Vainamoinen Posted February 2, 2015 Grim Fandango Remastered gets the Vainamoinen stamp of Disapproval! Double Fine Logo... Not Earned! What I'm saying is this: When you start up the game, you see the Double Fine logo, and you are then taken directly to the last saved location. I love that I can play GF again! But the LucasArts logo would have been more appropriate. Share this post Link to post Share on other sites
Professor Video Games Posted February 2, 2015 Well, it's a new release and *sigh* LucasArts no longer exists so from a legal perspective, they may not even be allowed to add the LucasArts logo. Share this post Link to post Share on other sites
Vainamoinen Posted February 2, 2015 The LucasArts logo is intact and in there during the intro. It doesn't appear upon restarting though, quite opposed to the DF logo. Share this post Link to post Share on other sites
Bjorn Posted February 2, 2015 I think this may be the first time I've ever seen a PC gamer complaining about a game's boot sequence/logos being streamlined and shortened after first boot. At least there's not a splashy, 10 second long Disney logo (unless there is, in which case ) Share this post Link to post Share on other sites
Vainamoinen Posted February 2, 2015 I think this may be the first time I've ever seen a PC gamer complaining about a game's boot sequence/logos being streamlined and shortened after first boot. Oh, don't get me wrong. The direct-to-game startup was actually excellent. I'm not sure whether that was in the original game already... Share this post Link to post Share on other sites
Cordeos Posted February 2, 2015 Does anyone know if they had planned on the game being longer or larger than it was? It feels like after Year 2 the sections are slimmed down and empty of people and puzzles that can be completed realitively easily. Share this post Link to post Share on other sites
Thrik Posted February 2, 2015 The design/puzzle document does contain a fair bit of cut content, but a lot of that was actually from years one and two. Year four was meant to have a more fleshed-out version of Hector's casino with access to another floor. There was also meant to be a much longer chase sequence between first confronting Hector and the eventual showdown at the meadows, but that wouldn't have actually added too much in terms of length because it was a relatively linear action sequence. It would have been very time-consuming to develop, hence its unsurprising removal. Shockingly, Glottis was to have his brain ripped out by Hector during this part! I wouldn't say that year three is so bad, but year four was definitely noticeably more restrained compared to the previous years in terms of non-essential dialogue and things to interact with. There may not have been any more content cut from year four than years one and two, but all of the 'icing on the cake' stuff that makes the game world feel so rich is way reduced. I'd say that it's masked extremely well and I didn't even notice until I'd played through several times, seeing it more as the story gaining momentum after the more leisurely first two years. But it shows that the developers were focused on completing what was needed and little more. The original design document called for Hector's casino to be much more filled with life and NPCs, for example. In comparison, very little from the design failed to make it into year three. Share this post Link to post Share on other sites
Jordan A Posted February 4, 2015 The cut section in year 4 with Manny's brother sounded pretty interesting and probably bittersweet, but I think the game's better without it. It's a real cruel irony that Manny says he's got nothing to go home to in the Land of the Living but he has to go there for work every single day anyway. Share this post Link to post Share on other sites
tberton Posted February 5, 2015 Alright, hint time again. Right now, I'm in the Petrified Forest and I think I need to get this tree machine to fall down so I can build a go-kart or something? This game is weird. Share this post Link to post Share on other sites
Noyb Posted February 5, 2015 Did they? Shame, that was quite a cool and original feature. I do have a general reference of all the dialogue (triggered or not) here if it ever interests you: http://www.grimfandango.net/game-info/dialogue This is great! I whipped up a bot earlier today that tweets random lines of dialogue using a cleaned up version of the script you posted (lots of weirdly capitalized accents, broken upside-down punctuation, etc.): https://twitter.com/grimfandangobot (Spoilers, obvs.) Share this post Link to post Share on other sites
Vainamoinen Posted February 5, 2015 Alright, hint time again. Right now, I'm in the Petrified Forest and I think I need to get this tree machine to fall down so I can build a go-kart or something? This game is weird. This is a difficult spot to just "hint". But the goal you've set for yourself is pretty spot on already. Well, by now you will have figured out that Glottis will climb the tree machine if you ask him to, and you can make his time up there worth his while with the flick of a switch. The effect of this is that The tree harvesting machine gets more imbalanced. That's pretty good, but how could you enhance that even more? Grab the wheelbarrow while Glottis is 'on' If that doesn't have any perceivable effect for you, find out what's happening when you cross one of the four tubes with the wheelbarrow That's... as far as I'll go in hinting. Just remember what you're after here: IMbalance Share this post Link to post Share on other sites
tberton Posted February 5, 2015 Okay, that's the line of thought I was on. I guess I just have to try that stuff again. Share this post Link to post Share on other sites
lobotomy42 Posted February 5, 2015 Man, Grim Fandangooooooo I was actually planning on NOT getting this game because I've played it so many times before that I feel like I've memorized huge chunks of dialogue and puzzles that would make replaying it not worth it. But listening to you guys complain about it is making want to go through it all over again! Share this post Link to post Share on other sites
Thrik Posted February 5, 2015 The in-game commentary and unlockable concept art is a good incentive too. Share this post Link to post Share on other sites
Vainamoinen Posted February 6, 2015 Guys, what font is this? Maddening to find out... Share this post Link to post Share on other sites
melmer Posted February 6, 2015 http://www.myfonts.com/WhatTheFont/ Share this post Link to post Share on other sites
Vainamoinen Posted February 6, 2015 Yup, that's what failed one hour ago. ;) Thanks nonetheless! Share this post Link to post Share on other sites
Thrik Posted February 7, 2015 I'm sure it's in at worst the top 5000 results for 'art deco font' on Google Images. Share this post Link to post Share on other sites
Vainamoinen Posted February 7, 2015 I asked the same question on GOG, and there was one guy who just googled "Grim Fandango" and, of course, found the wrong font. And then he seemed to work tirelessly to make up for that mistake, ever posting links to fonts that looked closer and closer. Eventually, he found exactly what I was looking for. Great guy! http://www.dafont.com/betty-noir.font Share this post Link to post Share on other sites
Ben X Posted February 7, 2015 Double Fine Game Club (@dfgameclub) will be doing a playthrough starting around the 7th Feb - it's an informal thing started by DF forumites, it usually stretches over a few weekly sessions for longer games and often features guest devs either doing an audio interview or joining in on the chat (as Jake did for Sam And Max: Abe Lincoln Must Die, iirc). This is indeed happening in just under 12 hours from now. I should be able to make it for the chat. Come along! Apparently the special guests will include: - Tim Schafer (@TimOfLegend) - Bret Mogilefsky (@bmogilefsky) - Brandon Dillon (@Noughtceratops) - Oliver Franzke (@p1xelcoder) - More guests to be confirmed! but I don't know if all or any of those will be in this session. Share this post Link to post Share on other sites
thorn Posted February 8, 2015 Was anyone able to hear the entire commentary in Salvatore's lair in Year 1? It seems like every time Eva starts playing with the radio the commentary cuts off. Share this post Link to post Share on other sites
thorn Posted February 8, 2015 Was anyone able to hear the entire commentary in Salvatore's lair in Year 1? It seems like every time Eva starts playing with the radio the commentary cuts off. Well, the good news is that I god saved by another bug, where after a conversation with Eva she sat there staring into space rather than turning back to the radio. The commentary wasn't really worth worrying about, though. Share this post Link to post Share on other sites
elmuerte Posted February 8, 2015 I had that same problem. I've run into quite a few annoying and game breaking bugs so far. I just stopped playing because in year three I got stuck following the guy at the shipwreck. Share this post Link to post Share on other sites
mikemariano Posted February 8, 2015 This little light of mine...! Share this post Link to post Share on other sites
Vainamoinen Posted February 8, 2015 This little light of mine...! That part is actually pretty annoying. Share this post Link to post Share on other sites