^Ah yes, remember how Space Quest would often leave a gaping hole in the fourth wall with how the narrator hated you, and how sometimes you would get 6-line descriptions from a small mundane thing like a dip in the floor?
Anyone really miss some of the games that showed us exactly why 2D should never die when 3D comes in, rather co-exist? Many of those games like say, Toonstruck, King's Quest VII, Broken Sword: Circle of Blood, and Curse of Monkey Island looked like they could be animated. Heck, they're drawn better than some of those cartoons you see on TV. (Aren't they now done on Flash instead of being hand-drawn now?)
Heck, remember there was a specific fluidity inside 2D that just didn't exist in 3D. Remember the hand-drawn backgrounds of King's Quest VII or how Toonstruck maintained its cartoony look even when you left the FMV-world and went to the gameplay world? Heck, just having a budget made some of those games look a lot better, especially since the artists knew that attempting 3D wouldn't work. Remember what happened when LucasArts tried to make Monkey Island in 3D? Didn't work so well...And King's Quest: Mask of Eternity really bored me, it seems to wanna be "Realism", and that apparently means to design the world like you're wearing several pairs of sunglasses.
The trick is really knowing WHEN to use 3D...would The World Ends With You have worked it if were 3D? And would Halo have worked in 2D?