As for the aging graphics, well… the pre-rendered 3D environments certainly aren’t doing anyone favors. The character models and lighting are touched up, but these static backgrounds appear to be just as low-res and grainy as they were back in the ’90s, and nothing has been done to highlight critical item pick-ups or pathways. While the pre-rendered backdrops allow for some truly breathtaking camera angles (that one with the blimp still impresses the hell out of me – you’ll know it when you see it), it means you’re more likely to get stuck because you literally can’t find the next place to go. Higher-resolution backgrounds would’ve gone a long way to making the world more vibrant and easier to navigate.
Despite the seeming lack of actual, y’know, remastering done to this remastered edition, the new features Double Fine added are certainly welcome. In addition to the tank controls from the original release (where you rotate and walk in the same manner as the first few Resident Evils), you also get a more conventional directional input on controllers, as well as point-and-click input on PC and touch input on Vita. I found myself opting for the modern controller input, and tapping the Vita screen whenever Manny obstinately decided he didn’t want to look at the important thing he needed to progress. While maneuvering around the underworld never feels completely natural, having a variety of options at your fingertips certainly helps.
Unfortunately, the added control options are the only modern concessions made to bring Grim Fandango to a new generation of players. Like the original release, there’s no user interface to speak of. This makes Grim Fandango feel much more cinematic, but the lack of any on-screen prompts or tutorial will confuse the crap out of new players as they try to figure out how to make Manny interact with the world. There’s no hint guide (a feature available in both Monkey Island remasters), so if you get stuck, it’s off to the internet with you. The widescreen option awkwardly stretches everything to fill the screen, meaning that the original 4:3 aspect ratio is really the only way to play properly. And there’s no auto-saving whatsoever, meaning if you don’t take time to save your game often, you could find yourself reeling from a show-stopping bug.
And boy, are there bugs. Sound effects frequently cut in and out, weird lighting issues cause certain objects to blink incessantly, and cutscene transitions can be especially jarring. One time I clipped through a door and couldn’t get back out; another time, I gave an item to someone who then began to spin around in place for the rest of eternity. Each one required me to reboot my game – and without auto-saves in a time when most people have come to expect them, many bugs can potentially set you back several hours.There were many times where I felt like Grim Fandango’s code was hanging together by a tenuous, skeletal thread.
It’s a shame, because Grim Fandango is an otherwise fantastic experience. It’s a prime example of how video game stories aren’t totally bullshit; how they can be filled with layers of nuance and actual character development. And it’s a reminder that once upon a time, LucasArts was the king of style. Despite its age (and its slew of technical issues), Grim Fandango Remastered is still a journey worth taking – but as someone who absolutely adores the original, I can’t help but feel that it deserves better.
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Grim Fandango Remastered review - App Review 4u
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