TIM SCHAFER RELEASES ORIGINAL GRIM FANDANGO DESIGN DOCS.


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11.13.2008

Brandon Boyer

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Though ‘classic LucasArts adventures’ is generally more synonymous with games like Monkey Island, Day of the Tentacle and Sam’n'Max, Double Fine (Psychonauts) founder Tim Schafer’s final — and, arguably, finest — game for the venerable publisher was Grim Fandango, his gritty muertos-noir gumshoe adventure that’s just past its 10 year anniversary this Halloween.

To celebrate, he’s uploaded all 72 pages of original documentation on the game as a pint sized PDF (direct link seems to be missing, but

re-hosted locally

). As he explains/apologizes upon reflection:

People said the puzzles in Grim were super hard, and I’ve always maintained that this was due to a deep character flaw or mental illness on the part of the player. But now, reading this again, I’ve realized that holy smokes–Some of them puzzles were nuts. Obscure. Mean, even.

[...]

Look how much stuff we had to cut just to get that game done in three years. The Pizza Demon! Giraffe Lady! Bernard, and my beloved Dillopede. And the five-puzzle action climax with Hector LeMans! If only we had one or two more years! Well, reading about them ten years later is just as good, right?

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But, spoiler alert, the entire document is, by definition, one big spoiler. However, explains Schafer of the solution to the final act of the game:

We didn’t have the last puzzle designed when I wrote that document, so I wrote two nonsense paragraphs and then overlapped them in the file so it would look like the final puzzle description was in there, but obscured by a print formatting error. That way I could turn the document in by the deadline. As if anybody was going to read it all the way to the end anyway. Ha ha. Obfuscation triumphs again! I delight in Evil!

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Just One More Grim Thing (Double Fine Action News)

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