Grim Fandango

Grim Fandango is set in the Land of the Dead and the retro-futuristic version of the 1950s, through which recently departed souls, represented as calaca-like figures, travel before they reach their final destination.

The story follows travel agent Manuel "Manny" Calavera as he attempts to save new arrival Mercedes "Meche" Colomar, a virtuous soul, on her journey.

In 2014, with help from Sony, Schafer's studio Double Fine Productions acquired the Grim Fandango license following Disney's acquisition and closure of LucasArts as a video game developer the previous year.

Double Fine produced a remastered version of the game, featuring improved character graphics, controls (including point and click), an orchestrated score, and directors' commentary.

Good deeds in life are rewarded by access to better travel packages, provided by the Department of Death, to assist in making the journey (such as sports cars and luxury ocean cruises), the best of which is the Number Nine, an express train that takes four minutes to reach the gate to the Ninth Underworld.

[9] Manuel "Manny" Calavera is a travel agent at the Department of Death in the city of El Marrow, forced into his job to work off a debt "to the powers that be".

The Department computers assign Meche to the four-year journey even though Manny believes she should have a guaranteed spot on the "Number Nine" luxury express train due to her pureness of heart in her life.

Manny is freed from arrest and sprouting by Salvador "Sal" Limones, the leader of the small underground organization the Lost Souls Alliance (LSA), who warns him of Domino and Don rigging the system to deny many clients Double N tickets, hoarding them for the boss of the criminal underworld, Hector LeMans.

Manny recognizes that he cannot stop Hector at present and instead, with the help of his driver and speed demon Glottis, he tries to find Meche on her journey in the nearby Petrified Forest.

Manny gives chase, manages to get on board of a leaving ship as a janitor, and a year later (after being promoted to a captain) tracks them to a coral mining plant on the Edge of the World.

[13] All of Domino's clients who had their tickets stolen are also being held there and used as slave labor, both to make a profit with the coral mining and as a way to keep Hector's scandal quiet.

Manny regroups with Sal and his expanded LSA and with the help of Olivia, who volunteered to join the gang earlier in Rubacava, and is able to learn about Hector's current activities.

[18] Grim Fandango's development was led by project leader Tim Schafer, co-designer of Day of the Tentacle and creator of Full Throttle and the more recent Psychonauts and Brütal Legend.

[22] Rogue Leaders: The Story of LucasArts noted that the pitching process for Grim Fandango was "a breeze" because of Schafer's earlier success, despite the new project's unusual theme.

[8] The team adapted the engine to allow Manny's head to move separately from his body to make the player aware of important objects nearby.

[8][26] Additionally, full motion video cutscenes were incorporated to advance the plot, using the same in-game style for the characters and backgrounds to make them nearly indistinguishable from the actual game.

[31] The game combines several Aztec beliefs of the afterlife and underworld with 1930s Art Deco design motifs and a dark plot reminiscent of the film noir genre.

[34][36] Schafer opted to give the conversation-heavy game the flavor of film noir set in the 1930s and 1940s, stating that "there's something that I feel is really honest about the way people talked that's different than modern movies".

Tim Schafer stated that the true inspiration was drawn from films like Double Indemnity, in which a weak and undistinguished insurance salesman finds himself entangled in a murder plot.

Visually, the game drew inspiration from various sources: the skeletal character designs were based largely on the calaca figures used in Mexican Day of the Dead festivities, while the architecture ranged from Art Deco skyscrapers to an Aztec temple.

[51] After discovering they were vying for the same property, Schafer and Boyes agreed to work together to acquire the IP and subsequent funding, planning to make the re-release a remastered version.

Former LucasArts sound engineer Jory Prum had managed to save a DLT drive and was able to extract all of the game's audio development data from the tapes.

[51] Schafer has likened the remastering approach to The Criterion Collection film releases in providing a high-fidelity version of the game without changing the story or the characters.

[74] It included the original score from the LucasArts archives, new compositions by Peter McConnell and new orchestral arrangements, as well as new extended versions of jazz pieces re-mixed at Sony Computer Entertainment America.

"[131] A writer for Edge summarized in 2009, "While its reputation as a flop isn't entirely accurate, Grim's sales were either an indication that people preferred motorbikes to Gitanes-smoking corpses, or a sign of the times: adventure games were simply on their way out.

"[132] While LucasArts proceeded to produce Escape from Monkey Island in 2000, they canceled development of sequels to Sam & Max Hit the Road[139] and Full Throttle[140] stating that "After careful evaluation of current market place realities and underlying economic considerations, we've decided that this was not the appropriate time to launch a graphic adventure on the PC.

Grim Fandango Remastered has received similar positive reception as the original release, with many critics continuing to praise the game's story, characters, and soundtrack.

Reviewers were disappointed at the lack of an auto-save system, as well as the game not receiving a full high-definition upgrade, leaving the higher-resolution characters somewhat out of place with the original 3D backgrounds.

[153][155][156][157] Many reviewers also noted that the puzzles, though a staple of the day when Grim Fandango was first released, remain somewhat obtuse with solutions that are not clear even after the player solves them, and that a hint system, as was added to the Monkey Island remake, would have been very helpful.

[174] In an interview with Kotaku after the announcement of the remaster, Schafer stated that he has long considered the idea of a Grim Fandango sequel to further expand on the setting of the game.

A photograph of a sculpture of a skeletal figure in a brightly colored, feminine outfit and hat.
The characters in Grim Fandango are based on Mexican calaca figures used to celebrate the Day of the Dead .
A compute image of approximately 40 characters, most skeletal figures with a few large, cartoonish characters, arranged on a series of steps, posing for the photograph; one figure is of a human face imposed onto the character.
The cast of Grim Fandango . In the front-center are Domino, Meche, Manny, and Sal. Glottis is in the upper left and Hector is on the far right. The game's creator, Tim Schafer, is in the bottom-left corner.
A middle aged Caucasian man with dark hair speaks from a lectern.
Tim Schafer was the project lead for Grim Fandango .
A flow diagram consisting of text boxes connected by arrows; the contents of each box list out the summary of a puzzle that is to be completed before following puzzles can be completed.
The team created a puzzle design document in the planning of the game, laying out branching non-linear puzzle paths for the player to solve within the context of each year of the game. [ 37 ] [ 38 ] [ 39 ] [ 34 ]
Tony Plana (pictured in 2013) provides the voice for Manny.
A comparison of Grim Fandango from its original release (top) and the remastered version. Double Fine increased texture resolution and improved lighting models to improve the looks of the characters.
A sample of the "Casino Calavera" track as heard on the remastered soundtrack. In the first release of the game, IGN noted that "LucasArts has put together a film class soundtrack that uses a blend of simple jazz and classical Mexican themes to add depth to the atmosphere of an already fantastic title. Not only is the soundtrack not annoying, but once again it is used to reinforce the emotions delivered in various sequences of the game". [ 60 ]