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Grim Fandango (1998) Developed by LucasArts.

25,080 次观看 • 1 年前 •via X (Twitter)

5 条评论

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Video game washing machines1 年前

Fun fact, this is my favorite game

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President of Madagascar1 年前

I love this game with an intense, irrational intensity that will never wane.

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DuckThis1 年前

One Worm pls

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Cody1 年前

Some o the best atmosphere of any game but man the puzzles are so batshit insane

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Page to Pixel Publishing1 年前

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

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"My name is Manny Calavera. I'm your new travel agent!" Grim Fandango (1998) was a critically acclaimed adventure game developed and published by LucasArts. It was directed and written by Tim Schafer (who was also involved in various other LucasArts games). You play as Manuel "Manny" Calavera, a sharp, chain-smoking skeleton working as a grim reaper/travel agent in the Land of the Dead (the Eighth Underworld). Souls arrive after death and must undertake a four-year journey to the Land of Eternal Rest (the Ninth Underworld, basically heaven). Describing the game's vibe with a single word is impossible. It's a wonderfully unique blend of Film noir (think The Maltese Falcon or Casablanca), Mexican folklore and Day of the Dead aesthetics, with dark comedy elements. In other words: Not your classic LucasArts style. Now, here comes the irony: Grim Fandango is widely seen as the swan song of the golden age of LucasArts-style point-and-click adventures. Costs were gigantic and sales were below expectations, making the game a commercial failure despite massive critical acclaim. LucasArts pulled the plug: After Grim, they only made one more adventure (Escape from Monkey Island in 2000), then largely abandoned the genre. Sine LucasArts was seen as the "leader" in that genre, other publishers followed. The big-studio era of story-rich, puzzle-driven adventures basically ended. Grim Fandango was the peak creatively but its lack of sales proved to executives that the classic formula was no longer profitable in a 3D-action-dominated world (for example Half-Life and Unreal, both also published in 1998). It was a beautiful final masterpiece before the lights went out on that golden era.

exQUIZitely 🕹️

10,599 次观看 • 23 天前