Long Live Grim Fandango
blog.longreads.com
blog.longreads.com
Errrr..... This seems wrong. I played the original on a Pentium 2 box back in the day
Damned awesome game though, been meaning to replay it.
https://help.disney.com/articles/en_US/FAQ/What-are-the-syst...
Minimum CPU: Pentium @ 133 MHz
The video requirements are actually pretty long, but for the overwhelming majority of people who played this game back when it came out it all boiled down to one thing: 3DFX required.
I'm not sure if I played this on the Diamond Monster I or the Diamond Monster II 3DFX card, but I'm pretty sure it was one of those two.
For those young enough not to remember, the 3DFX chipset was on the first cards with logic specifically built for 3D rendering that was affordable for consumers. For the first couple of generations, you typically had to own a 2D graphics card (for all your usual stuff) and a 3D card. You would plug the video output from your 2D card into your 3D card, and then connect the output to your monitor. Running code that used the 3DFX's glide API would cause the 3D card to cut in and replace the 2D card's output with it's own. This is pretty ghetto by today's standards, but the step forward in graphics was amazing at the time!
It's old, but nowhere near THAT old. If games like this were possible on 386's, it would have blown some minds.
There's some other odd time related mistakes in the article as well. Tim Schafer left LucasArts in 2000, but in 2015 he's "a decade into his own studio".
(Disclosure: I've seen the game's source code)
But I don't remember these games being blazingly fast at all, even on Pentiums. Timing bugs did start appearing for some games (Sierra's Quest For Glory 4 is one of the most infamous ones for timing bugs in my head), but I thought these surfaced at least another generation or two later.
Yeah, an OS timer is the "official" solution, but that might not have been practical for a multitude of reasons
[1] - https://upload.wikimedia.org/wikipedia/en/d/df/Secret_of_Mon...
Debian installers have been a pain last time I used it and have been worried to go anywhere near them
You can get the installer here: http://cdimage.debian.org/cdimage/jessie_di_rc1/amd64/iso-dv... (just take the first image and write it on a USB drive - it's hybrid).
I usually select KDE inside the installer (it gives such option) and after installation repoint repositories to testing proper.
You forgot one thing: they updated the price as well. Instead of costing 5 dollars like every game older than 10 years mostly does, it's 15. But hey, there's no little profit, and they got a lot of free press coverage on top of that just because it was a miserable mess before to run this game on modern computers (Thanks ResidualVM folks for doing their work).
[1] (Part 3) https://www.youtube.com/watch?v=0g6ub2-E8eY#t=61
The steering on PC with no mouse support is as bad as ever. All adventure games used the mouse as input method, GrimFan tried to change that and failed - dumb decision for a otherwise very good game. The 2D backgrounds are in 4:3 as in the original (only the figures are in 3D).
One can play the original GrimFan on Win7 64bit with no issues.
PS4: https://store.sonyentertainmentnetwork.com/#!/en-us/games/gr...
PS Vita: https://store.sonyentertainmentnetwork.com/#!/en-us/games/gr...
The only problem I do have is that because it lacks a manual, there is no tutorial for anything. It doesn't take many button guesses to figure out what they do, but it just throws you into the game. Took me about half an hour to realize you can run if you hold R1. But this is not a fault of the game's controls, just a lack of button layout by me.
Speaking of manuals, I could swear that I once accessed a manual for a PS4 downloadable game. But I've never since been able to figure out how I did that, to the point where I question whether it ever even happened. But it seems absurd to believe that they decided that games simply don't need manuals. I get that console games are trending towards having a very minimalistic manual in the game box (often just a page with the control layout), but not every game does that.
http://arstechnica.com/gaming/2015/01/grim-fandango-remaster...
The only times I see "día de los muertos" is in English-language media.
https://www.google.ca/search?q=site%3A%22jornada.unam.mx%22+...
https://www.google.ca/search?q=site%3A%22jornada.unam.mx%22+...
https://www.google.ca/search?q=site%3A%22reforma.com%22+%22d...
https://www.google.ca/search?q=site%3A%22reforma.com%22+%22d...
Maybe the English back translation is making its way into Mexico? Maybe it always was there? Who knows. It sounds weird to me, as if you were speaking of a particular group of dead people instead of all of the dead, but maybe usage has changed or it always existed.
FYI my high school spanish teacher (who grew up in New Mexico but was Hispanic) always called it Dia de los Muertos.
* possible spoiler alert *
Both are puzzle kind of games. There isn't anything like the insult fighting in GF. Both storylines are fascinating and suck you right in. Great voice acting and sidekicks. I think (if I recall correctly) both games make you travel to different places.
I found that GF moved me a lot more emotionally than MI (subjective, yeah) and I think it's probably because the GF storyline is a little darker/serious (not to say it didn't have funny moments). When I finished MI, I felt accomplished. When I felt GF, I felt like I was saying goodbye to friends that I'm not sure I would ever see again. That kind of feeling.
I could go on and on, but I don't want to spoil it too much more. :)
To me playing GF felt like reading a really, really enjoyable novel. The plot really stands up on its own. While in MI you travel back and forth different places to do various things, GF has a bit more of a journey feel to it, and you can see the main character learning and developing along the way.
The Curse of Monkey Island still looks amazing (if low-res), as does Full Throttle. I'd love to see the return of big-budget games with 2D art.
Monkey Island is laugh-out-loud funny. It's very much a comedy game, with gags and a ridiculous world.
Grim Fandango is more subdued. It does have funny bits, but they're more in the absurdity of the situation. It has a lot of /style/ and attention paid to evoking a particular noir-esque mood.
it can be a bit clunky to get used to it.
despite that, while TSOMI is one of the best adventuregames of all time, grims story, characters, style and music elevate it beyond just the medium of games. this is a cultural masterpiece of that time
[0]: Sadly they didn't really communicate that they were relying on continuous funding for development and had to use most of the Kickstarter funds to pay back the initial investment. This miscommunication resulted in a lot of bad blood because many fans had assumed the Kickstarter funds would pay for the future development rather than the development that had already happened.
[1]: Well, they just called it "1.0" and released it, but calling it a finished product would be absurd. It's barely playable, has game-breaking bugs and contains only a fraction of the gameplay that was originally proposed.
If you have a large XFS partition however (1+TB) it will fail to run. For a workaround see: https://www.gog.com/forum/grim_fandango_remastered/grim_fand...
Are they creating new version of Grim Fandango? (The original game was really great!).
I didn't notice