Grim Fandango Remastered has made me so, so very happy

Update: I thought I’d document any glitches or bugs I’ve encountered playing Grim Fandango Remastered and I encountered my first two last night playing on my Macbook.

It was fairly early into the game where Manny is talking to a balloon artist at a parade near his office and I noticed the shadows cast by two skeleton pigeons were above the ground and flickering. The disappeared when I switched to Original mode.

The second glitch was when I tried to get Manny back into his office from the street and he was stuck on a audio loop from the conversation with the balloon artist. After a few moments clicking and moving around it righted itself.

I’ve made no secret over the years that along with games like Full Throttle, System Shock 2 and Blade Runner, Grim Fandango is one of my most loved games of all time.

Set amongst a backdrop of Mexico’s Day of the Dead, the game tells the story of Manny Calavera, a travel agent working the afterlife. Sadly, it didn’t sell very well when it was first released, I’m told, which is a shame.

In fact, I’m sure that I bored readers of a video game blog that I did for a New Zealand news website a couple of years ago to tears with my continuous ramblings about how much I loved Grim Fandango and how I wished the game was re-created for modern platforms. Note the photo below of my original disc versions of Grim Fandango, Full Throttle, Blade Runner and System Shock 2.

Hard to find: I still have disc copies of Grim Fandango, Full Throttle, Blade Runner and System Shock 2. No, I won't sell them to you.

Hard to find: I still have disc copies of Grim Fandango, Full Throttle, Blade Runner and System Shock 2. No, I won’t sell them to you.

Grim Fandango comes from game developer Tim Schaefer and was released in 1998, an era when LucasArts was the king of adventure games and 16-bit operating systems were all the rage, but that means that it isn’t exactly easy to get running on modern OSs like Windows 8 or Windows 7. In fact, trying to get the game to run on a current PC is a nightmare.

Grim Fandango’s minimum specs are Windows 95/ME/2000/XP, a Pentium 133 CPU and 64MB of Ram so trying to get it to work on modern operating systems – both Windows and Mac – is, frankly, a hassle that requires a few hoops and you having to jump through them. You have to use a program like Residual VM to run the install files that you’ve copied from the install CDs – yes, CDs – because modern PCs with their 64-bit operating systems won’t run the stock installer from the game.

Modern PCs also created some inadvertent game play issues for Grim Fandango, as well. If I recall correctly, there was one puzzle involving a conveyor belt under the ocean that couldn’t be completed on a modern PC unless you disabled some of the CPU cores: Multiple core CPUs made the conveyor belt spin too fast!

After years of tinkering and file copying to get Grim Fandango to work on my Win8.1 PC and Macbook Pro, my wish has been granted with the released of Grim Fandango Remastered, a new version of the game which is exactly what it says on the box: A Remaster not a re-imagining.

So what has Tim Schaefer and his company Double Fine done with Grim Fandango to Remaster it? The character models are now sharper and more defined, textures are now high resolution, the lighting is now more atmospheric (venetian blinds cast shadows on characters when they walk in front of them), the audio has been remastered, the musical score has been re-recorded by the Melbourne Symphony Orchestra, and the control scheme has been revamped (meaning you don’t have to use the tank controls if you don’t want to. The name tank controls came from the fact that in the original game, Manny Calavera could move forwards, backwards, left and right using the arrow keys within the environment. He did this little shuffle on his feet while he turned left or right, too. Essentially, he moved like a tank does).

The changes to the game are cosmetic. It’s not a complete re-build of the game so if you’re expecting an adventure game with photo-realistic graphics and 7.1 channel audio, then look somewhere else.  Grim Fandango Remastered looks and feels like the original game but with a new control scheme that makes it so much more enjoyable to play.

During the game you can swap between the remastered and the original graphics and essentially the only difference is the character models. The backgrounds are essentially the same, apart from now having higher resolution textures and the game keeps the original 4: 3 aspect ration. You can stretch the 4:3 ration to 16:9 but I wouldn’t: It just looks wrong.

A nice touch is the developers commentary that you can listen to at certain points. It gives a nice insight into the thought processes behind the game and why certain decisions were made (for better or for worse).

One thing that might annoy newcomers to Grim Fandango is its puzzles: They don’t hold your hand and there’s no hint system to help you if you’ve got stuck on a particular section. Some of the puzzles are actually quite obscure and don’t really make a lot of sense so you’ll need to do some lateral thinking (or search for a walkthrough if you really get stuck).   Seriously, though, some of the puzzles are down right confusing so you have been been warned.

Advanced lighting: Grim Fandango Remastered now looks more film noir thanks to the new lighting.

Advanced lighting: Grim Fandango Remastered now looks more film noir thanks to the new lighting.

The game also doesn’t have an auto-save, something that is a given in this modern age and one omission that I wish was included in this remaster. Don’t forget to save your progress regularly if you play it or else you’ll face having to replay sections.

For me, Grim Fandango Remastered remains a classic and while I may be clouded by the rose-tinted glasses of nostalgia, I didn’t hesitate much to drop the NZ20 or so on buying it. The reason I initially hesitated was I mulled over whether I should get the game seeing as I had the original happily running on my Macbook. What swayed me was that it was only $20, which is four coffees from a cafe, and it meant I didn’t have to muck around with Residual VM to get it running. I don’t regret buying it.

While Grim Fandango Remastered is a piece of adventure gaming history, it creates something of a conundrum for gamers. On the one hand, if you already own the original you might have trouble justifying buying it again, even with the changed control scheme and touched up graphics. But on the other, if you have yet to play this classic and have always wanted to, here is the chance – but the old-school mechanics and puzzles might frustrate younger gamers.

Personally, I think it’s worth it, even if you own the original. Grim Fandango Remastered keeps what made the original game so great while tweaking it just enough to make it worth playing again. Here’s hoping it sells enough to convince Schafer and everyone else involved that a re-master is required of Full Throttle.

Here’s hoping.

Killzone: Mercenary – the review

Killzone Mercenary (PS Vita)

Looking good: a screen grab from Killzone Mercenary taken from my PS Vita.

Looking good: a screen grab from Killzone Mercenary taken from my PS Vita.

Killzone: Mercenary, where have you been all my PS Vita’s life?

Mercenary is a shooter that you’ll actually want to play. It’s the shooter that my PS Vita has been crying out for. Oh, sure developers have tried FPS games on the Vita before but let’s face it: They sucked. Pure and simple (I’m looking at you Black Ops: Declassified and Resistance Burning Skies. You were shit).

Killzone Mercenary is the real deal. And if Mercenary had been available earlier,  my Vita would have seen more action over the past few months rather than pretty much gathering dust, sitting unused.

Why, Sony, why has it taken it has taken so long for a great first-person shooter to appear on the Vita? Not through lack of talent as there are plenty of talented people in your development studios. There was really no excuse for it. I mean, the Vita has two analogue sticks: It’s made for the FPS, right?

Placing the player in the shoes of soldier-for-hire Arran Danner, Killzone Mercenary is set between the events of Killzone 2 and Killzone 3 and interestingly, in a first for the series, the player will fight alongside both the ISA and Helghan after a twist near the end. Danner is a, after all, a mercenary so he goes where the green is.

Let’s get the visuals out of the way first, though: they are stupendous. The two images with captions are screen captures I did during game play. Looks pretty good, right? It’s like the developer took the PlayStation 3’s Killzone and zapped it with a shrink ray: It really does look that good. Is is too much to say this is the best looking game the Vita because I think it is. It is jaw-droppingly beautiful and really is the best looking game on the Vita.

But good graphics does not a game  make, it needs a solid story to back it up. Well, Mercenary’s story is nothing we haven’t seen in countless shooters before (filled with betrayal and backstabbing) and you can see what’s coming a mile off but it’s a shooter, after all: It’s not a Shakespearean play filled with enlightened exposition and wonderment. It’s a game where you shoot people to earn money and complete objectives. I also found the controls took a bit of time getting used to – crouch and sprint are mapped to the circle button which makes things interesting during an intense firefight – but things fell into place soon enough.

Killzone-Mercenary-Preview-03-600x339Mercenary uses the Vita’s touch screen cleverly, too, letting you melee kill foes by tapping the triangle button then following an on-screen prompt indicating which way to swipe.

Being able to do that means you’ll use it – and I used it a lot, against both normal Helghast grunts and heavily armed heavies. In fact, I probably used it too much (and handily, many of the Helghan turn their back on you when you melee them), but there’s just something satisfying about swiping the touch screen to kill a Helghan (although, does Danner really have to stab some of them in the balls before knifing them in the head? That just made me squirm)

The touch screen is also used to set mines (placing each thumb on the screen then rotating them charges the mine) and kills earn valour, or money, which can be used to buy new weapons, ammunition, better armour and other gadgets  from black market weapons chest conveniently dotted about the game world. Every kill earns you money: headshots earning you more than a shot to the chest.

If there’s one thing frustrating about Mercenary’s game play, it’s its checkpoint system, which isn’t very good. I would have liked to have seen a more robust save system and while yes, the Vita has a good standby mode, if you quit a level mid-mission expect to have to start again from the beginning. It’s annoying.

I’ve only touched on the single player campaign here because, well, I haven’t had a chance to try any online yet. I got a code to do that but haven’t had the time. Perhaps when more people are playing it I’ll give it a whirl.

Airborne assault: Flying in a Helghast ship to assault an ISA cruiser.

Airborne assault: Flying in a Helghast ship to assault an ISA cruiser.

OK, to round up. Yes, Killzone Mercenary shows little innovation when it comes to game play (and Killzone is a stupid name for a game) and yes, the story is cliched and yes, if you hate the Killzone series then this portable version isn’t going to change your mind, but it’s a freaking console quality shooter on a handheld and it’s a good one  –  and that should be celebrated as far as I’m concerned (and if it was shit, I would tell you as much).

Not so long ago I was thinking Sony had forgotten about the Vita completely and hoped no-one would notice. Well, we did notice  but if Mercenary is Sony’s way of saying, “Sorry about the previous shit Vita FPS games. Try this for size” then I forgive you, Sony. I forgive you.

Game Junkie Verdict: buy, buy,  buy.