
- 86/100
- Players391 ratings

1998 · LucasArts · Adventure · Point-and-click adventure
Grim Fandango
PlayStation console exclusive
A neo-noir adventure to the Land of the Dead.
- Released
- 28 October 1998
- Platforms
- PlayStation VitaWindows
- Genres
- AdventurePoint-and-click adventurePuzzle
- Developers
- LucasArts
- Publishers
- LucasArts
- Modes
- Single-player
- Perspective
- Bird view / Isometric
- Themes
- Comedy
- Engine
- GrimE, iMUSE
About
Grim Fandango is a 1998 adventure game directed by Tim Schafer and developed and published by LucasArts for Microsoft Windows. It is the first adventure game by LucasArts to use 3D computer graphics overlaid on pre-rendered static backgrounds. As with other LucasArts adventure games, the player must converse with characters and examine, collect, and use objects to solve puzzles.
Grim Fandango is set in the Land of the Dead in a 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 guide a new arrival, Mercedes "Meche" Colomar, on her journey. The game combines elements of the Aztec afterlife with film noir style, with influences including The Maltese Falcon, On the Waterfront and Casablanca.
›Story
The game is divided into four acts, each taking place on November 2 on four consecutive years. 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". Manny is frustrated with being assigned clients that must take the four-year journey and is threatened to be fired by his boss, Don Copal, if he does not come up with better clients. Manny steals a client, Mercedes "Meche" Colomar, from his co-worker Domino Hurley.
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. After setting Meche on her way, Manny investigates further and finds that Domino and Don have been rigging the system to deny many clients Double N tickets, hoarding them for the boss of the criminal underworld, Hector LeMans. LeMans then sells the tickets at an exorbitant price to those that can afford it. 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.
During the trip Manny encounters Salvador "Sal" Limones, the leader of the small underground organization Lost Souls Alliance (LSA), who is aware of Hector's plans and recruits Manny to help. Manny arrives at the small port city of Rubacava and finds that he has beaten Meche there, and waits for her to show up.
A year passes, and the city of Rubacava has grown. Manny now runs his own nightclub off a converted automat near the edge of the Forest. Manny learns from Olivia Ofrenda that Don has been "sprouted" for letting the scandal be known and that Meche was recently seen with Domino leaving the port. Manny gives chase and a year later tracks them to a coral mining plant on the Edge of the World.
Domino has been holding Meche there as a trap to lure Manny. 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. Domino tries to convince Manny to take over his position in the plant seeing as he has no alternative and can spend the rest of eternity with Meche but he refuses. After rescuing Meche, Manny defeats Domino by causing him to fall into a rock crusher.
Manny, along with Meche, Glottis and all the souls being held at the plant then escape from the Edge of the World.
The three travel for another year until they reach the terminus for the Number Nine train before the Ninth Underworld. Unfortunately, the Gate Keeper to the Ninth Underworld won't let the souls progress without their tickets, mistakenly believing they have sold them. Meanwhile, Glottis has fallen deathly ill. Manny learns from demons stationed at the terminus that the only way to revive Glottis is to travel at high speeds to restore Glottis' purpose for being summoned.
Manny and the others devise a makeshift fuel source to create a "rocket" train cart, quickly taking Manny and Meche back to Rubacava and saving Glottis' life. The three return to El Marrow, now found to be fully in Hector's control and renamed as Nuevo Marrow. 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. Further investigation reveals that Hector not only has been hoarding the Number Nine tickets, but has created counterfeit versions that he has sold to others.
Manny tries to confront Hector but is lured into another trap by Olivia, who has also captured Sal, and is taken to Hector's greenhouse to be sprouted. Manny is able to defeat Hector after Sal sacrifices himself to prevent Olivia from interfering. Manny and Meche are able to find the real Double N tickets, including the one that Meche should have received. Manny makes sure the rest of the tickets are given to their rightful owners; in turn, he is granted his own for his good deeds.
Together, Manny and Meche board the Number Nine for their happy journey to the Ninth Underworld.
Keywords
- murder
- organized crime
- death
- slot machine
- gambling
- noir
- steam
- steam trading cards
- dialogue trees
- dark humor
- mexico
- underworld
Media
The articlegameplay, story, development, reception
Gameplay
Grim Fandango is an adventure game, in which the player controls Manuel "Manny" Calavera (calavera being Spanish for 'skull') as he follows Mercedes "Meche" Colomar in the Underworld. It uses the GrimE engine, pre-rendering static backgrounds from 3D models, while the main objects and characters are animated in 3D. Additionally, cutscenes are pre-rendered in 3D. The player controls Manny's movements and actions with a keyboard, a joystick, or a gamepad.
The remastered edition allows control via a mouse as well. Manny must collect objects that can be used with either other collectible objects, parts of the scenery, or with other people in the Land of the Dead to solve puzzles and progress. The game has no HUD. Unlike the earlier 2D LucasArts games, the player is informed of objects or persons of interest not by text floating on the screen when the player passes a cursor over them, but instead by the fact that Manny will turn his head toward that object or person as he walks by.
Story
Grim Fandango takes place in the Land of the Dead (the Eighth Underworld), where recently departed souls aim to make their way to the Land of Eternal Rest (the Ninth Underworld) on the Four Year Journey of the Soul. 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. However, souls who did not lead a kind life are left to travel through the Land of the Dead on foot, which would take around four years. Such souls often lose faith in the existence of the Ninth Underworld and instead find jobs and stay in the Land of the Dead.
The travel agents of the Department of Death act as Grim Reapers to escort the souls from the Land of the Living to the Land of the Dead, and then determine which mode of transport the soul has merited. Each year on the Day of the Dead, these souls are allowed to visit their families in the Land of the Living.
Development
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. Schafer had conceived a Day of the Dead-themed adventure before production of Full Throttle began, and he submitted both concepts to LucasArts for approval at the same time. Full Throttle was accepted instead because of its greater mainstream appeal; it became a hit and opened the way for Schafer to create Grim Fandango. 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.
Development began soon after the completion of Full Throttle in June 1995. Grim Fandango was an attempt by LucasArts to rejuvenate the graphic adventure genre, in decline by 1998. In response to complaints that Full Throttle was too short, Schafer set the goal of having twice as many puzzles as Full Throttle, which demanded a more lengthy and ambitious story to accommodate them. According to Schafer, Grim Fandago was developed on a $3 million budget.
Reception
Grim Fandango gained acclaim. The aggregating review website Metacritic gave it a score of 94/100. Critics lauded the art direction in particular, with GameSpot rating the visual design as "consistently great". PC Zone emphasized the production as a whole calling the direction, costumes, characters, music, and atmosphere expertly done.
They also said it would make a "superb film". The San Francisco Chronicle stated "Grim Fandango feels like a wild dance through a cartoonish film-noir adventure. Its wacky characters, seductive puzzle-filled plot and a nearly invisible interface allow players to lose themselves in the game just as cinemagoers might get lost in a movie." The Houston Chronicle, in naming Grim Fandango the best game of 1998 along with Half-Life, said the graphics were "jaw-dropping" and said it was "full of both dark and light humor".
Legacy
In 2005, The Guardian characterized the game as "the last genuine classic to come from LucasArts, the company that helped define adventure games, Tim Schafer's noir-pastiche follows skull-faced Manny Calavera through a bureaucratic parody of the Land of the Dead. With a look that takes from both Mexican mythology and art deco, Grim Fandango is as unique an artistic statement as mainstream gaming has managed to offer. While loved by devotees, its limited sales prompted LucasArts to back away from original adventures to simply exploit franchises".
Eurogamer's Jeffrey Matulef, in a 2012 retrospective look, believed that Grim Fandango's combination of film noir and the adventure game genre was the first of its kind and a natural fit due to the script-heavy nature of both, and would later help influence games with similar themes like the Ace Attorney series and L.A. Noire.
Releases by platformdates and regions as published
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- Remastered as
- Grim Fandango Remastered
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Collections6 collections
Platform libraries
- PlayStation Vita games (E–H)Games list (E–H)
- High-definition remasters for PlayStation consolesGames › PlayStation 4
Genres
Reception and records
Description adapted from its source, CC BY-SA 4.0.
