Grim Fandango Puzzle Document (1996) [pdf](gameshelf.jmac.org) |
Grim Fandango Puzzle Document (1996) [pdf](gameshelf.jmac.org) |
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.
So if anyone is wondering if this is just nostalgia, or if the game actually holds up, it's the latter. Just play it.
I still remember the feeling of the ending, and the end credits music when the violin kicked in as it played the Manny & Meche theme! The music is at least as good as this game.
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.
For similar feels, check out Disco Elysium
Planescape Torment
and almost anything by Amanita Design
https://youtube.com/playlist?list=PLIhLvue17Sd70y34zh2erWWpM...
They are currently doing a company wide gamejam/game idea incubation thing, after surviving Microsoft undoing the acquisition and the same Documentary crew is doing a doc about that (they did a kickstarter campaign to fund it)
They aren't native English speakers and the story in Grim Fandango is considerably harder to follow compared to DoTT, so they lost interest a bit after we completed year 1. But as soon as their English skills improve, we'll get back to it, it's one of my favorite adventure games!
> To protect this document, please restrict your fallen tears of joy to this box. Thank you! → [__]
All over the document, you can see Tim Schafer "wasted his time" by adding personality (jokes, graphics, asides) to what is basically an internal document.
I think in 2026 a document lovingly crafted like this would be deemed a great waste of time, lack of efficiency and an affront to shareholder value.
Monkey Island comes second of course.
I also remember that it was slightly difficult to buy the game - I was at least 13 at the time, the game had an age rating of 12, but (gasp!) there were skeletons on the cover, and the tag line mentioned corruption and crime. So the lady in the shop actually called her boss before eventually selling the game to me.
GDC Talk: "One Page Designs", by Stone Librande
As a walkthrough, it is nice. But as the foundation for the game designers, it would be a fun because it is so lighthearted.
"Tim Schafer at Double Fine has posted the puzzle design spec for his classic adventure game, Grim Fandango. It is that game's tenth anniversary; it was released on the Day of the Dead, 1998."
My guess is it is kinda like a first draft that some higher ups approve and budgets and then dialogue and game development and puzzle testing can begin.
I love the world, the characters, the music, and the art style. It was so inspiring for me as a child.
I literally hate the puzzles and the gameplay.
And this comment will prove it, by referencing only the very first part of the document, being the comment most likely to garner upvotes and replies, as opposed to deeper nuanced comments.