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Grim Fandango Puzzle Document (1996) [pdf]

377 points · 99 comments · kelseyfrog

  1. fredrikholm · · focus · HN ↗
    I found Grim Fandango in a pile of discounted games as a tween in the 2000s. There was a cool skeleton in a suit on the front cover, so I bought it based on that.

    Even though I didn't understand most references and sarcasm, few games have grabbed my attention as Grim Fandango did. The art work, the music, the writing. The whole game oozes of style that I've never seen replicated.

    Even some 20+ years later I can almost recite most of Act I from heart. If you haven't played this game and like adventure games, this is one of the best.

    Thank you for linking OP, this made my morning.

    1. DanielHB · · focus · HN ↗
      I remember playing it back in the day and I was severely unimpressed. Compared to Full Throttle it just felt clunky and the 3d art wasn't nearly as good as the amazing pixel art. I ended up never finishing it.
      1. syllogism · · focus · HN ↗
        It released with unbearable keyboard controls instead of the familiar point-and-click. If I remember right a remaster eventually came out that allowed mouse control.

        I agree that I hated the 3d though. This was a bad patch for games when everyone wanted to go 3d for the sake of it, even though it looked and played worse.

        1. DanielHB · · focus · HN ↗
          Yeah the keyboard controls were awful, apparently it was because they wanted the game to have a console port using a gamepad.

          Thing is I bet the people who played it are right too, I just never managed to bring myself to play more than a few hours of the game before getting frustrated. Bad controls + 90s point-and-click-puzzle-design + early 3d graphics is not a good recipe.

          Full Throttle was criticized for its dumbed-down point-and-click (basic only 3 actions + using items, instead of the usual verbs), but that was the sweetspot for my early-teens mind. Can never get enough funny responses of using the lick action.

          1. amiga386 · · focus · HN ↗
            LucasArts then made the same mistake with Escape From Monkey Island, because they were targetting the PlayStation 2
            1. DanielHB · · focus · HN ↗
              It is funny to think that even back then people just didn't put up with bad controls. Like Elder Scrolls Redguard, amazing game for the time but the lousiest controls ever. Megaman Legends also comes to mind.

              They would put up with crazy puzzles, huge grinds, weird RPG numbers systems (AD&D in BG1/2 for example), but if you want to do action A on thing B that can not, under any circumstance feel bad to do.

              1. WorldMaker · · focus · HN ↗
                We take for granted now how much especially the defaults for Halo 1 rebuilt gamepad controls to a useful, reusable standard. It's really fun going back to Halo 1 and its tutorial of how its controls work and its menu full of optional entire layouts to sort of see the exact moment when game controls stopped being lousy and almost random from game to game. You can contrast with Halo Reach where most of the optional layouts are just gone and more people use the defaults and then say Halo Infinite where all the optional layouts are gone because the common ones moved into the platforms (and accessibility settings) and in some cases the gamepads themselves.

                It remains an interesting reflection point in the history of 3D games. It's also why the Grim Fandango remaster turned out so well, now that controls have settled into their modern forms.

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