LacrimoJi Posted September 6, 2015 Posted September 6, 2015 In Grim Fandango Remastered, one of the best games of all time has been resurrected for modern audiences. It’s still a classic, and it absolutely belongs on every gamer’s (digital) shelf. Gorgeously enough, the simplistic notion that this is merely a product of someone’s pleasantly twisted imagination overqualifies as entertainment. It's fu.king art and I love it. You would complain on the not-remade backgrounds and cutscenes. You would complain on the stretched 16:9 option. You would, but you shouldn't: Grim Fandango Remastered is a great effort of bringing back one of the best adventure games ever made, with nice improvements and a really interesting dev commentary. Bringing Grim Fandango back to the land of the dead is a welcoming move. LucasArts' classic 3D adventure is still very entertaining due to the atmospheric music, the charming characters, the intense story and the unique expression. The remastered version improves the 3D models with updated graphics, but sadly this is not true for the cinematic cutscenes and all backgrounds in the game. They are identical to the original version presented in 4:3 aspect ratio and seems rather blurry compared to the 3D models. Even if the mechanisms of this game seem a little dated now, we're reminded how the story and its characters are timeless in their good humour and quality, and in that respect, this Remaster should hold almost as much joy for newcomers as it does for returning fans. Despite its errors and incomplete nature Grim Fandango is a fantastic adventure that you probably fall in love with. Unless you already loved Manny from before. Nostalgia aside, this is still one of the best adventure games ever created. However, I've noticed two differing styles of understanding… An unforgettable classic updated for the 21st millennium. Don't try to hide, no excuses, if you like adventure games and you haven't played… Charming as the characters are, I found Grim Fandango’s gameplay intermittently grating. Some of the puzzles in the game are so idiosyncratic that they seem predicated less on the deployment of practical reasoning than on the achievement of a mystical mind-meld with the game’s project lead, Tim Schafer, and the rest of the developers.
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