Charles Cecil of Revolution Software admits his regret in not introducing direct control to PlayStation version of Broken Sword, acknowledging the missed opportunity for a huge success. Tim Schafer’s creative process behind Grim Fandango involved combining Mexican folklore with film noir, leading to the unique concept of an adventure game set in the Land of the Dead. The switch to 3D graphics using the GrimE engine was a technical feat, but came with challenges and cost overruns due to crunch time. Despite flaws in puzzle design, Grim Fandango is praised for its unforgettable visual aesthetic, witty script, and nuanced character development.
https://www.filfre.net/2024/11/grim-fandango/