focus on core gameplay. The game engine from Brütal Legend was reused, which Schafer called 'essential' and kept costs low; the total budget was estimated at about $2 million.

Reader's Guide

Costume Quest is notable as a downloadable title that captured the spirit of Halloween through a nostalgic, child-centered lens. Its development under a tight schedule and small team demonstrated Double Fine's ability to produce a focused, polished RPG in under a year, contrasting with the studio's larger projects. The game's turn-based combat, where children transform into giant versions of their costumes, directly tied costume choice to gameplay abilities, both in and out of battle. Exploration rewarded players with costume parts, candy (used as currency), and companion recruitment, pacing the adventure through item acquisition. The expansion 'Grubbins on Ice' extended the story into the monster world of Repugia, bridging to the sequel. A software bug affecting game saving was discovered post-release; Double Fine isolated and corrected it, but the $40,000 certification cost initially prevented a patch, though a Title Update was later released. The original prototype was later released for Microsoft Windows as part of the Amnesia Fortnight 2012 bundle. Costume Quest's success helped establish Double Fine's reputation for smaller, creatively driven downloadable games during the early 2010s.

Did You Know?

More in Role-Playing Games of the 2010s, Part 1 1-24

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →