![]() The game starts to devolve on every front very fast. Things quickly go south for him and Glottis, as they usually do, and suddenly this potential starts to be squandered. There was a sense of discovery though, as at the start of Year 3 Manny finds himself as captain of a ship. After the high of Year 2, I had a legitimate sadness leaving Rubacava. And the moral of every story is the same: we may have years, we may have hours, but sooner of later, we push up flowers." But none of my stories end well - they all end here. I find evidence, and I piece together stories. ![]() "All day long, Manny, I sort through pure sadness. I loved it, and at its pace this game would be on line to among my top five or so ever. There's no shortage of praise I can throw at Year 2. The world building here is great seeing the vehicles people take to the Land of the Living made me wonder how the politics of the land worked every time I crossed that bridge, and the commentary on social classes with the worker bees wasn't exactly full of depth, but layered the world appropriately. This section has various emotional highs, like the hilarious conversation Manny has to retrieve a metal detector, and lows, like the somber visit you have to the top of the lighthouse. They each fit in the story in a succinct way this develops both them and Manny as well-rounded characters, no matter their screen times. The characters you find in them are, for a lack of a better word, memorable. The locations are fantastic, ranging from a subtle morgue to the bombastic splendor of the cat racing bets and High Rollers Lounge. Talking to Rubacava's citizens somewhere in the middle of their character arcs with Manny is legitimately a fascinating method of exposition, both for what the player missed in the past year and for advancing the story. With a year passed, it's reasonable to assume that the residents already know about him and have some sort of relationship with him. You start off in Rubacava with a swagged out Manny Calavera, one who has taken his own place in the seedy underbelly of the city. Sure, some of the puzzles were really dumb at times and I brute forced my way through some of them, but I genuinely adored seeing which paths I could take Manny on and which characters I could bump into. Year 2 of Grim Fandango's only disappointment for me is that it ends, and that there's boundaries to your exploration. ![]() ![]() One of the best stretches in any video game, ever, up there with the Village from Resident Evil 4, my nostalgia for the seas of Hoenn, Hengsha in Deus Ex Human Revolution, etc. The forest ends with some of the easiest puzzles in the game, other than the stupid fire beaver one, and overall this section receives a high note because it sets you up for.įucking phenomenal. The early introduction to Sal and Glottis were brilliant, as they are brilliant characters. It felt small at first, which was good, as this eased me into the lackluster puzzle design that would soon become par for the course. Year 1 - The backdrop of Day of the Dead and the Hispanic skeletons immediately created a memorable scene, and this, blended with the colorful characters introduced early and Manny's witty banter is fantastic. Speaking of multiple years, my general opinion on each of them: It gives the game's idea of taking place over multiple years a reason to exist. One of Schafer's best writing moves was the beginning of Acts 2 and 3, when you see Manny become the boss of whatever trade he was lower on the ladder earlier. I loved how Manny wasn't depicted as a slouch and down on his luck, but rather as a middleman in a scheme that's naturally meant to screw him over. For about half the game, it's a rollicking time, chock-full of supernatural yet believable worlds, rules, and characters. First off, if any game deserves to be remastered, just to show gamers what a whole genre used to be like and what was once viable in this me-too industry, it's this one.
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