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Grim Fandango

My one big regret was the PlayStation version [of Broken Sword]. No one thought it would sell, so we kept it like the PC version. In hindsight, I think if we had introduced direct control in this game, it would have been enormous.

— Charles Cecil of Revolution Software, speaking from the Department of Be Careful What You Wish For


One day in June of 1995, Tim Schafer came to work at LucasArts and realized that, for the first time in a long time, he didn’t have anything pressing to do. Full Throttle, his biker movie of an adventure game, had been released several weeks before. Now, all of the initial crush of interviews and marketing logistics was behind him. A mountain had been climbed. So, as game designers do, he started to think about what his next Everest should be.

Schafer has told in some detail how he came up with the core ideas behind Grim Fandango over the course of that summer of 1995.

The truth is, I had part of the Fandango idea before I did Full Throttle. I wanted to do a game that would feature those little papier-mâché folk-art skeletons from Mexico. I was looking at their simple shapes and how the bones were just painted on the outside, and I thought, “Texture maps! 3D! The bones will be on the outside! It’ll look cool!”

But then I was stuck. I had these skeletons walking around the Land of the Dead. So what? What did they do? Where were they going? What did they want? Who’s the main character? Who’s the villain? The mythology said that the dead walk the dark plane of the underworld known as Mictlān for four years, after which their souls arrive at the ninth plane, the land of eternal rest. Sounds pretty “questy” to me. There you have it: a game.

“Not cool enough,” said Peter Tscale, my lead artist. “A guy walking in a supernatural world? What’s he doing? Supernatural things? It just sounds boring to me.”

So, I revamped the story. Adventure games are all fantasies really, so I had to ask myself, “Who would people want to be in a game? What would people want to do?” And in the Land of the Dead, who would people rather be than Death himself? Being the Grim Reaper is just as cool as being a biker, I decided. And what does the Grim Reaper do? He picks up people who have died and carts them over from the other world. Just like a driver of a taxi or limo.

Okay, so that’s Manny Calavera, our main character. But who’s the bad guy? What’s the plot? I had just seen Chinatown, and I really liked the whole water-supply/real-estate scam that Noah Cross had going there, so of course I tried to rip that off and have Manny be a real-estate salesman who got caught up in a real-estate scandal. Then he was just like the guys in Glengarry Glen Ross, always looking for the good leads. But why would Hector Lemans, my villain, want real estate? Why would anyone? They’re dead! They’re only souls. What do souls in the Land of the Dead want?

They want to get out! They want safe passage out, just like in Casablanca! The Land of the Dead is a transitory place, and everybody’s waiting around for their travel papers. So Manny is a travel agent, selling tickets on the big train out of town, and Hector’s stealing the tickets…

The missing link between Full Throttle and Grim Fandango is Manny’s chauffeur and mechanic Glottis, a literal speed demon.

This, then, became the elevator pitch for Grim Fandango. Begin with the rich folklore surrounding Mexico’s Day of the Dead, a holiday celebrated each year just after Halloween, which combines European Christian myths about death and the afterlife with the older, indigenous ones that still haunt the Aztec ruins of Teopanzolco. Then combine it with classic film noir to wind up with Raymond Chandler in a Latino afterlife. It was nothing if not a strikingly original idea for an adventure game. But there was also one more, almost equally original part of it: to do it in 3D.

To hear Tim Schafer tell the story, the move away from LucasArts’s traditional pixel art and into the realm of points, polygons, and textures was motivated by his desire to deliver a more cinematic experience. By no means does this claim lack credibility; as you can gather by reading what he wrote above, Schafer was and is a passionate film buff, who tends to resort to talking in movie titles when other forms of communication fail him. The environments in previous LucasArts adventure games — even the self-consciously cinematic Full Throttle — could only be shown from the angle the pixel artists had chosen to drawn them from. In this sense, they were like a theatrical play, or a really old movie, from the time before Orson Welles emancipated his camera and let it begin to roam freely through his sets in Citizen Kane. By using 3D, Schafer could become the Orson Welles of adventure games; he would be able to deliver dramatic angles and closeups as the player’s avatar moved about, would be able to put the player in his world rather than forever forcing her to look down on it from on-high. This is the story he still tells today, and there’s no reason to believe it isn’t true enough, as far as it goes.

Nevertheless, it’s only half of the full story. The other half is a messier, less idealistic tale of process and practical economics.

Reckoned in their cost of production per hour of play time delivered, adventure games stood apart from any other genre in their industry, and not in a good way. Building games entirely out of bespoke, single-use puzzles and assets was expensive in contrast to the more process-intensive genres. As time went on and gamers demanded ever bigger, prettier adventures, in higher resolutions with more colors, this became more and more of a problem. Already in 1995, when adventure games were still selling very well, the production costs that were seemingly inherent to the genre were a cause for concern. And the following year, when the genre failed to produce a single million-plus-selling breakout hit for the first time in half a decade, they began to look like an existential threat. At that point, LucasArts’s decision to address the issue proactively in Grim Fandango by switching from pixel art to 3D suddenly seemed a very wise move indeed. For a handful of Silicon Graphics workstations running 3D-modelling software could churn out images far more quickly than an army of pixel artists, at a fraction of the cost per image. If the graphics that resulted lacked some of the quirky, hand-drawn, cartoon-like personality that had marked LucasArts’s earlier adventure games, they made up for that by virtue of their flexibility: a scene could be shown from a different angle just by changing a few parameters instead of having to redraw it from scratch. This really did raise the prospect of making the more immersive games that Tim Schafer desired. But from a bean counter’s point of view, the best thing about it was the cost savings.

And there was one more advantage as well, one that began to seem ever more important as time went on and the market for adventure games running on personal computers continued to soften. Immersive 3D was more or less the default setting of the Sony PlayStation, which had come roaring out of Japan in 1995 to seize the title of the most successful games console of the twentieth century just before the curtain fell on that epoch. In addition to its 3D hardware, the PlayStation sported a CD drive, memory cards for saving state, and a slightly older typical user than the likes of Nintendo and Sega. And yet, although a number of publishers ported their 2D computer-born adventure games to the PlayStation, they never felt entirely at home there, having been designed for a mouse rather than a game controller.[1]A mouse was available as an accessory for the PlayStation, but it was never very popular. A 3D adventure game with a controller-friendly interface might be a very different proposition. If it played its cards right, it would open the door to an installed base of customers five to ten times the size of the extant market for games on personal computers.

Working with 3D graphics in the late 1990s required some clever sleight of hand if they weren’t to end up looking terrible. Grim Fandango’s masterstroke was to make all of its characters — like the protagonist Manny Calavera, whom you see above — mere skeletons, whose faces are literally painted onto their skulls. (The characters are shown to speak by manipulating the texture maps that represent their faces, not by manipulating the underlying 3D models themselves.) This approach gave the game a look reminiscent of another of its cinematic inspirations, Tim Burton’s The Nightmare Before Christmas, whilst conveniently avoiding all of the complications of trying to render pliant flesh. A win-win, as they say. Or, as Tim Schafer said: “Instead of fighting the tech limitations of 3D, you have to embrace them and turn them into a style.”

But I’m afraid I’ve gotten slightly ahead of myself. This constellation of ideas, affordances, problems, and solutions was still in a nascent form in November of 1995, when LucasArts hired a young programmer fresh out of university by the name of Bret Mogilefsky. Mogilefsky was a known quantity already, having worked at LucasArts as a tester on and off while he was earning his high-school and university diplomas. Now, he was entrusted with the far more high-profile task of making SCUMM, LucasArts’s venerable adventure engine, safe for 3D.

After struggling for a few months, he concluded that this latest paradigm shift was just too extreme for an engine that had been created on a Commodore 64 circa 1986 and ported and patched from there. He would have to tear SCUMM down so far in order to add 3D functionality that it would be easier and cleaner simply to make a new engine from scratch. He told his superiors this, and they gave him permission to do so — albeit suspecting all the while, Mogilefsky is convinced, that he would eventually realize that game engines are easier envisioned than implemented and come crawling back to SCUMM. By no means was he the first bright spark at LucasArts who thought he could reinvent the adventuring wheel.

But he did prove the first one to call his bosses’ bluff. The engine that he called GrimE (“Grim Engine,” but pronounced like the synonym for “dirt”) used a mixture of pre-rendered and real-time-rendered 3D. The sets in which Manny and his friends and enemies played out their dramas would be the former; the aforementioned actors themselves would be the latter. GrimE was a piebald beast in another sense as well: that of cheerfully appropriating whatever useful code Mogilefsky happened to find lying around the house at LucasArts, most notably from the first-person shooter Jedi Knight.

Like SCUMM before it, GrimE provided relatively non-technical designers like Tim Schafer with a high-level scripting language that they could use themselves to code all of the mechanics of plot and puzzles. Mogilefsky adapted for this task Lua, a new, still fairly obscure programming language out of Brazil. It was an inspired choice. Elegant, learnable, and yet infinitely and easily extendible, Lua has gone on to become a staple language of modern game development, to be found today in such places as the wildly popular Roblox platform.

The most frustrating aspects of GrimE from a development perspective all clustered around the spots where its two approaches to 3D graphics rubbed against one another, producing a good deal of friction in the process. If, for example, Manny was to drink a glass of whiskey, the pre-rendered version of the glass that was part of the background set had to be artfully swapped with its real-time-rendered incarnation as soon as Manny began to interact with it. Getting such actions to look seamless absorbed vastly more time and energy than anyone had expected it to.

In fact, if the bean counters had been asked to pass judgment, they would have had a hard time labeling GrimE a success at all under their metrics. Grim Fandango was in active development for almost three full years, and may have ended up costing as much as $3 million. This was at least two and a half times as much as Full Throttle had cost, and placed it in the same ballpark as The Curse of Monkey Island, LucasArts’s last and most audiovisually lavish SCUMM adventure, which was released a year before Grim Fandango. Further, despite employing a distinctly console-like control scheme in lieu of pointing and clicking with the mouse, Grim Fandango would never make it to the PlayStation; GrimE ended up being just too demanding to be made to work on such limited hardware.[2]Escape from Monkey Island, the only other game ever made using GrimE, was ported to the more capable PlayStation 2 in 2001.

All that aside, though, the new engine remained an impressive technical feat, and did succeed in realizing most of Tim Schafer’s aesthetic goals for it. Even the cost savings it apparently failed to deliver come with some mitigating factors. Making the first game with a new engine is always more expensive than making the ones that follow; there was no reason to conclude that GrimE couldn’t deliver real cost savings on LucasArts’s next adventure game. Then, too, for all that Grim Fandango wound up costing two and a half times as much as Full Throttle, it was also well over two and a half times as long as that game.

“Game production schedules are like flying jumbo jets,” says Tim Schafer. “It’s very intense at the takeoff and landing, but in the middle there’s this long lull.” The landing is the time of crunch, of course, and the crunch on Grim Fandango was protracted and brutal even by the industry’s usual standards, stretching out for months and months of sixteen- and eighteen-hour days. For by the beginning of 1998, the game was way behind schedule and way over budget, facing a marketplace that was growing more and more unkind to the adventure genre in general. This was not a combination to instill patience in the LucasArts executive suite. Schafer’s team did get the game done by the autumn of 1998, as they had been ordered to do in no uncertain terms, but only at a huge cost to their psychological and even physical health.

Bret Mogilefsky remembers coming to Schafer at one point to tell him that he just didn’t think he could go on like this, that he simply had to have a break. He was met with no sympathy whatsoever. To be fair, he probably shouldn’t have expected any. Crunch was considered par for the course in the industry during this era, and LucasArts was among the worst of its practitioners. Long hours spent toiling for ridiculously low wages — Mogilefsky was hired to be the key technical cog in this multi-million-dollar project for a salary of about $30,000 per year — were considered the price you paid for the privilege of working at The Star Wars Company.

Even setting aside the personal toll it took on the people who worked there, crunch did nothing positive for the games themselves. As we’ll see, Grim Fandango shows the scars of crunch most obviously in its dodgy puzzle design. Good puzzles result from a methodical, iterative process of testing and carefully considering the resulting feedback. Grim Fandango did not benefit from such a process, and this lack is all too plainly evident.

But before I continue making some of you very, very mad at me, let me take some time to note the strengths of Grim Fandango, which are every bit as real as its weaknesses. Indeed, if I squint just right, so that my eyes only take in its strengths, I have no problem understanding why it’s to be found on so many lists of “The Best Adventure Games Ever,” sometimes even at the very top.

There’s no denying the stuff that Grim Fandango does well. Its visual aesthetic, which I can best describe as 1930s Art Deco meets Mexican folk art meets 1940s gangster flick, is unforgettable. And it’s married to a script that positively crackles with wit and pathos. Our hero Manny is the rare adventure-game character who can be said to go through an actual character arc, who grows and evolves over the course of his story. The driving force behind the plot is his love for a woman named Meche. But his love isn’t the puppy love that Guybrush Threepwood has for Elaine in the Monkey Island games; the relationship is more nuanced, more adult, more complicated, and its ultimate resolution is all the more moving for that.

How do you create real stakes in a story where everyone is already dead? The Land of the Death’s equivalent of death is “sprouting,” in which a character is turned into a bunch of flowers and forced to live another life in that form. Why shouldn’t the dead fear life as much as the living fear death?

Tim Schafer did not grow up with the Latino traditions that are such an inextricable part of Grim Fandango. Yet the game never feels like the exercise in clueless or condescending cultural tourism it might easily have become. On the contrary, the setting feels full-bodied, lived-in, natural. The cause is greatly aided by a stellar cast of voice actors with just the right accents. The Hollywood veteran Tony Plana, who plays Manny, is particularly good, teasing out exactly the right blend of world-weary cynicism and tarnished romanticism. And Maria Canalas, who plays Meche, is equally perfect in her role. The non-verbal soundtrack by Peter McConnell is likewise superb, a mixture of mariachi music and cool jazz that shouldn’t work but does. Sometimes it soars to the forefront, but more often it tinkles away in the background, setting the mood. You’d only notice it if it was gone — but trust me, then you would really notice.

This is a big game as well as a striking and stylish one — in fact, by most reckonings the biggest adventure that LucasArts ever made. Each of its four acts, which neatly correspond to the four years that the average soul must spend wandering the underworld before going to his or her final rest, is almost big enough to be a self-contained game in its own right. Over the course of Grim Fandango, Manny goes from being a down-on-his-luck Grim Reaper cum travel agent to a nightlife impresario, from the captain of an ocean liner to a prisoner laboring in an underwater mine. The story does arguably peak too early; the second act, an extended homage to Casablanca with Manny in the role of Humphrey Bogart, is so beautifully realized that much of what follows is slightly diminished by the comparison. Be that as it may, though, it doesn’t mean any of what follows is bad.

The jump cut to Manny’s new life as a bar owner in the port city of Rubacava at the beginning of the second act is to my mind the most breathtaking moment of the game, the one where you first realize how expansive its scope and ambition really are.

All told, then, I have no real beef with anyone who chooses to label Grim Fandango an aesthetic masterpiece. If there was an annual award for style in adventure games, this game would have won it easily in 1998, just as Tim Schafer’s Full Throttle would have taken the prize for 1995. Sadly, though, it seems to me that the weaknesses of both games are also the same. In both of their cases, once I move beyond the aesthetics and the storytelling and turn to the gameplay, some of the air starts to leak out of the balloon.

The interactive aspects of Grim Fandango — you know, all that stuff that actually makes it a game — are dogged by two overarching sets of problems. The first is all too typical for the adventure genre: overly convoluted, often nonsensical puzzle design. Tim Schafer was always more intrinsically interested in the worlds, characters, and stories he dreamed up than he was in puzzles. This is fair enough on the face of it; he is very, very good at those things, after all. But it does mean that he needs a capable support network to ensure that his games play as well as they look and read. He had that support for 1993’s Day of the Tentacle, largely in the person of his co-designer Dave Grossman; the result was one of the best adventure games LucasArts ever made, a perfect combination of inspired fiction with an equally inspired puzzle framework. Unfortunately, he was left to make Full Throttle on his own, and it showed. Ditto Grim Fandango. For all that he loved movies, the auteur model was not a great fit for Tim Schafer the game designer.

Grim Fandango seldom gives you a clear idea of what it is you’re even trying to accomplish. Compare this with The Curse of Monkey Island, the LucasArts adventure just before this one, a game which seemed at the time to herald a renaissance in the studio’s puzzle designs. There, you’re always provided with an explicit set of goals, usually in the form of a literal shopping list. Thus even when the mechanics of the puzzles themselves push the boundaries of real-world logic, you at least have a pretty good sense of where you should be focusing your efforts. Here, you’re mostly left to guess what Tim Schafer would like to have happen to Manny next. You stumble around trying to shake something loose, trying to figure out what you can do and then doing it just because you can. By no means is it lost on me that this sense of confusion arises to a large extent because Grim Fandango is such a character-driven story, one which eschews the mechanistic tic-tac-toe of other adventure-game plots. But recognizing this irony doesn’t make it any less frustrating when you’re wandering around with no clue what the story wants from you.

Compounding the frustrations of the puzzles are the frustrations of the interface. You don’t use the mouse at all; everything is done with the numeric keypad, or, if you’re lucky enough to have one, a console-style controller. (At the time Grim Fandango was released, virtually no one playing games on computers did.) Grim Fandango’s mode of navigation is most reminiscent of the console-based JRPGs of its era, such as the hugely popular Final Fantasy VII, which sold over 10 million copies on the PlayStation during the late 1990s. Yet in practice it’s far more irritating, because you have to interact with the environment here on a much more granular level. LucasArts themselves referred to their method of steering Manny about as a “tank” interface, a descriptor which turns out to be all too descriptive. It really does feel like you’re driving a bulky, none too agile vehicle through an obstacle course of scenery.

Make no mistake: the 3D engine makes possible some truly striking views. But too often the designers prioritize visual aesthetics over playability.

In the final reckoning, then, an approach that is fine in a JRPG makes just about every aspect of an old-school, puzzle-solving adventure game — which is what Grim Fandango remains in form and spirit when you strip all of the details of its implementation away — more awkward and less fun. Instead of having hotspots in the environment that light up when you pass a mouse cursor over them, as you do in a SCUMM adventure, you have to watch Manny’s head carefully as you drive him around; when it turns to look in a certain direction, that means there’s something he can interact with there. Needless to say, it’s all too easy to miss a turn of his head, and thereby to miss something vital to your progress through the game.

The inventory system is also fairly excruciating. Instead of being able to bring up a screen showing all of the items Manny is carrying, you have to cycle through them one by one by punching a key or controller button over and over, listening to him drone out their descriptions over and over as you do so. This approach precludes using one inventory object on another one, cutting off a whole avenue of puzzle design.

Now, the apologists among you — and this game does have an inordinate number of them — might respond to these complaints of mine by making reference to the old cliché that, for every door that is closed in life (and presumably in games as well), another one is opened. And in theory, the new engine really does open a door to new types of puzzles that are more tactile and embodied, that make you feel more a part of the game’s world. To Tim Schafer’s credit, he does try to include these sorts of puzzles in quite a few places. To our detriment, though, they turn out to be the worst puzzles in the game, relying on finicky positioning and timing and giving no useful feedback when you get those things slightly wrong.

But even when Grim Fandango presents puzzles that could easily have been implemented in SCUMM, they’re made way more annoying than they ought to be by the engine and interface. When you’re reduced to that final adventurer’s gambit of just trying everything on everything, as you most assuredly will be from time to time here, the exercise takes many times longer than it would using SCUMM, what with having to laboriously drive Manny about from place to place.

Taken as a game rather than the movie it often seems more interested in being, Grim Fandango boils down to a lumpy stew of overthought and thoughtlessness. In the former category, there’s an unpleasant ideological quality to its approach, with its prioritization of some hazy ethic of 3D-powered “immersion” and its insistence that no visible interface elements whatsoever can appear onscreen, even when these choices actively damage the player’s experience. This is where Sid Meier can helpfully step in to remind us that it is the player who is meant to be having the fun in a game, not the designer.

The thoughtlessness comes in the lack of consideration of what kind of game Grim Fandango is meant to be. Like all big-tent gaming genres, the adventure genre subsumes a lot of different styles of game with different priorities. Some adventures are primarily about exploration and puzzle solving. And that’s fine, although one does hope that those games execute their puzzles better than this one does. But Grim Fandango is not primarily about its puzzles; it wants to take you on a ride, to sweep you along on the wings of a compelling story. And boy, does it have a compelling story to share with you. For this reason, it would be best served by streamlined puzzles that don’t get too much in the way of your progress. The ones we have, however, are not only frustrating in themselves but murder on the story’s pacing, undermining what ought to be Grim Fandango’s greatest strengths. A game like this one that is best enjoyed with a walkthrough open on the desk beside it is, in this critic’s view at least, a broken game by definition.

As with so many near-miss games, the really frustrating thing about Grim Fandango is that the worst of its problems could so easily have been fixed with just a bit more testing, a bit more time, and a few more people who were empowered to push back against Tim Schafer’s more dogmatic tendencies. For the 2015 remastered version of the game, Schafer did grudgingly agree to include an alternative point-and-click interface that is more like that of a SCUMM adventure. The results verge on the transformational. By no means does the addition of a mouse cursor remedy all of the infelicities of the puzzle design, but it does make battering your way through them considerably less painful. If my less-than-systematic investigations on YouTube are anything to go by, this so-old-it’s-new-again interface has become by far the most common way to play the game today.

The Grim Fandango remaster. Note the mouse cursor. The new interface is reportedly implemented entirely in in-engine Lua scripts rather than requiring any re-programming of the GrimE engine itself. This means that it would have been perfectly possible to include as an option in the original release.

In other places, the fixes could have been even simpler than revamping the interface. A shocking number of puzzles could have been converted from infuriating to delightful by nothing more than an extra line or two of dialog from Manny or one of the other characters. As it is, too many of the verbal nudges that do exist are too obscure by half and are given only once in passing, as part of conversations that can never be repeated. Hints for Part Four are to be found only in Part One; I defy even an elephant to remember them when the time comes to apply them. All told, Grim Fandango has the distinct odor of a game that no one other than those who were too close to it to see it clearly ever really tried to play before it was put in a box and shoved out the door. There was a time when seeking the feedback of outsiders was a standard part of LucasArts’s adventure-development loop. Alas, that era was long past by the time of Grim Fandango.

Nonetheless, Grim Fandango was accorded a fairly rapturous reception in the gaming press when it was released in the last week of October in 1998, just in time for Halloween and the Mexican Day of the Dead which follows it on November 1. Its story, characters, and setting were justifiably praised, while the deficiencies of its interface and puzzle design were more often than not relegated to a paragraph or two near the end of the review. This is surprising, but not inexplicable. There was a certain sadness in the trade press — almost a collective guilt — about the diminished prospects of the adventure game in these latter years of the decade. Meanwhile LucasArts was still the beneficiary of a tremendous amount of goodwill, thanks to the many classics they had served up during those earlier, better years for the genre as a whole. Grim Fandango was held up as a sort of standard bearer for the embattled graphic adventure, the ideal mix of tradition and innovation to serve as proof that the genre was still relevant in a post-Quake, post-Starcraft world.

For many years, the standard narrative had it that the unwashed masses of gamers utterly failed to respond to the magazines’ evangelism, that Grim Fandango became an abject failure in the marketplace. In more recent years, Tim Schafer has muddied those waters somewhat by claiming that the game actually sold close to half a million copies. I rather suspect that the truth is somewhere between these two extremes. Sales of a quarter of a million certainly don’t strike me as unreasonable once foreign markets are factored into the equation. Such a figure would have been enough to keep Grim Fandango from losing much if any money, but would have provided LucasArts with little motivation to make any more such boldly original adventure games. And indeed, LucasArts would release only one more adventure game of any stripe in their history. It would use the GrimE engine, but it would otherwise play it about as safe as it possibly could, by being yet another sequel to the venerable but beloved Secret of Monkey Island.

As I was at pains to note earlier, I do see what causes some people to rate Grim Fandango so highly, and I definitely don’t think any less of them for doing so. For my part, though, I’m something of a stickler on some points. To my mind, interactivity is the very quality that separates games from other forms of media, making it hard for me to pronounce a game “good” that botches it. I’ve learned to be deeply suspicious of games whose most committed fans want to talk about everything other than that which you the player actually do in them. The same applies when a game’s creators display the same tendency. Listening to the developers’ commentary tracks in the remastered edition of Grim Fandango (who would have imagined in 1998 that games would someday come with commentary tracks?), I was shocked by how little talk there was about the gameplay. It was all lighting and dialog beats and soundtrack stabs and Z-buffers instead — all of which is really, really important in its place, but none of which can yield a great game on its own. Tellingly, when the subject of puzzle design did come up, it always seemed to be in an off-hand, borderline dismissive way. “I don’t know how players are supposed to figure out this puzzle,” says Tim Schafer outright at one point. Such a statement from your lead designer is never a good sign.

But I won’t belabor the issue any further. Suffice to say that Grim Fandango is doomed to remain a promising might-have-been rather than a classic in my book. As a story and a world, it’s kind of amazing. It’s just a shame that the gameplay part of this game isn’t equally inspired.



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Sources: The book Grim Fandango: Prima’s Official Strategy Guide by Jo Ashburn. Retro Gamer 31 and 92; Computer Gaming World of November 1997, May 1998, and February 1999; Ultimate PC of August 1998. Plus the commentary track from the 2015 Grim Fandango remaster.

Online sources include The International House of Mojo’s pages on the game, the self-explanatory Grim Fandango Network, Gamespot’s vintage review of the game, and Daniel Albu’s YouTube conversation with Bret Mogilefsky.

And a special thank-you to reader Matt Campbell, who shared with me the audio of a talk that Bret Mogilefsky gave at the 2005 Lua Workshop, during which he explained how he used that language in GrimE.

Where to Get It: A modestly remastered version of Grim Fandango is available for digital purchase at GOG.com.

Footnotes

Footnotes
1 A mouse was available as an accessory for the PlayStation, but it was never very popular.
2 Escape from Monkey Island, the only other game ever made using GrimE, was ported to the more capable PlayStation 2 in 2001.
 
 

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Full Throttle

The adventure makers at LucasArts had a banner 1993. One of the two games they released that year, Day of the Tentacle, was the veritable Platonic ideal of a cartoon-comedy graphic adventure; the other, Sam and Max Hit the Road, was merely very, very good.

Following a quiet 1994 on the adventure front, LucasArts came roaring back in the spring of 1995 with Full Throttle, a game that seemed to have everything going for it: it was helmed by Tim Schafer, one of the two lead designers from Day of the Tentacle, and boasted many familiar names on the art and sound front as well. Yet it wasn’t just a retread of what had come before. This interactive biker movie had a personality very much its own. Many soon added it to the ranks of LucasArts’s most hallowed classics.

Sadly, though, I’m not one of these people…



It’s easy — perhaps a bit too easy — to read LucasArts’s first post-DOOM adventure game as a sign of the changes that id Software’s shareware shooter wrought on the industry after its debut in December of 1993. Action and attitude were increasingly in, complexity and cerebration more and more out. One can sense throughout Full Throttle its makers’ restlessness with the traditional adventure form — their impatience with convoluted puzzles, bulging inventories, and all of the other adventure staples. They just want to have some loud, brash fun. What other approach could they possibly bring to a game about outlaw motorcycle gangs?

The new attitude is initially bracing. Consider: after a rollicking credits sequence that plays out behind over-driven, grungy rock and roll, you gain control of your biker avatar outside a locked bar. Your first significant task is to get inside the bar. Experimenting with the controls, you discover that you have just three verb icons at your disposal: a skull (which encompasses eyes for seeing and a mouth for talking), a raised fist, and a leather boot. Nevertheless, the overly adventure-indoctrinated among you may well spend quite some time trying to be clever before you realize that the solution to this first “puzzle” is simply to kick the door in. Full Throttle is a balm for anyone who’s ever seethed with frustration at being told by an adventure game that “violence isn’t the answer to this one.” In this game, violence — flagrant, simple-minded, completely non-proportional violence — very often is the answer.

But let’s review the full premise of the game before we go further. Full Throttle takes place in the deserts of the American Southwest during a vaguely dystopian future — albeit not, Tim Schafer has always been at pains to insist, a post-apocalyptic one. You play Ben, a stoic tough guy of few words in the Clint Eastwood mold, the leader of a biker gang who call themselves the Polecats. “The reason bikers leaped out at me is that they have a whole world associated with them,” said Schafer in a contemporary interview, “but it’s not a commonplace environment. It’s a fantastic, bizarre, wild, larger-than-life environment.” And indeed, everything and everyone in this game are nothing if not larger than life.

Ben, the hero of Full Throttle.

The plot hinges on Corley Motors, the last manufacturer of real motorcycles in the country — for the moment, anyway: a scheming vice president named Adrian Ripburger is plotting to seize control of the company from old Malcolm Corley and start making minivans instead. When the Polecats get drawn into Ripburger’s web, Ben has to find a way to stop him in order to save his gang, his favorite model of motorcycle, and the free-wheeling lifestyle he loves. The story plays out as a series of boisterous set-pieces, a (somewhat) interactive Mad Max mixed with liberal lashings of The Wild One. Although I’m the farthest thing from a member of the cult of Harley Davidson — I’m one of those tree huggers who wonders why it’s even legal to noise-pollute like some of those things do — I can recognize and enjoy a well-done pastiche when I see one, and Full Throttle definitely qualifies.

Certainly none of this game’s faults are failures of presentation. As one might expect of the gaming subsidiary of Lucasfilm, LucasArt’s audiovisual people were among the best in the industry. They demonstrated repeatedly that the label “cartoon-comedy graphic adventure” could encompass a broader spectrum of aesthetics than one might first assume. While Day of the Tentacle was inspired by the classic Looney Tunes shorts, and Sam and Max Hit the Road by the underground comic books of the 1980s, Full Throttle‘s inspirations were the post-Watchmen world of graphic novels and trendy television: the game’s hyperactive jump cuts, oblique camera angles, and muddy color palette were all the rage on the MTV of Generation Grunge.


In fact, Schafer tried to convince Soundgarden, one of the biggest rock bands of the time, to let him use their music for the soundtrack — only to be rejected when their record company realized that “we weren’t going to give them any money” for the privilege, as he wryly puts it. Instead he recruited a San Francisco band known as the Gone Jackals, who were capable of a reasonable facsimile of Soundgarden’s style, to write and perform several original songs for the game. Bone to Pick, their 1995 album which included the Full Throttle tracks, would sell several hundred thousand copies in its own right on the back of the game’s success. All of this marked a significant moment in the mainstreaming of games, a demonstration that they were no longer siloed off in their own nerdy pop-culture ghetto but were becoming a part of the broader media landscape. The days when big pop-music acts would lobby ferociously to have their work selected for a big game’s in-world radio station were not that far away.

The Gone Jackals. Like so many rock bands who haven’t quite made it, they always seem to be trying just a bit too hard in their photographs…

Full Throttle‘s writing too has all the energy and personality one could ask for. If the humor is a bit broad and obvious, that’s only appropriate; Biker Ben is not exactly the subtle type. The voice acting and audio production in general are superb, as was the norm for LucasArts thanks to their connections to Hollywood and Skywalker Sound. Particular props must go to a little-known character actor named Roy Conrad, who delivers Ben’s lines in a perfect gravelly deadpan, and to Mark Hamill of Star Wars fame, who, twelve years removed from his last gig as Luke Skywalker, was enjoying a modest career renaissance in cartoons and an ever-increasing number of videogames. He shows why he was so in-demand as a voice actor here, tearing into the role of the villain Ripburger with a relish that belies his oft-wooden performances as an actor in front of cameras.

The sweetest story connected with Full Throttle is that of Roy Conrad, a mild-mannered advertising executive who decided to reconnect with his boyhood dream of becoming an actor at age 45 in 1985, and went on to secure bit parts in various television shows and movies. As you can see, he looked nothing like a leader of a motorcycle gang, but his voice was so perfect for the role of Ben that LucasArts knew they’d found their man as soon as they heard his audition tape. Conrad died in 2002.

But for all its considerable strengths, Full Throttle pales in comparison to the LucasArts games that came immediately before it. It serves as a demonstration that presentation can only get you so far in a game — that a game is meant to be played, not watched. And alas, actually playing Full Throttle is too often not much fun at all.

The heart of Full Throttle‘s problem is a mismatch between the type of game it wants to be and the type of game its technology allows it to be. To be sure, LucasArts tried mightily to adapt said technology to Tim Schafer’s rambunctious rock-and-roll vision. They grafted onto SCUMM (“Script Creation Utility for Maniac Mansion“), their usual adventure-game engine, a second, action-oriented engine called INSANE (“INteractive Streaming ANimation Engine”), which had been developed for 1993’s Star Wars: Rebel Assault, a 3D vehicular rail shooter. This allowed them to interrupt the staid walking-around-talking-and-solving-puzzles parts of Full Throttle with blasts of pure action. “We didn’t think it would fly if we told players they were a bad-ass biker,” says LucasArts animator Larry Ahern, “and then made them sit back and watch every time Ben did a cool motorcycle stunt, and then gave them back the cursor when it was time for him to run errands. With Full Throttle, I think the combination [of action and traditional adventure elements] made a lot of sense, but I think the implementation just didn’t live up to the idea.”

It most definitely did not: the action mini-games range from tedious to excruciating. Schafer elected to partially reverse LucasArts’s longstanding “no deaths and no dead ends” policy, sacrosanct since 1990’s The Secret of Monkey Island, by allowing the former if not the latter in Full Throttle. This decision was perhaps defensible in light of the experience he was hoping to create, but boy, can it get exhausting in practice. The second-to-worst mini-game is an interminable sequence inspired by the 1991 console hit Road Rash, in which you’re riding on your motorcycle trying to take out other bikers by using exactly the right weapon on each of them, wielded with perfect timing. Failure on either count results in having to start all over from the beginning. To be fair, the mini-game looks and sounds great, with electric guitars squealing in the background and your chopper’s straight pipes throbbing under you like a 21-gun salute every few seconds. It’s just no fun to play.

LucasArts sound man Clint Bajakian captures the sound of a straight-piped Harley. Full Throttle was the first LucasArts game, and one of the first in general, to have an “all-digital” soundtrack: i.e., all of the sound in the game, including all of the music, was sampled from the real world rather than being synthesized on the computer. This was another significant moment in the evolution of computer games.

The very worst of the action mini-games, on the other hand, is a rare moment where even Full Throttle‘s aesthetics fail it. Near the end of the game, you find yourself in a demolition derby that for my money is the worst single thing ever to appear in any LucasArts adventure. The controls, which are apparently meant to simulate slipping and sliding in the mud of a fairground arena, are indeed impossible to come to grips with. Worse, you have no idea what you’re even trying to accomplish. The whole thing is an elaborate exercise in reading the designers’ mind to set up an ultra-specific, ultra-unlikely chain of happenstance. I shudder to think how long one would have to wrestle with this thing to stumble onto the correct ordering of events. (Personally, I used a walkthrough — and it still took me quite some time even once I knew what I was trying to do.) Most bizarrely of all, the mini-game looks like a game from five or eight years prior to this one, as if someone pulled an old demo down off the shelf and just threw it on the CD. It’s a failure on every level.

The demolition derby, also known as The Worst LucasArts Thing Ever. No, really: it’s incomprehensibly, flabbergastingly bad.

All told, the action mini-games manage to accomplish the exact opposite of what they were intended to do: instead of speeding the story along and making it that much more exciting, they kill its momentum dead.

What, then, of the more traditional adventure-game sections threaded between the action mini-games and the many lengthy cut-scenes? Therein lies a somewhat more complicated tale.

Some parts of Full Throttle are competently, even cleverly designed. The afore-described opening sequence, for example, is a textbook lesson in conveying theme and expectation to the player through interactivity. It teaches her that any convoluted solutions she might conceive to the dilemmas she encounters are not likely to be the correct ones, and that this will be an unusually two-fisted style of adventure game, admitting of possibilities that its more cerebral cousins would never even consider. The first extended adventure section in the game sends you into a dead-ender town in search of a welding torch, a set of handlebars, and some gasoline, all of which you need to get your damaged bike back on the road after Ripburger’s goons have sabotaged it. The game literally tells you that you need these things and waits for you to go out and find them; it doesn’t attempt to be any trickier than that. And this is fine, being thoroughly in keeping with its ethos.

But threaded among the straightforward puzzles are a smattering that fail to live up to LucasArts’s hard-won reputation for always giving their players a fair shake. At one point in that first town, you have to trigger an event, then run and hide behind a piece of scenery. But said scenery isn’t implemented as an object that might bring it to your attention, and it’s very difficult to discover that you can walk behind it at all. In some adventure games, the ones that promise to challenge you at every turn and make you poke around to discover every single possibility, this puzzle might fit the design brief. Here, however, it’s so at odds with the rest of the game that it strikes me more as a design oversight than a product of even a mistaken design intent. Such niggles continue to crop up as you play further, and continue to pull you out of the fiction. One particularly infamous “puzzle” demands that Ben kick a wall over and over at random to discover the one tiny spot that makes something happen.

Do you see that thing shaped a bit like a gravestone just where the streetlight is pointing? It turns out you can walk behind that. Crazy world, isn’t it?

As time goes on, Full Throttle comes to rely more and more on one of my least favorite kinds of adventure puzzles: the pseudo-action sequence, where the designer has a series of death-defying action-movie events, improvisations, and coincidences in mind, and you have to muddle your way through by figuring just how he wants his bravura scene to play out. In other words, you have to fail again and again, using your failures as a way to slowly deduce what the designer has in mind. Fail-until-you-succeed gameplay can feel rewarding in some circumstances, but not when it’s just an exercise in methodically trying absolutely everything until something works, as it tends to be here. The final scene of the game, involving a gigantic cargo plane teetering on the edge of a cliff with a staggering quantity of explosives inside, becomes the worst of all of them by adding tricky timing to the equation.

It’s in places like this one that the mismatch between the available technology and the desired experience really comes to the fore. In a free-roaming 3D engine with the possibility of emergent behavior, the finale could be every bit as rousing as Schafer intended it to be. But in a point-and-click adventure engine whose world simulation goes little deeper than the contents of your inventory… not so much. Executing, say, a death-defying leap out of the teetering plane’s cargo hold on your motorcycle rather loses its thrill when said leap is the only thing the designer has planned for you to do — the only thing you’re allowed to do other than getting yourself killed. The leap in question is the designer’s exciting last-minute gambit, not yours; you’re just the stooge bumbling and stumbling to recreate it. So, you begin to wish that all of the game’s action sequences were proper action sequences — but then you remember how very bad the action-oriented mini-games that do exist actually are, and you have no idea what you want, other than to be playing a different, better game.



What happened? How did a game with such a promising pedigree turn out to be so underwhelming? There is no single answer, but rather a number of probable contributing factors.

One is simply the way that games were sold in 1995. Without its more annoying bits, Full Throttle would offer little more than two hours of entertainment. There’s room for such a game today — a game that could be sold for a small price but in big quantities through digital storefronts. In 1995, however, a game that cost this much to make could reach consumers only as a premium-priced boxed product; other methods of distribution just didn’t exist yet. And consumers who paid $30, $40, or $50 for a game had certain expectations as to how long it should occupy them, as was only reasonable. Thus the need to pad its length to make it suit the realities of the contemporary marketplace probably had more than a little something to do with Full Throttle‘s failings.

Then there’s the Star Wars factor. Many of the people who worked for LucasArts prior to 1993 have commented on what a blessing in disguise it was for George Lucas’s own games studio not to be able to make Star Wars games, a happenstance whose roots can be found in the very first contract Lucas signed to make Star Wars toys just before the release of the very first film in 1977. When another series of accidents finally brought the rights back to Lucasfilm, and by extension to LucasArts, in 1992, the latter jumped on Star Wars with a vengeance, releasing multiple games under the license every year thereafter. This was by no means an unmitigatedly bad thing; at least one of their early Star Wars games, TIE Fighter, is an unimpeachable classic, on par in its own way with any LucasArts adventure game, while many of them evince a free-spirited joie de vivre that’s rather been lost from the franchise’s current over-saturated, overly Disneyfied personification. But it did lead in time to a decline in attention to the non-Star Wars graphic adventures that had previously been the biggest part of LucasArts’s identity. So, it was probably not entirely a coincidence that the LucasArts adventure arm peaked in 1993, just as the Star Wars arm was getting off the ground. In the time between Sam and Max Hit the Road and Full Throttle, adventure games suddenly became a sideline for LucasArts, with perhaps a proportional drop-off in their motivation to make everything in a game like Full Throttle just exactly perfect.

Another factor, one which I alluded to earlier, was the general sense in the industry that the market was now demanding faster paced, more immediate and visceral experiences. And, I rush to add, games with those qualities are fine in themselves. It’s just that that set of design goals may not have been a good pairing with an engine and a genre known for a rather different set of qualities.

These generalized factors were accompanied by more specific collisions of circumstance. When studying the development history of Day of the Tentacle, one comes away with the strong impression that Tim Schafer was the creator most enamored with the jokes and the goofy fiction of the game, while his partner Dave Grossman obsessed mostly over its interactive structure and puzzle design. Perhaps we should not be surprised, then, that when Schafer struck out on his own we got a game with a sparkling fictional presentation and lousy interactive elements.

Full Throttle was not made on the cheap. Far from it: it was the first LucasArts adventure to cost over $1 million to produce. But the money that was thrown at it wasn’t accompanied by a corresponding commitment to the process of making good games. Its development was instead chaotic, improvised rather than planned; Tim Schafer personally took on the titles of Writer, Designer, and Project Leader, and seems to have been well out of his depth on at least the last of them. As a result, the game, which had originally been slated for a Christmas 1994 release, fell badly behind schedule and overran its budget, and what Larry Ahern describes as a “huge section” of it had to be cut out before all was said and done. (Another result of Full Throttle‘s protracted creation was its use of vanilla VGA graphics, which made it something of an anachronism in the spring of 1995, what with the rest of the industry’s shift to higher-resolution SVGA; fortunately, LucasArts’s artists were so talented that their work couldn’t be spoiled even by giant pixels.) During the making of Day of the Tentacle, the design team had regularly brought ordinary folks in off the street to play the latest build and give their invaluable feedback. This didn’t happen for Full Throttle. Instead there was just a mad rush to complete and release a game that nobody had ever really tried to play cold. Alas, this is an old story in the history of adventure games, and a more depressingly typical one than that of the carefully built, meticulously tested game. The only difference on this occasion was that it hadn’t used to be a story set in LucasArts’s offices.

Still, LucasArts paid little price at this time for departing from their old ethos that Design Matters. Full Throttle was greeted by glowing reviews from magazine scribes who were dazzled by its slick, hip presentation, so different from anything else on the gaming scene. For example, the usually thoughtful Charles Ardai of Computer Gaming World gave it four and a half out of five stars even as he acknowledged that “its weakest point is its gameplay.” For all that this might strike us today as the very definition of judging a book by its cover, such formulations were par for the course during the madcap multimedia frenzy of the mid-1990s. Tim Schafer claims that the game sold an eventual 1 million copies, enough to make MTV seriously consider turning it into a television cartoon.

Many of those buyers remember Full Throttle fondly today, although a considerable number of naysayers with complaints similar to the ones I’ve aired in this article have also joined the discussion since the game was remastered and re-released in 2017. It seems to me that attitudes toward this game in particular tend to neatly delineate two broad categories of adventure players. There are those who aren’t overly chuffed about puzzles and other issues of design, who consider a modicum of obtuseness to be almost an intrinsic part of the genre, and who thus don’t hesitate to reach for a walkthrough at the first sign of trouble. This is fair enough in itself; as I’ve said many times, there is no wrong way to play any game as long as you’re having fun. I, however, don’t tend to have much fun playing this way. I consider a good interactive design to be a prerequisite to a good game of any stripe. And when I reach for a walkthrough, I do so knowing I’m going to be angry afterward at either myself or the game. If it turns out to be a case of the latter… well, I’d rather just watch a movie.

And indeed, that has to be my final verdict on Full Throttle for those of you who share my own adventure-game predilections: just find yourself a video playthrough to watch, thereby to enjoy its buckets of style and personality without having to wrestle with all of the annoyances. If nothing else, Full Throttle makes for a fun cartoon. Pity about the gameplay.

(Sources: the book Full Throttle: Official Player’s Guide by Jo Ashburn; Computer Gaming World of November 1994 and August 1995; LucasArts customer newsletter The Adventurer of Winter 1994/1995 and Summer 1995; Retro Gamer 62; the “director’s commentary” from the 2017 re-release of Full Throttle. Online sources include interview with Tim Schafer by Celia Pearce and Chris Suellentrop.

A “remastered” version of Full Throttle is available for digital purchase.)

 

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Day of the Tentacle

Although they didn’t know one another at the time, Dave Grossman and Tim Schafer both found themselves at a similar place in life in the summer of 1989: just out of university and uncertain what to do next. Both saw the same unusual advertisement in the newspaper: an advertisement for programmers who could also write. Both applied, both were shocked when they were called out to George Lucas’s beautiful Skywalker Ranch for an interview, and both were fortunate enough to be hired to work for a division of Lucas’s empire that was still known at the time as Lucasfilm Games rather than LucasArts. It was quite a stroke of luck for two innately funny and creative souls who had never before seriously considered applying their talents to game development. “If I hadn’t seen that job listing,” says Schafer, “I would have ended up a database engineer, I think.” Similar in age and background as they were, Grossman and Schafer would remain all but inseparable for the next four years.

They spent the first weeks of that time working intermittently as play testers while they also attended what their new colleagues had dubbed “SCUMM University,” a combination technical boot camp and creative proving ground for potential adventure-game designers. Schafer:

A group of us were thrown into SCUMM University, because all of the LucasArts games used SCUMM [Script Creation Utility for Maniac Mansion]. The four of us were messing around with it, writing our own dialogue. They gave us some old art to work with, so we were just writing goofy stuff and joking around, trying to make each other laugh. I think LucasArts was watching us the whole time, and they picked me and [Grossman] out and said that they liked the writing.

Grossman and Schafer were assigned to work as understudies to Ron Gilbert on the first two Monkey Island games. Here they got to hone their writing and puzzle-making chops, even as they absorbed the LucasArts philosophy of saner, fairer adventure-game design from the man most responsible for codifying and promoting it. In early 1992, shortly after the completion of Monkey Island 2, Gilbert announced that he was quitting LucasArts to start a company of his own specializing in children’s software. He left behind as a parting gift an outline of what would have been his next project had he stayed: the long-awaited, much-asked-for sequel to his very first adventure game, 1987’s Maniac Mansion. The understudies now got to step into the role of the stars; Maniac Mansion: Day of the Tentacle became Grossman and Schafer’s baby.

Times were changing quickly inside LucasArts, keeping pace with changes in the industry around them. After first conceiving of Day of the Tentacle as a floppy-disk-based game without voice acting, LucasArts’s management decided midway through its development that it should be a real technological showpiece in all respects — the first adventure game to be released simultaneously on floppy disk and CD-ROM. Along with X-Wing, the first actual Star Wars game LucasArts had ever been allowed to make, it would be one of their two really big, high-profile releases for 1993.

It was a lot of responsibility to heap on two young pairs of shoulders, but the end result demonstrates that Grossman and Schafer had learned their craft well as understudies. Day of the Tentacle is a spectacularly good adventure game; if not the undisputed cream of the LucasArts crop, it’s certainly in the conversation for the crown of their best single game ever. It achieves what it sets out to do so thoroughly that it can be very difficult for a diligent critic like yours truly to identify any weaknesses at all that don’t sound like the pettiest of nitpicking. The graphics are as good as any ever created under the limitations of VGA; the voice acting is simply superb; the puzzle design is airtight; the writing is sharp and genuinely, consistently laugh-out-loud funny; and the whole thing is polished to a meticulous sheen seldom seen in the games of today, much less those of 1993. It’s a piece of work which makes it hard for a critic to avoid gushing like a moon-eyed fanboy, as Evan Dickens of Adventure Gamers did when that site declared it to be the best game of its genre ever made:

The 1993 CD “talkie” version of Day of the Tentacle is a perfectly flawless adventure, the rarest of rare games, that which did nothing wrong. Nothing. There is no weakness in this game, no sieve. Stop waiting for the “but” because it won’t come. This is the perfect adventure game, the one adventure that brought every aspect of great adventures together and created such an enjoyable masterpiece, it almost seems to transcend the level of computer games.

Of course, there’s no accounting for taste. If you loathe cartoons, perhaps you might not like this game. If you prefer more serious plots or more rigorously cerebral puzzles, perhaps you won’t love it. Still, it’s hard for me to imagine very many people not being charmed by its gloriously cracked introductory movie and wanting to play further.

One of the few negative things I can say about Day of the Tentacle is that it’s more fun than it is truly innovative; it doesn’t break any new formal or thematic ground, being content to work entirely within a template which LucasArts and others had long since established by the point of its release. It remains at the end of the day a slapstick cartoon comedy, always the lowest-hanging fruit for an adventure-game design. Within that template, though, it executes everything so well that it’s almost annoying. This is the cartoon-comedy graphic adventure perfected, serving as the ultimate proof that much of what is sometimes forgiven or dismissed as “just the way adventure games are” is really the product of poor adventure-game design. Most of the problems that so many players consider to be intractable ones for the genre simply don’t exist here. The puzzles are goofy but always soluble, the dreaded sudden deaths and dead ends are nonexistent, and pixel hunts aren’t a problem amidst the game’s bright, clearly delineated scenes.



Day of the Tentacle‘s predecessor Maniac Mansion stood out from other adventure games in 1987, as it still does today, for allowing the player to select her own “party” of three characters, each with his or her own special skills, from a total of seven possibilities. The result was an unusual amount of replayability for the adventure-game genre; every possible combination of characters was capable of solving the game, but each would have to do so in a different way. Although this made Maniac Mansion a much more interesting game than it might otherwise have been, it was all nightmarishly complex for the game’s designer Ron Gilbert to map out. He would later state that only sheer naivete could ever have prompted him to expose himself to such pain — and, indeed, his first statement after finishing the game was, “I’m never doing anything like that again!” He held to that resolution throughout the rest of his time at LucasArts; his 1990 game The Secret of Monkey Island was at least as good as Maniac Mansion, but it owed its goodness to its writing, humor, art direction, and puzzle design, not to a similar formal ambition.

Against Gilbert’s advice, Grossman and Schafer first envisioned Day of the Tentacle operating along the same lines as Maniac Mansion, with another group of a half-dozen or so kids from which to choose a team. But the escalating cost of art and sound in the multimedia age played as big a role in nixing those plans as did the additional design complications; the two soon settled for giving the player control of a fixed group of three characters — which, they didn’t hesitate to point out, was still two more than most adventure games.

As this anecdote illustrates, Day of the Tentacle was never overly concerned with aping the details of its predecessor. Certainly if you play it without having played Maniac Mansion before, you’ll hardly be lost. Grossman:

We really couldn’t imitate the style of the original in the way you normally would with a sequel. Too much time had passed and the state of the art was radically different. We stopped thinking of it as a sequel almost immediately and just did our own thing, slathering our own personalities on top of that of Maniac Mansion.

Grossman and Schafer did reuse those elements of the earlier game that amused them most: the mad scientist Doctor Fred and his equally insane wife and son; the rambling old mansion where they all live; a memorable gag involving a hamster and a microwave; a pair of wise-cracking sentient tentacles, one of whom became the centerpiece of their plot and provided their sequel with its name. But of the kids the player got to control in Maniac Mansion, only Bernard, the über-nerd of the bunch, shows up again here. (Not coincidentally, Bernard had always been the favorite of the original game’s players, perhaps because of his range of unusual technical skills, perhaps because — if we’re being totally honest here — he was the teenage archetype who most resembled the typical young player.) Notably, Dave, the oddly bland default protagonist of the earlier game — he’s the only one you have to take with you, even though he’s the dullest of the lot — doesn’t show up at all here. In the place of Dave and the other kids, Grossman and Schafer augmented Bernard with two new creations of their own: a bro-dude “MegaBreth” roadie named Hoagie and a terminally nervous medical student named Laverne.

The story here does follow up on that of Maniac Mansion, but, once again, it doesn’t really matter whether you realize it or not. Five years after his previous adventure, Bernard receives a plea for help from Green Tentacle, informing him that Purple Tentacle has drunk some toxic sludge, which has instilled in him superhuman (supertentacle?) intelligence and a burning desire to enslave the world. Now, Doctor Fred has decided to deal with the problem by killing both tentacles; this is an obviously problematic plan from Green Tentacle’s perspective. Bernard convinces his two reluctant pals Hoagie and Laverne to head out to Doctor Fred’s mansion and stage an intervention. In attempting to do so, they unwittingly help Purple Tentacle to escape, and he sets out to take over the world. And so, just like that, we’re off to save the world.

It doesn’t take Day of the Tentacle long to introduce its secret puzzling weapon: time travel. Doctor Fred, you see, just happens to have some time machines handy; known as “Chron-O-Johns,” they’re made from outdoor port-a-potties. With his plan for summary tentacle execution having failed, he hatches an alternative plan: to send the kids one day back in time, where they’ll prevent Purple Tentacle from ever drinking the toxic waste in the first place. But the time machines turn out to work about as well as most of Doctor Fred’s inventions. One sends Hoagie back 200 years instead of one day into the past, where he finds Ben Franklin and other Founding Fathers in the midst of writing the American Constitution in what will someday become Doctor Fred’s mansion; another sends Laverne 200 years into the future, when Purple Tentacle has in fact taken over the world and the mansion is serving as the dictatorial palace for him, his tentacle minions, and their human slaves; and the last time machine leaves Bernard right where (when?) he started.

You can switch between the kids at any time, and many of the more elaborate puzzles require you to make changes in one time to pave the way for solving them in another. In some instances, the kids can “flush” objects through time to one another using the Chron-O-John. On other occasions, a kid must find a way to hide objects inside the mansion, to be collected by another kid two or four centuries further down the time stream. “It was really fun to think about the effects of large amounts of time on things like wine bottles and sweaters in dryers,” remembers Grossman, “and to imagine how altering fundamentals of history like the Constitution and the flag could be used to accomplish petty, selfish goals like the acquisition of a vacuum and a tentacle costume.” Of course, just like in Maniac Mansion, it doesn’t pay to question how the kids are communicating their intentions to one another over such gulfs. Just go with it! This is, after all, a cartoon adventure.

Hoagie’s part of the plot coincidentally shares a setting and to some extent a tone with another clever and funny time-traveling adventure game that was released in 1993: Sierra’s Pepper’s Adventures in Time. Both games even feature a cartoon Ben Franklin in important roles. Yet it must be said that LucasArts’s effort is even sharper and funnier, its wit and gameplay polished to a fine sheen, with none of the wooliness that tends to cling even to Sierra’s best games. The inability to die or get yourself irrevocably stuck means that you’re free to just enjoy the ride — free, for instance, to choose the funniest line of dialog in any conversation without hesitation, safe in the knowledge that you’ll be able to do it over again if it all goes horribly wrong. “The player is never, ever punished for doing something funny,” wrote Charles Ardai, the best writer ever to work for Computer Gaming World magazine, in his typically perceptive review of the game. “Doing funny things is the whole point of Day of the Tentacle.”

Although Grossman and Schafer were and are bright, funny guys, their game’s sparkle didn’t come from its designers’ innate brilliance alone. By 1993, LucasArts had claimed Infocom’s old place as makers of the most consistently excellent adventure games you could buy. And as with the Infocom of old, their games’ quality was largely down to a commitment to process, including a willingness to work through the hard, unfun aspects of game development which so many of their peers tended to neglect. Throughout the development of Day of the Tentacle, Grossman and Schafer hosted periodic “pizza orgies,” first for LucasArts’s in-house employees, later for people they quite literally nabbed off the street. They watched these people play their game — always a humbling and useful experience for any designer — and solicited as much feedback thereafter as their guinea pigs could be convinced to give. Which parts of the game were most fun? Which parts were less fun? Which puzzles felt too trivial? Which puzzles felt too hard? They asked their focus groups what they had tried to do that hadn’t worked, and made sure to code in responses to these actions. As Bob Bates, another superb adventure-game designer, put it to me recently, most of what the player tries to do in an adventure game is wrong in terms of advancing her toward victory. A game’s handling of these situations — the elses in the “if, then, else” model of game logic — can make or break it. It can spell the difference between a lively, “juicy” game that feels engaging and interesting and a stubbornly inscrutable blank wall — the sort of game that tells you things don’t work but never tells you why. And of course these else scenarios are a great place to embed subtle hints as to the correct course of action.

Indeed, Grossman and Schafer continually asked themselves the same question in the context of every single puzzle in the game: “How is the player supposed to figure this out?” Grossman:

That [question] has stuck with me as a hallmark of good versus bad adventure-game design. Lots of people design games that make the designer seem clever — or they’re doing it to make themselves feel clever. They’ve forgotten that they’re in the entertainment business. The player should be involved in this thing too. We always went to great lengths to make sure all the information was in there. At these “pizza orgies,” one of the things we were always looking for was, are people getting stuck? And why?

The use of three different characters in three completely different environments also helps the game to avoid that sensation every adventurer dreads: that of being absolutely stuck, unable to jog anything loose because of one stubborn roadblock of a puzzle. If a puzzle stumps you in Day of the Tentacle, there’s almost always another one to go work on instead while the old one is relegated to the brain’s background processing, as it were.

And yet, as in everything, there is a balance to strike here as well: gating in adventure design is an art in itself. Grossman:

We were very focused on making things non-linear, but what we weren’t thinking about was that it’s possible to take that too far. Then you get a paralysis of choice. There’s kind of a sweet spot in the middle between the player being lost because they have too much to do and the player feeling railroaded because you’re telling them what to do. People don’t like either of those extremes very much, but somewhere in the middle, it’s like, “I’ve got enough stuff to think about, and I’m accomplishing some things, and I’ve got some new challenges.” That’s the right spot.

Day of the Tentacle nails this particular sweet spot, as it does so many others. It could never have done so absent extensive testing and — just as importantly — an open-mindedness on the part of its designers about what the testers were saying. It’s due to a lack of these two things that the adventure games of LucasArts’s rivals tended to go off the rails more often than not.

In addition to the superb puzzle design, Day of the Tentacle looks and sounds great — even today, even in its non-remastered version. The graphics are not only technically excellent but also evince an aesthetic sophistication rare in games of this era. The art department was greatly inspired by the classic Warner Bros. cartoons of Chuck Jones — Bugs Bunny, Daffy Duck, Wile. E. Coyote and the Road Runner, etc. One day near the beginning of the project, the entire team made a field trip to sit at the feet of the 80-year-old Jones for a day and absorb some of his wisdom. Warner Bros. cartoons were always more visually skewed, more manic, and more deviously subversive than the straighter, more wholesome reels of Disney, and both the visuals and writing in Day of the Tentacle consciously mimic their style. Just as in the cartoons, there isn’t a straight line or right angle to be seen anywhere in the game. Everything, right down to the font in which text is printed, is bent, leaning, crooked, a fun-house world viewed through a fish-eye lens.

The art team, the unsung heroes of Day of the Tentacle. Standing from left to right are Lela Dowling, Sean Turner, Larry Ahern, and Peter Chan. Kneeling in front are Jesse Clark and Purple Tentacle. One additional artist, Kyle Balda, wasn’t present for this photograph.

Peter Chan, one of the artists on the team, notes that Grossman and Schafer “really trusted us and just let us go to town with what we believed would look best. If anybody on the art team had a good idea or suggestion, it was considered.” Here’s Schafer, speaking in an interview at the time of the game’s release, and obviously somewhat in awe himself at what LucasArts’s animators have come up with:

The kids have all kinds of grimaces and gestures and facial twists and contortions while they’re talking. They smile and their mouths open bigger than their heads and their tongues can hang out. They don’t just stand there. They blink, tap their feet, sigh, and even scratch their butts.

As soon as a character appears, you laugh, and that’s really important. You stare at the main characters for about thirty hours when you play the game, so they’d better be entertaining. With Bernard, as soon as you see him walking around for the first time, before he even says or does anything, you laugh. He walks goofy, he talks goofy, he’s even entertaining when he stands still. Walking Hoagie around is like piloting a blimp through a china shop, and Laverne is fun just to walk around because she seems to have a mind of her own — like she might do something dangerous at any moment.

The sound effects are drawn from the same well of classic animation. LucasArts actually bought many of them from a “major cartoon house,” resulting in all of the good old “boings” and “ka-pows” you might expect.

Tamlynn Barra in the production booth at Studio 222.

And the voice acting too is strikingly good. LucasArts was better equipped than almost any of the other game studios to adapt to the brave new world of CD-ROM audio, thanks to the connections which went along with being a subsidiary of a major film-production company. The actors’ dialog, totaling more than 4500 lines in all, was recorded at Hollywood’s Studio 222 under the supervision of a LucasArts associate producer named Tamlynn Barra. Although still in her twenties at the time, she had previously worked with many stage and video productions. She was thus experienced enough to recognize and find ways to counteract the most fundamental challenge of recording voice work for a computer game: the fact that the actors are expected to voice their lines alone in a production box, with no other actors to play off of and, too often, little notion of the real nature of the scene being voiced. “Getting the actors into character is very difficult,” she acknowledged. “Half the studio [time] is spent cueing up the actor for the scene.” And yet the fact that she knew she had to do this cueing was in a way half the battle. In contrast to many other computer-game productions — even those featuring a stellar cast of experienced actors, such as Interplay’s two contemporaneous Star Trek adventuresDay of the Tentacle has an auditory liveliness to it. It rarely feels as if the actor is merely reading lines off a page in a sound-proof booth, even if that’s exactly what she’s doing in reality.

Jane Jacobs, who voiced the Irish maid found inside the past-tense version of the mansion, performs before the microphone.

Unsurprisingly given LucasArts’s connections, the voice actors, while not household names, were seasoned professionals who arrived with their union cards in hand. The most recognizable among them was Richard Sanders, best known for playing the lovable but inept newscaster Les Nessman on the classic television sitcom WKRP in Cincinnati. During their initial discussions with Barra, Grossman and Schafer had actually suggested Les as the specific role model for Bernard, whereupon Barra made inquiries and found that Sanders was in fact available. He really was a perfect fit for Bernard; the character was “a bit of a stretch” for him, he said with a wink, because he was used to playing “more manly sorts of roles.”

Barra found the other voice talent using a process typical of television and radio productions but not so much of computer games: she sent sketches and descriptions of the characters out to Hollywood agents, who called their clients in to record audition tapes of their impressions. Then she and the rest of the development team chose their favorites. Many another game studio, by contrast, was recruiting its voice talent from its secretarial pool.

All of it led to an end result that feels today like it’s come unstuck from the time which spawned it. Certainly my own feeling upon firing up Day of the Tentacle for the first time in preparation for this article was that I had crossed some threshold into modernity after living in the ancient past for all of the years I’d previously been writing this blog. This impression is undoubtedly aided by the way that LucasArts steered clear of the approaches that generally date a game indelibly to the mid-1990s. Just to name the most obvious dubious trend they managed to resist: there are no digitized images of real actors shoehorned into this game via once cutting-edge, now aesthetically disastrous full-motion-video sequences.

Yet the impression of modernity encompasses more than the game’s audiovisual qualities; it really does encompass the sum total of the experience of playing it. The interface too just works the way a modern player would expect it to; no need to pick up a manual here to figure out how to play, even if you’ve never played an adventure game before. (The sole exception to this rule is the save system, which still requires you to know to press the F5 key in order to access it. On the other hand, keeping it hidden away does allow the game to avoid cluttering up its carefully honed aesthetic impression with a big old disk icon or the like.) Polish is a difficult quality to quantify, but I nevertheless feel fairly confident in calling Day of the Tentacle the most polished computer game made up to its release date of mid-1993. It looks and feels like a professional media production in every way.

The most telling sign in Day of the Tentacle of how far computer gaming had come in a very short time is found on an in-game computer in the present-day mansion. There you’ll find a complete and fully functional version of the original Maniac Mansion in all its blocky, pixelated, bobble-headed glory. This game within a game was inspired by an off-hand comment which Grossman and Schafer had heard Ron Gilbert make during the Monkey Island 2 project: that the entirety of Maniac Mansion had been smaller than some of the individual animation sequences in this, LucasArts’s latest game. Placed in such direct proximity to its progeny, Maniac Mansion did indeed look “downright primitive,” wrote Charles Ardai in his review of Day of the Tentacle. “Only nostalgia or curiosity will permit today’s gamers to suffer through what was once state-of-the-art but is by today’s standards crude.” And yet it had only been six years…

Ardai concluded his review by writing that “it may not hold up for fifty years, like the cartoons that inspired it, but I expect that this game will keep entertaining people for quite some time to come.” And it’s here that I must beg to differ with his otherwise perceptive review. From the perspective of today, halfway already to the game’s 50th anniversary, Day of the Tentacle still holds up perfectly well as one of the finest examples ever of the subtle art of the adventure game. I see no reason why that should change in the next quarter-century and beyond.

(Sources: Computer Gaming World of July 1993 and September 1993; LucasArts’s newsletter The Adventurer of Fall 1992 and Spring 1993; Play of April 2005; Retro Gamer 22 and 81; Video Games and Computer Entertainment of July 1993. Online sources include Dev Game Club podcast 19; Celia Pearce’s conversation with Tim Schafer for Game Studies; 1Up‘s interview with Tim Schafer; The Dig Museum‘s interview with Dave Grossman; Adventure Gamers‘s interview with Dave Grossman.

A remastered version of Day of the Tentacle is available for purchase on GOG.com.)

 

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