Testing.
Grim Fandango moves away from the point-and-click interface of the SCUMM engine that most earlier LucasArts adventure games used, and instead makes use of the GrimE engine that lets the player directly control the movement of the 3D-characters using the keyboard. As Manny walks around, his head will turn and his view will fix on certain key objects. The player may look at, pick up or interact with the object Manny is looking at using the keyboard (though only the interact key is actually necessary to finish the game). This system was appreciated for its cinematic qualities, but criticized for being inaccessible compared to the simple overview that is provided by a traditional point-and-click interface. Even though the control scheme and game-engine was new to the genre, the gameplay itself still revolved around the classic inventory-based puzzles that finds the player collecting and combining objects in the scenery in order to advance the storyline.