But, for whatever reason, Grim Fandango's design feels markedly different than the LucasArts adventures preceding it: Instead of feeling satisfied by outsmarting the designers, solving a puzzle in Grim typically comes with an oddly empty feeling, paired with a muttering along the lines of, " That's what they wanted me to do?" And since my initial and only memories of the game date back to those Caveman Times of 1999, you better believe my living room was a cranky place to be during the course of Grim Fandango Remastered's 15 hours.įor the most part, Grim Fandango focuses on providing large, interconnected areas that offer a handful of puzzles to solve-ostensibly, to provide other things to work on if players find themselves confused into submission by a particularly tricky roadblock. Their puzzle solutions may seem absolutely baffling if you take them at face value, but, at their very best, adventure games craft an airtight sense of internal logic that makes complete sense given the situation at hand. Of course, I'm no stranger to the tropes of this ancient genre. And when I found myself unable to provide a compelling answer, that's where my troubles began. With Grim Fandango, though, I was asked the question "Why?" more often than not. With classic PC adventure games-especially those created by the now-defunct LucasArts-the question posed to players most often is "How?" Typically, these experiences provide a clear directive, pocketfuls of items, and a reactive world to use them on in order to achieve a list of defined goals. Some content, such as this article, has been migrated to VG247 for posterity after USgamer's closure - but it has not been edited or further vetted by the VG247 team. This article first appeared on USgamer, a partner publication of VG247.
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