What's interesting is that even on the indie arena, the games inspired by Flashback like Deadlight or that Rocket Chicken game misunderstand the valuable lessons of their source material. Some set their games to the grid, but the grid by itself isn't what makes Flashback Flashback. It's lush animation and movement flow, keeping momentum. The best new-school take on Flashback was Mirror's Edge and those 3d Prince of Persia games, really. If someone wants to make a new Flashbackesque game set on a grid, they should really look into how Flashback handled invinsibility frames, why it automated its ledge-grab on the full run, why and how the duck-roll worked, why you could queue in pulling out your gun while you were still falling or rolling, why there's a fast pull animation when you land, why you can turn while dropping from a ledgegrab, those sorts of things.
Most people who love Flashback can't play it very well, which goes for the developers that take from it. Flashback looks pretty and has rotoscoped animations, but those are not what made the subconscious impression alone, it's about movement flow.
Let's face it, it's very difficult for today's gamers to accept a game where the animation has such deliberate priorty where you press left and the character has moved left a full second later. But the lessons of Flashback can be kept and utilized in a game that is fluid at a higher pace than it. In fact, it would be great to give a good player more to think about while still keeping flow.
And some of that flow I am certain Delphine didn't think about themselves consciously because their level design at many places hurts the flow or ruins it completely. Flashback would work MUCH better without screen whipes but with some controlled scrolling. In that you think Flashback is about flip-screen, you show you don't understand the game you love that well either, see what I am saying? This is why nobody has made a very good spiritual follow-up to this game. Hard to play, hard to explain, hard to master, even when you master it, it flows only for a few seconds at a time and only on a few screens per level. The aesthetics are fine and there's a million games with that european sci-fi Moebius influence to them. The gameplay mechanics are mostly still untouched upon.
If you want a better future for the Flashback influence, understand it better and communicate it better as well!