My trusty 360 controller was a decent experience, but the game won’t highlight interactive objects-instead you’ll have to pay attention to which way Manny is looking. It’s a control scheme that kind of makes sense because you’re dealing with constantly-changing camera angles, so camera-relative controls are a bit awkward. Like Resident Evil (and some other early 3D games), Grim Fandango was all about tank controls. The graphics overhaul on Grim Fandango is spiffy, but honestly people who played the original will probably be most excited about the new controls. Here’s what the game looks like in 4:3 with borders. I played in the latter because I hate borders, but the obvious drawback is that “skeletal” Manny Calavera looks pretty fat, like he’s the skeleton of a retired football player. I think you need to see a doctor.”Īs for accommodating modern monitors, you can play the game in 4:3 (native), 4:3 with some vaguely Aztec or Art Deco-inspired borders on the left and right, or in 16:9 stretched. Most, if not all, have clearly just been resized to fit the higher resolutions, resulting in grainy and blurry backdrops that look entirely out of place compared to the smooth character models. Your pal Glottis is the worst of the lot, with some weird bulgy arm muscles that tend to clip through each other. Other times, a bad model or awkward shading reminds you that yeah, this is a game from 1998. At times it’s stunningly gorgeous-there’s almost a claymation feel to certain scenes.
Instead we get Grim Fandango but smoothed out a bit for modern high-resolution monitors-smoother edges on 3D objects, for instance.