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Sam & Max Save the World

Sam & Max Save the World is a graphic adventure video game developed by Telltale Games. The game was originally released as Sam & Max: Season One before being renamed in early 2009. Save the World was developed in episodic fashion, comprising six episodes that were released for Microsoft Windows over the course of late 2006 and early 2007. The episodes were initially distributed online by GameTap and Telltale Games themselves, although the later retail releases of the game were published by The Adventure Company and JoWooD Productions in North America and Europe respectively. A Wii port of the game was published in late 2008, and an Xbox Live Arcade version was released in mid-2009. A remaster of the game by Skunkape Games was released in December 2020 for Nintendo Switch and Microsoft Windows, in August 2021 for Xbox One, and in September 2022 for PlayStation 4.[4]

Sam & Max Save the World
Promotional artwork for Sam & Max Save the World.
Developer(s)Telltale Games[c]
Publisher(s)Telltale Games[d]
Designer(s)
Programmer(s)Randy Tudor
Artist(s)David Bogan
Writer(s)
  • Brendan Q. Ferguson
  • Dave Grossman
  • Steve Purcell
  • Jeff Lester
  • Chuck Jordan
  • Heather Logas
Composer(s)Jared Emerson-Johnson
SeriesSam & Max
EngineTelltale Tool
Platform(s)
ReleaseMicrosoft Windows
2006 – 2007
  • Episodes
  • October 17, 2006
    – April 26, 2007
  • Season One
  • July 18, 2007[a]
  • August 7, 2007[b]
  • Remastered
  • December 2, 2020
  • Wii
    • NA: October 14, 2008[1]
    • EU: December 2, 2008
  • Xbox 360
  • June 17, 2009[2]
  • Nintendo Switch
  • December 2, 2020
  • Xbox One
  • August 10, 2021
  • PlayStation 4
  • September 29, 2022
Genre(s)Graphic adventure
Mode(s)Single-player

Based on Steve Purcell's comic book series Sam & Max, the game follows the title characters Sam and Max—self-styled vigilante private investigators, the former an anthropomorphic dog and the latter a "hyperkinetic rabbity thing"—through several cases involving a hypnotism conspiracy. Each episode features one case with a contained story, with an underlying plot running through the series. The game was announced by Telltale Games in 2005 following the cancellation of Sam & Max: Freelance Police by LucasArts in the preceding year; many of the employees at Telltale Games were members of the Freelance Police development team.

The game received a positive response from critics, with praise bestowed on the game's humor, graphics and gameplay, but concerns were voiced over the low difficulty of the puzzles, repetition in design between episodes and the effectiveness of the story. Opinions dissented across the Atlantic; some British reviewers did not appreciate the writing in the way that American critics did. Nevertheless, the game has won several awards and is often cited by commentators as the first successful application of episodic distribution. The game was accompanied by a number of short machinima videos set between each episode. The game was followed by two episodic sequels: Sam & Max Beyond Time and Space in 2007 and Sam & Max: The Devil's Playhouse in 2010.

Gameplay edit

Sam & Max Save the World is a 3D graphic adventure game in which the player controls the character of Sam.[5][6] The player has Sam explore the environments of the game and solve a series of puzzles using a simple point-and-click interface.[6] The game's puzzles have logical solutions, although a number of them have far-fetched solutions due to the game's cartoon setting.[7] Depending on the type of in-game entity a player selects using the cursor, the player can have Sam walk around an area, look at and comment on objects, pick up certain items or otherwise try to use them. Sam may also engage in conversation with non-player characters; when this occurs, the game presents a dialog tree with several subjects to pick from. Topics of conversation may directly involve the story or provide assistance with the game's puzzles, while others may be entirely unconnected. In some cases, the player may be able to choose dialog for Max to speak as well.[8]

The game implements an inventory system to allow Sam to store any items that the player picks up during the course of the game.[5] The player may select any of the items in the inventory and can then attempt to use them on objects in the game world or give them to other characters simply by clicking on the desired target.[9] Unlike Save the World's predecessor, Sam & Max Hit the Road, inventory items are context specific, and cannot be used together or combined to create new items.[10] Typically, Sam carries a gun that may be used to solve several puzzles.[8]

The characters can travel between a variety of locations in the game using their black and white 1960 DeSoto Adventurer,[11][12] which, when selected, will present the player with a list of available destinations. The DeSoto is also used for several driving sequences, usually involving pursuing or fleeing criminals in other vehicles.[13] In these driving sequences, the player can use Sam's gun, the car's horn, or have Max attempt to communicate with other vehicles via a megaphone. In addition, special inventory items may be used to complete specific puzzles within these sequences.[10] Driving sequences are also used for several minigames, such as pulling innocent drivers over for fabricated felonies.[14] In keeping with the developer's heritage from the LucasArts adventure games, Sam & Max Save the World is designed so that the player characters cannot die or reach a complete dead-end.[15]

Synopsis edit

Characters edit

Sam & Max Save the World is set in a universe that parodies American popular culture, and it follows the title characters of Sam and Max, the Freelance Police, a pair of vigilantes and private investigators. Sam is a level-headed but enthusiastic anthropomorphic dog who wears a blue suit and fedora. He is inquisitive, knowledgeable in obscure areas and tends to prefer the logical solution to problems, but he is not above using force.[16] Max is described as a "hyperkinetic rabbity thing"; cunning, uninhibited and reveling in violence and mischief. His reactions to situations usually incorporate force but often with a seeming disregard for his own personal safety.[17] Together, the Freelance Police operate out of a dilapidated office block in a dangerous neighborhood in New York City where they receive cases over the telephone from an unseen police commissioner.[18]

There are several supporting characters that consistently appear throughout the episodes.

Bosco is the proprietor of the nearby convenience store and supplies the Freelance Police with a number of items across the game. Driven paranoid by repeated shoplifting, Bosco is obsessed with conspiracies, believing that nearly every US government agency, as well as many criminal outfits, are after him. As such, his store is overwhelmed with security devices and contraptions created by Bosco himself. He regularly attempts to disguise himself as a variety of foreign nationals, but to little effect.[19][20]

Further down the neighborhood is Sybil Pandemik, who owns a small office across from Sam and Max. Sybil is unable to keep a consistent job and regularly changes her career choices. Introduced as a psychotherapist, she is noted to have worked as a tattoo artist, software tester, tabloid journalist, professional witness and Queen of Canada.[19][21]

In a hole in Sam and Max's own office resides Jimmy Two-Teeth, a rat who works as a petty criminal, confidence trickster and fence. He profusely dislikes Sam and Max, who he sees as always interfering with his work.[22][23]

Other characters include the Soda Poppers, a group of three former child stars from the 1970s. The three, each with their own trademark catch-phrase, first appear as victims of hypnosis in the first episode, later acting as the judges on a Pop Idol parody in the second episode. By the fourth episode, they are elected the governors of the Dakotas and plunge the region into civil war over ownership of Mount Rushmore.[19][24][25] Also making sporadic appearances is Hugh Bliss, an eccentric magician and leader of the Prismatology cult, a parody of Scientology.[26] He is often seen attempting to promote his self-help guides based on Prismatology.[24] Sam finds Bliss irritating, while Max almost idolizes him.[24] Minor characters include Agent Superball, a US Secret Service agent with a penchant for guarding doors;[25] Chuckles, the pit manager in a mafia-run casino;[22] Harry Moleman, a police mole who switches sides;[22] and the Computer Obsolescence Prevention Society (COPS), a group of outdated computers attempting to find purpose in the technologically advanced world.[27]

Plot edit

The game opens with Sam and Max, the Freelance Police, lounging in their office, awaiting a new case after a long hiatus. Eventually, the commissioner sends them out to investigate a group of former child stars, the Soda Poppers, who have been causing trouble in the neighborhood. The Soda Poppers are attempting to promote a self-help video called Eye-Bo, which (when watched) hypnotizes the viewer. After seeking assistance from Sybil to reverse the hypnotism on the Soda Poppers by knocking them unconscious, the Freelance Police learn that the scheme has been devised by one Brady Culture, another former child star who owes his fall from popularity to the rise of the Soda Poppers. Sam and Max and the Soda Poppers confront Culture, who hypnotizes the Soda Poppers again. However, Sam manages to fool Culture into ordering the Soda Poppers to attack himself, subduing the threat.[19] The next case the Freelance Police get involves liberating a studio audience held hostage by a deranged TV talk show host, Myra Stump. At the TV station, Sam and Max deduce that Myra has been hypnotized and, after using other shows in the studio to become celebrities, they convince her to let them become guests on her show. Once on the show, Sam notes a strange toy bear on the host's desk, the source of the hypnotism. Using the studio sound system, Sam electrocutes both Myra and the bear, allowing the audience to leave.[24]

 
Sam and Max in their office; the game's environments were designed to feel more coarse and dangerous than those in Sam & Max Hit the Road

The commissioner then tasks Sam and Max with infiltrating the Toy Mafia, a criminal organisation operating from a casino. The commissioner's mole in the organisation has gone quiet; he wants the Freelance Police to find out what happened to the mole. Sam and Max quickly discover that the Toy Mafia are responsible for the toy bear that hypnotised Myra. As they gain the Mafia's trust, they ascertain that the mole has switched sides and is now leading the outfit. After discovering that the casino is a front for a factory producing the hypnotizing bears for mass distribution, the Freelance Police sabotage the factory and destroy the operation.[22] Soon after, the US President starts bringing in bizarre policies; Max is particularly concerned about the introduction of gun restrictions, while Sam believes the President has been hypnotized. At the White House, Max beheads the President, revealing him to be a mechanical puppet designed to hypnotize the nation through TV broadcasts. The President's bodyguard, none other than the now-fallen Toy Mafia's pit boss, activates a giant robot disguised as the statue at the Lincoln Memorial to run in an emergency election against Max. Sam discredits Lincoln's campaign, resulting in Max winning the presidential election. Lincoln begins a destructive rampage through Washington D.C., but is neutralized when Max fires an intercontinental ballistic missile at him.[25]

The next case given to Sam and Max involves dealing with a computer crisis that is causing the world economy to collapse. They discover the problem is a virtual reality program called Reality 2.0, powered by the Internet (which has gained sentience), which is hypnotizing people so they never want to leave the program. Sam and Max access the program themselves and introduce a computer virus that crashes Reality 2.0 and deletes the digital embodiment of the Internet. Prior to expiring, the Internet reveals that it was following the plans of one Roy G. Biv.[27] Sam eventually deduces that Roy G. Biv is actually Hugh Bliss, a character seemingly in the background of all their previous cases. The Freelance Police travel to Bliss' Prismatology retreat on the Moon, where Bliss is preparing a device to hypnotize the entire planet. Bliss reveals himself as a colony of sentient bacteria that feeds off of the endorphins produced by human happiness; by hypnotizing the planet, Bliss assures himself of a permanent supply of nourishment. Bliss activates the device, but is killed when Sam tricks him into a tank of water and boils it using the rocket engine of a lunar lander. Returning to Earth, Max takes great pleasure in reversing the hypnotism by personally knocking everyone on the planet unconscious.[28]

Episodes edit

Episode Designer/Writer Release date
GameTap release General release
"Culture Shock" Brendan Q. Ferguson
Dave Grossman
Steve Purcell
October 17, 2006 November 1, 2006
  • A group of former child stars, the Soda Poppers, are hypnotized into causing trouble in Sam and Max's neighborhood.
"Situation: Comedy" Brendan Q. Ferguson
Dave Grossman
Jeff Lester
Steve Purcell
December 20, 2006 January 5, 2007
  • Sam and Max must deal with a talk show host who has taken her audience hostage.
"The Mole, the Mob, and the Meatball" Brendan Q. Ferguson
Dave Grossman
Jeff Lester
Steve Purcell
January 25, 2007 February 8, 2007
  • A mole in a nearby mafia outfit has gone quiet, so Sam and Max are tasked with finding out what happened to him.
"Abe Lincoln Must Die!" Brendan Q. Ferguson
Dave Grossman
Chuck Jordan
Steve Purcell
February 22, 2007 March 9, 2007
  • Believing that the US president has been hypnotized, Sam and Max journey to Washington to save him.
"Reality 2.0" Brendan Q. Ferguson
Dave Grossman
Heather Logas
Chuck Jordan
Steve Purcell
March 29, 2007 April 9, 2007
  • An Internet craze is hypnotizing people across the world, so Sam and Max try to destroy the Internet.
"Bright Side of the Moon" Brendan Q. Ferguson
Dave Grossman
Heather Logas
Chuck Jordan
Steve Purcell
April 26, 2007 May 10, 2007
  • Having discovered what is behind the hypnotism cases, Sam and Max travel to the Moon to save the world.

Machinima edit

For the release of each episode, Telltale Games released three corresponding machinima shorts. These shorts are set between the episodes; fifteen were released in total.[29] The first short, "Frank Discussion", released on November 30, 2006, has Sam and Max share a discussion regarding frankfurters and their preservative properties in Bosco's store.[30] The short was followed on December 7 by "Trainspotting", in which Sam ponders the meaning of life while Max questions the sensibility of being outside, away from the comforts of their office.[31] On December 12, Telltale released "A Painstaking Search": having misplaced the keys to their office, Sam and Max return to Brady Culture's hideout in an attempt to retrace their steps.[32] The first short of 2007, "Reality Blights", was released on January 4 and sees Max volunteer the duo to appear on a reality television show, Four Freaks in a Terribly Cramped Office.[33] "Egregious Philosophy Platter" was released seven days later on January 11 and features Sam and Max as host the hosts of television show Egregious Philosophy Platter, discussing the philosophers Socrates and Descartes.[34] The final short relating to television shows, "Kitchen Consequential", was released on January 18 and follows Sam and Max hosting Fun in the Kitchen With Sam and Max where they showcase a few recipes of special effects.[35]

"Interrogation" was released after the game's third episode on February 1, in which Sam and Max demonstrate how to properly interrogate a suspect.[36] This was followed by "Coffee" on February 8; in the short, Sam and Max experiment with telekinesis on coffee cups.[37] On February 15, "The Blank Blank Blank" was released, where Sam and Max discuss with Bosco a government agency so secret, the acronym is classified.[38] Following episodes relate to Max's tenure as US president after "Abe Lincoln Must Die!"; "War Games", released on March 1, has Sam and Max engage in military activities from the White House's war room under the pretense that they are mere simulations.[39] It was followed by "The Teapot Drone Scandal" on March 15, in which Max orders a Secret Service agent to recite "I'm a Little Teapot" over the telephone.[40] "Saving the Economy" was released on March 22, showing a broadcast by Max outlining his plans to make the economy more efficient by irrationally extending daylight saving time.[41] On April 5, "Artichoke" was released, in which Max holds a press conference where he is unwisely questioned about his gun control policies.[42] The penultimate short, "Bosco", was released on April 12, and shows Max starting a negative campaign against Bosco for the presidential election, despite the fact that he is not running.[43] "A Fireside Chat", the final episode, was released on April 19, depicting a broadcast by Max to the state of Idaho in the hopes of getting them to vote for him.[44]

Development edit

Production edit

 
Telltale Games consisted of developers from Freelance Police, as well as other former LucasArts alumni such as Dave Grossman (third from left).

Sam & Max Save the World originates from Sam & Max: Freelance Police, a graphic adventure game that was developed by LucasArts from 2002 to 2004.[45] Freelance Police was a sequel to the 1993 title Sam & Max Hit the Road. However, LucasArts ceased production on Freelance Police in March 2004.[46] In the subsequent weeks, LucasArts underwent major restructuring; many of the developers who worked on past LucasArts adventure games were made redundant.[47][48] Some of the former Freelance Police development team consequently formed Telltale Games in June 2004 to continue developing the sort of adventure games that LucasArts no longer wished to produce.[49] Sam & Max creator Steve Purcell, who described himself as disappointed and frustrated with LucasArts' decision,[50] took the Sam & Max franchise to Telltale after the LucasArts license expired in mid-2005. Telltale Games announced the new series of Sam & Max games in September 2005.[51] Brendan Q. Ferguson, who worked on Freelance Police as a programmer, designer and writer; Dave Grossman, one of the project leaders on Maniac Mansion: Day of the Tentacle; and Purcell primarily led the development of the project.[52]

Unlike Freelance Police, Save the World was developed in episodic form, with episodes being released in quick succession, to allow for reduced development time between titles and quicker delivery of content to consumers.[51] Telltale launched a website for Sam & Max in November to accompany their new series.[53] The following month, Purcell began publishing a Sam & Max webcomic entitled "The Big Sleep" on the site;[54] the webcomic ran for twelve issues and concluded in April 2007. Purcell won an Eisner Award in 2007 for the webcomic.[55] In March 2006, Telltale acquired US$825,000 in funding from a group of private investors, to help sustain growth until its next round of equity funding.[56]

Telltale released the game's trailer for the Electronic Entertainment Expo in May 2006,[57][58] showing the new voice actors for Sam and Max: David Nowlin and William Kasten respectively.[59] However, Andrew Chaikin voiced Max in the first episode, but was unable to continue in the role due to health reasons.[60] While at the convention, Telltale revealed that the first episode was forecast for release towards the end of 2006, via the distribution service GameTap.[61] Telltale announced a release date of October 17 over GameTap in early September, with the note that each episode would be made available from Telltale themselves within fifteen days of release.[62] Development on the first episode was completed on September 25,[63] and from October 10, GameTap began hosting the Sam & Max animated series as promotional material for release.[64] The first episode, "Culture Shock", was released on-time on October 17.[65] The next five episodes were released over short intervals until the series finale in April 2007.[66] The series debuted on Steam on June 15 the same year.[67] Telltale began shipping a special collectors edition of the game in July,[68] while the retail version of the game was published in August.[69] January 2008 saw a significant update to the game, upgrading the game engine and ensuring compatibility with Windows Vista.[70]

Three months later, Telltale announced a Wii version of the game.[71] Telltale reported that an email campaign and Internet rumors of a port had stirred up interest within the company for producing a Wii version.[72] They redesigned the game's point-and-click interface to accommodate the Wii Remote, the primary controller for the console.[73] The game was initially forecast for release in North America on October 7, 2008,[74] but was released a week later on October 14.[75] The European version was published later in December.[76]

In February 2009, Telltale Games renamed the game from its initial release title of Sam & Max: Season One to Sam & Max Save the World. Telltale's public relations spokeswoman, Emily Morganti, explained that while Season One was thought to communicate the game's episodic nature to potential consumers, the company felt that it was nondescript in relation to the game's story.[77] The message accompanied the announcement of an Xbox Live Arcade version of the game, which had been subject to media speculation since February 2007.[78] Both Windows and Wii versions of the game were republished using the new title.[77]

Design edit

 
Series creator Steve Purcell was involved in ensuring that the characters and environments of the game conveyed the same feel as the comics

According to Dave Grossman, the objective for Telltale Games with Sam & Max Save the World was to create a game with a "lot of story and character in it".[52] Grossman explained that the Sam & Max franchise was therefore most ideally suited to the graphic adventure genre; while action was thought to be possible with the source material, it "would be kind of wrong".[52] Still, designers decided to introduce action moments such as car chase scenes, wanting players to "feel like [they] are these crazy Freelance Police officers" and "just be involved in all this sort of mayhem" presented in the original comic strips.[79] Like in previous Sam & Max games, Sam & Max Save the World used a point-and-click gameplay system, itself a variation of the control scheme used by Telltale in their preceding adventure game series, Bone; the action sequences implemented in the game still maintained the point-and-click interface.[52]

Very little of the design from Freelance Police was carried over into Save the World; LucasArts still held onto the assets created for use in Freelance Police, and Telltale was wary of using similar design patterns.[52] While Ferguson and Purcell had both been involved with the canceled LucasArts project, Grossman had not. The team decided to just start from fresh, and pursue a different treatment of the game's subject.[52] Purcell himself wanted to ensure that the game conveyed the "gritty" feel of the original comics—something he felt was lacking from the LucasArts renditions of the franchise. Grossman stated that "we wanted to get a little bit more of that dirt on the streets, and the paper cups and people being mean and nasty".[52] This "gritty" feeling also influenced artistic design. For instance, on Purcell's suggestion, the sky was changed from blue to yellow in the street outside Sam and Max's office, instantly making the environment feel "filthy and disgusting".[52]

Audio edit

Bay Area Sound, a company set up by Clint Bajakian, who had worked extensively on composition and sound production on LucasArts games since 1994, produced the soundtrack.[80] The Save the World soundtrack was composed by Jared Emerson-Johnson, Bajakian's former protégé, whose previous work included composition and sound editing for LucasArts. Emerson-Johnson's scores used live performances as opposed to synthesized music often used elsewhere in the video games industry;[81] a small team of five musicians, including Emerson-Johnson and a recording engineer, produced the soundtrack.[82] The score is primarily grounded in film noir jazz, inspired by the work of Henry Mancini and Charles Mingus.[81] However, Emerson-Johnson noted that as the Sam & Max universe is "open-ended",[83] he had the chance to explore into other musical genres in some episodes, such as "a song-and-dance Charleston number, faux Philip Glass, an ode to Nina Rota's music from The Godfather, and even some inspired retro 8-bit game music".[81] Several songs were incorporated into the soundtrack, performed by Emerson-Johnson or Peter Barto, the voice actor for Agent Superball. Purcell later commented that Emerson-Johnson had seamlessly blended a "huge palette of genres and styles",[82] while Ferguson stated that he believed that it was Emerson-Johnson's scores that created the vital atmosphere in the games, noting that prior to the implementation of the music, playing the games was an "unrelenting horror".[84] The soundtrack to Sam & Max Save the World was published in July 2007.[68]

Sam & Max Season One Soundtrack disk one track list
No.TitleLength
1."Opening Credits"0:44
2."The New Case" (from "Culture Shock")0:58
3."The Office" (from "Culture Shock")3:18
4."Fuzzy White Butterfingers" (from "Culture Shock")0:54
5."City Streets" (from "Culture Shock")3:12
6."Bosco's" (from "Culture Shock")4:06
7."Eye-Bo Unveiled" (from "Culture Shock")1:07
8."Sybil's" (from "Culture Shock")3:03
9."Behind the Poppers" (from "Culture Shock")1:15
10."I Can See You" (from "Culture Shock")0:32
11."Cruisin'" (from "Culture Shock")1:28
12."More Than Jerks" (from "Culture Shock")1:31
13."The Black Hole" (from "Culture Shock")3:14
14."Master Plans" (from "Culture Shock")1:40
15."Attack the Dog" (from "Culture Shock")4:00
16."Attack Me" (from "Culture Shock")0:59
17."High Noon Hostage Crisis" (from "Situation: Comedy")0:32
18."Skinbodies Rule the Streets" (from "Situation: Comedy")0:31
19."Quiet on the Set" (from "Situation: Comedy")6:58
20."Mad Dog" (from "Situation: Comedy")0:38
21."Midtown Cowboys" (from "Situation: Comedy")0:07
22."Cooking Without Looking" (from "Situation: Comedy")0:54
23."Who's Never Going to Be a Millionaire" (from "Situation: Comedy")0:15
24."Time Out for Number Two" (from "Situation: Comedy")0:42
25."Myra!" (from "Situation: Comedy")1:01
26."Electrotalk Therapy" (from "Situation: Comedy")1:06
27."Cirque De Molé" (from "The Mole, the Mob, and the Meatball")1:33
28."Ted E. Bear's Mafia-Free Playland and Casino" (from "The Mole, the Mob, and the Meatball")4:34
29."Just You and Me (and Ted E. Bear)" (from "The Mole, the Mob, and the Meatball")1:21
30."Bear Arms" (from "The Mole, the Mob, and the Meatball")0:22
31."One-Armed Bandit" (from "The Mole, the Mob, and the Meatball")0:46
32."Whack Da Ratz" (from "The Mole, the Mob, and the Meatball")0:21
33."Don Ted E. Bear Waltz" (from "The Mole, the Mob, and the Meatball")2:39
34."Tactit Approval" (from "The Mole, the Mob, and the Meatball")0:59
35."Ketchup Deception" (from "The Mole, the Mob, and the Meatball")0:56
36."New Recruits" (from "The Mole, the Mob, and the Meatball")0:16
37."Initiation Confrontation" (from "The Mole, the Mob, and the Meatball")1:21
38."Behind the Door" (from "The Mole, the Mob, and the Meatball")1:20
39."Cogs in Motion" (from "The Mole, the Mob, and the Meatball")5:55
40."Death of a Lagomorph" (from "The Mole, the Mob, and the Meatball")1:42
41."Critical Mass" (from "The Mole, the Mob, and the Meatball")1:51
Total length:1:11:46
Sam & Max Season One Soundtrack disk two track list
No.TitleLength
1."Wrong Number" (from "Abe Lincoln Must Die!")1:25
2."Lincoln vs. Max" (from "Abe Lincoln Must Die!")3:52
3."Consecutive Officer" (from "Abe Lincoln Must Die!")8:21
4."Rise of the Emancipator" (from "Abe Lincoln Must Die!")1:54
5."Regime Change" (from "Abe Lincoln Must Die!")1:26
6."Неудобство" (from "Abe Lincoln Must Die!")0:43
7."Monumental Scandal" (from "Abe Lincoln Must Die!")1:01
8."Inaugural Distress" (from "Abe Lincoln Must Die!")0:35
9."Sore Loser" (from "Abe Lincoln Must Die!")4:35
10."Rushmore, Lush, War" (from "Abe Lincoln Must Die!")1:20
11."Good for Me (Good for You)" (from "Abe Lincoln Must Die!")2:42
12."The War Room" (from "Abe Lincoln Must Die!")3:04
13."Pounding Fathers" (from "Abe Lincoln Must Die!")1:05
14."Computer Crisis" (from "Reality 2.0")1:18
15."Useful to Boot" (from "Reality 2.0")2:35
16."Sybil's 2.0" (from "Reality 2.0")3:03
17."City Streets 2.0" (from "Reality 2.0")3:06
18."Bosco's 2.0" (from "Reality 2.0")2:03
19."Lefty's 2.0" (from "Reality 2.0")1:12
20."Jimmy 2.0" (from "Reality 2.0")0:30
21."The Office 2.0" (from "Reality 2.0")1:39
22."Combat Begin!!" (from "Reality 2.0")0:57
23."Crusin' 2.0" (from "Reality 2.0")1:31
24."Cookin' the Books" (from "Reality 2.0")0:24
25."404" (from "Reality 2.0")1:01
26."Item Get" (from "Reality 2.0")0:04
27."Roy G. Biv" (from "Reality 2.0")1:22
28."Moonscape" (from "Bright Side of the Moon")5:28
29."Prismatology Retreat" (from "Bright Side of the Moon")5:02
30."Hugh's Inner Sanctum" (from "Bright Side of the Moon")4:01
31."World of Max" (from "Bright Side of the Moon")4:32
32."Good for You (Good for Me) Instrumental reprise" (from "Abe Lincoln Must Die")1:30
Total length:1:13:36

Reception edit

Aggregate review scores
Game GameRankings Metacritic
Culture Shock 81%[86] 81/100[85]
Situation: Comedy 79%[88] 79/100[87]
The Mole, the Mob, and the Meatball 74%[90] 74/100[89]
Abe Lincoln Must Die! 81%[92] 80/100[91]
Reality 2.0 83%[94] 82/100[93]
Bright Side of the Moon 81%[96] 79/100[95]
Save the World PC version 88%[97]
Save the World Wii version 75%[99] 74/100[98]
Save the World Xbox 360 version 78%[101] 74/100[100]
Save the World Remastered PC version 82/100[102]
Save the World Remastered Switch version 75/100[103]
Save the World Remastered Xbox One version 84/100[104]

Sam & Max Save the World received positive critical reaction from reviewers. Aggregate review scores on GameRankings and Metacritic rank the fifth episode, "Reality 2.0", as the critical favorite, while the third episode, "The Mole, the Mob, and the Meatball" received the lowest scores. The entire season holds a score of 88 percent on GameRankings. In addition to receiving several editor choice awards, the game has been recipient to publisher awards for the best adventure game of 2006.[105][106] As Telltale Games had managed to release a steady stream content with only small time gaps, journalists in the video game industry had considered Sam & Max Save the World to be the first successful application of episodic gaming. Previous unsuccessful implementations of the distribution model included attempts by Valve with the Half-Life series, Ritual Entertainment with SiN Episodes and Telltale themselves with Bone.[107][108][109][110]

The debut episode, "Culture Shock", was recipient to a mostly optimistic response from critics. The episode was thought to adequately follow 1993's Sam & Max Hit the Road,[111] with the introduction of the new 3D engine and gameplay being positively received.[112][113] Criticisms of "Culture Shock" focused on the story; while the humor in the writing was praised,[112] the plot was seen as a "thin excuse for the jokes"[114] and the episode's primary antagonist was described by IGN's Steve Butts as "a bit of a letdown".[115] The humorous writing and characters had done enough to compel the Academy of Interactive Arts & Sciences to nominate Culture Shock for "Outstanding Achievement in Story and Character Development" at the 10th Annual Interactive Achievement Awards.[116] The second episode, "Situation: Comedy", was thought to produce a better antagonist than "Culture Shock",[117] with the puzzles linking in well to the story.[118] However, critics described the puzzles as too easy,[118][119] and expressed disappointment at the reuse of lines from the first episode.[118][120] The next episode, "The Mole, the Mob, and the Meatball", was the lowest rated episode amongst reviewers. Although the episode received compliments for its dialogue and humor,[121][122] it was criticised for its easy puzzles and short length.[121][123][124]

The fourth episode, "Abe Lincoln Must Die!", was held by critics to be one of the series' best episodes.[125][126] The episode's story of political satire was subject to praise,[125][126] whilst the increased length was also appreciated.[127] Puzzles were felt to be more difficult and satisfying to solve.[125] Detractors of the episode, however, felt that the episode suffered from the need to constantly move between locations[125] and from the reuse of old characters and locations.[128] "Reality 2.0", the fifth episode, was the critical favorite of the series. The game's puzzles were cited as stronger than in "Abe Lincoln Must Die!",[129][130] with a fitting tribute to text adventure games towards the end.[131] However, the script was thought to be inferior to the preceding episode.[129][131] The season finale "Bright Side of the Moon" received a more reserved response than the two previous episodes, with criticisms directed at the length of the game[132] and the depth of character interaction.[133] Nevertheless, reviewers felt that the episode had reasonable puzzle design[134][135] and that it was a respectable end to the series.[132][134][135]

Critics gave positive reviews towards the overall gameplay mechanics, although they often presented some reservations. Several reviews praised the simplicity of the game interface. Andre Thomas of GamePlasma described the game's learning curve as "incredibly simple" and the gameplay mechanics as logical extension of those from the adventure games of the 1990s,[136] while GamingTrend reviewer Ron Burke praised Telltale's "intuitive" point-and-click system.[137] Mark Smith of Game Chronicles, however, stated that the streamlined mechanics eliminated "a lot of the exploration and discovery we normally associate with these types of games".[138] Some reviews directed criticism towards puzzle design; according to Smith, the game is "certainly accessible to kids and younger teens", but the adult audience "will find these games way too easy".[138] Reviewing for Adventure Gamers, Evan Dickens felt that the puzzles took "a bit of thought and consideration, but never to a point of consternation", believing that the low difficulty was intended by Telltale to allow players to "proceed through the story with minimum frustration".[139] Hyper's Tim Henderson commends the game for being "highly accessible [and] almost as funny as the original", but criticises it for its episodic content being a "tease".[140]

In relation to the story and writing, critics felt that the overall plot was ineffectual. Al Giovetti of JustAdventure felt the plot was lacking,[141] while Burke considered the episodic nature to be detrimental to maintaining plot cohesion between the episodes,[137] a point with which Dickens agreed.[139] Despite this, several reviewers thought that the individual episode stories and the presentation and development of the characters were good.[138][142] Reviewers considered the writing for each episode as one of the best features of the game; they also praised the level of humor in the game,[15][136][138] although Dickens felt that it was not until the fourth episode that the writing properly established itself.[139] In addition, they directed some skepticism towards the reuse of scenes and characters, with critical opinion divided on the degree of success in this regard.[15][137][139] A point of contention rose between British and American reviewers over the story and setting, exemplified in PC Gamer; whilst positive towards the first and fourth episodes, the British edition of the magazine felt this repetition was a severe failing of Save the World, and that the writing did not work well.[143][144] In contrast, the American edition rated each episode highly, stating that the quality of the series was "excellent".[145]

Critics commended Sam & Max Save the World's graphics and art direction; Dickens commented that "the cartoonish, absurdist nature of Steve Purcell's characters is captured perfectly" within an "enthusiastically colorful world that is at its best the stranger it gets",[139] while GameZone reviewer Anise Hollingshead praised Telltale for successfully upgrading the characters' graphics "without losing any of their cartoon appeal".[142] Kristen Reed, writing for Eurogamer, felt that the graphics reflected a "great degree of care and attention to everything from the locations to the standard of character modelling and animation".[111] They also praised the game for its sound, voice acting and music. In a review for The Entertainment Depot, Tim McGowan complimented Emerson-Johnson's soundtrack as "being quite excellent and listenable on its own",[15] and IGN's Alex Van Zelfdendate described it as a "breath of fresh air".[81] In contrast, PC Gamer UK's Alec Meer felt that the opening theme tune was "so busy trying to hint at [the theme for Sam & Max Hit the Road] that it forgets to have a memorable melody of its own".[8] Nowlin and Kasten's voicework also received a positive response.[138][139][141]

The Wii version of the game garnered a more reserved view from critics than the PC version; GameRankings and Metacritic gave aggregate review scores of 75 percent and 74 percent, respectively.[98][99] For better or worse, reviewers felt that the game had not changed much from the PC version in terms of gameplay, story or overall content.[146][147][148] While Sam & Max was thought to be a "perfect, naturally cartoony fit for the Wii",[148] the critics noted a number of technical issues with the release. Several critics cited minor issues with using the imprecise Wii Remote for puzzles requiring accuracy,[146][149] while observations were made that lines of dialogue could be cut short and that the frame rate could slow significantly, especially in action sequences.[149]

Remastered edit

Sam & Max Save the World Remastered was developed by Skunkape Games, a studio founded by Telltale co-founder Dan Connors and made up of original development team members Jake Rodkin, Jonathan Sgro, and Randy Tudor; the studio is named in reference to General Skun-ka'pe, a character from Sam & Max: The Devil's Playhouse. Following the closure of Telltale Games in 2018, Skunkape acquired the rights to Sam & Max and retrieved the game's original assets and source code. While the team originally planned to simply update the existing games with a software patch to improve compatibility with newer PCs, the original material's age proved difficult to work with in many regards, leading to the decision to fully remaster Save the World instead. The team consulted with Purcell on the remaster, who contributed additional artwork. Several members of the original development team outside of Skunkape also contributed to the remastering effort, including locating original assets that could not be retrieved from Telltale's archives. The Remastered release runs on the most recent version of the Telltale Tool and features updated character models and lighting, controller support, and new music by original composer Jared Emerson-Johnson. Other changes made include updated cutscene cinematography and re-recorded dialogue for Bosco, with Ogie Banks replacing previous actor Joey Camen. Save the World Remastered was released on Nintendo Switch and Windows on December 2, 2020; on Xbox One on August 10, 2021; and on PlayStation 4 on September 29, 2022.[4][150] The original Save the World episodes were later released as free downloadable content for the Steam version of Remastered in February 2021.[151] Following Save the World, Skunkape began work on remasters for the other Telltale Sam & Max games, with Beyond Time and Space released in December 2021 and The Devil's Playhouse planned for 2024.[152]

Notes edit

  1. ^ Collector's Edition
  2. ^ Retail
  3. ^ Remastered version developed by Skunkape Games.
  4. ^ Windows and Wii physical versions published by The Adventure Company in North America, and JoWooD Productions in Europe. Xbox 360 version published by Microsoft Game Studios. Remastered version published by Skunkape Games.

External links edit

  • at the Wayback Machine (archived June 18, 2018)
  • Official website (Remastered)

References edit

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save, world, graphic, adventure, video, game, developed, telltale, games, game, originally, released, season, before, being, renamed, early, 2009, save, world, developed, episodic, fashion, comprising, episodes, that, were, released, microsoft, windows, over, . Sam amp Max Save the World is a graphic adventure video game developed by Telltale Games The game was originally released as Sam amp Max Season One before being renamed in early 2009 Save the World was developed in episodic fashion comprising six episodes that were released for Microsoft Windows over the course of late 2006 and early 2007 The episodes were initially distributed online by GameTap and Telltale Games themselves although the later retail releases of the game were published by The Adventure Company and JoWooD Productions in North America and Europe respectively A Wii port of the game was published in late 2008 and an Xbox Live Arcade version was released in mid 2009 A remaster of the game by Skunkape Games was released in December 2020 for Nintendo Switch and Microsoft Windows in August 2021 for Xbox One and in September 2022 for PlayStation 4 4 Sam amp Max Save the WorldPromotional artwork for Sam amp Max Save the World Developer s Telltale Games c Publisher s Telltale Games d Designer s Brendan Q Ferguson 3 Dave Grossman 3 Steve PurcellJeff LesterChuck JordanHeather LogasProgrammer s Randy TudorArtist s David BoganWriter s Brendan Q FergusonDave GrossmanSteve PurcellJeff LesterChuck JordanHeather LogasComposer s Jared Emerson JohnsonSeriesSam amp MaxEngineTelltale ToolPlatform s Microsoft WindowsWiiXbox 360Nintendo SwitchXbox OnePlayStation 4ReleaseMicrosoft Windows2006 2007 EpisodesOctober 17 2006 April 26 2007Season OneJuly 18 2007 a August 7 2007 b RemasteredDecember 2 2020WiiNA October 14 2008 1 EU December 2 2008Xbox 360June 17 2009 2 Nintendo SwitchDecember 2 2020Xbox OneAugust 10 2021PlayStation 4September 29 2022Genre s Graphic adventureMode s Single playerBased on Steve Purcell s comic book series Sam amp Max the game follows the title characters Sam and Max self styled vigilante private investigators the former an anthropomorphic dog and the latter a hyperkinetic rabbity thing through several cases involving a hypnotism conspiracy Each episode features one case with a contained story with an underlying plot running through the series The game was announced by Telltale Games in 2005 following the cancellation of Sam amp Max Freelance Police by LucasArts in the preceding year many of the employees at Telltale Games were members of the Freelance Police development team The game received a positive response from critics with praise bestowed on the game s humor graphics and gameplay but concerns were voiced over the low difficulty of the puzzles repetition in design between episodes and the effectiveness of the story Opinions dissented across the Atlantic some British reviewers did not appreciate the writing in the way that American critics did Nevertheless the game has won several awards and is often cited by commentators as the first successful application of episodic distribution The game was accompanied by a number of short machinima videos set between each episode The game was followed by two episodic sequels Sam amp Max Beyond Time and Space in 2007 and Sam amp Max The Devil s Playhouse in 2010 Contents 1 Gameplay 2 Synopsis 2 1 Characters 2 2 Plot 3 Episodes 4 Machinima 5 Development 5 1 Production 5 2 Design 5 3 Audio 6 Reception 7 Remastered 8 Notes 9 External links 10 ReferencesGameplay editSam amp Max Save the World is a 3D graphic adventure game in which the player controls the character of Sam 5 6 The player has Sam explore the environments of the game and solve a series of puzzles using a simple point and click interface 6 The game s puzzles have logical solutions although a number of them have far fetched solutions due to the game s cartoon setting 7 Depending on the type of in game entity a player selects using the cursor the player can have Sam walk around an area look at and comment on objects pick up certain items or otherwise try to use them Sam may also engage in conversation with non player characters when this occurs the game presents a dialog tree with several subjects to pick from Topics of conversation may directly involve the story or provide assistance with the game s puzzles while others may be entirely unconnected In some cases the player may be able to choose dialog for Max to speak as well 8 The game implements an inventory system to allow Sam to store any items that the player picks up during the course of the game 5 The player may select any of the items in the inventory and can then attempt to use them on objects in the game world or give them to other characters simply by clicking on the desired target 9 Unlike Save the World s predecessor Sam amp Max Hit the Road inventory items are context specific and cannot be used together or combined to create new items 10 Typically Sam carries a gun that may be used to solve several puzzles 8 The characters can travel between a variety of locations in the game using their black and white 1960 DeSoto Adventurer 11 12 which when selected will present the player with a list of available destinations The DeSoto is also used for several driving sequences usually involving pursuing or fleeing criminals in other vehicles 13 In these driving sequences the player can use Sam s gun the car s horn or have Max attempt to communicate with other vehicles via a megaphone In addition special inventory items may be used to complete specific puzzles within these sequences 10 Driving sequences are also used for several minigames such as pulling innocent drivers over for fabricated felonies 14 In keeping with the developer s heritage from the LucasArts adventure games Sam amp Max Save the World is designed so that the player characters cannot die or reach a complete dead end 15 Synopsis editCharacters edit Sam amp Max Save the World is set in a universe that parodies American popular culture and it follows the title characters of Sam and Max the Freelance Police a pair of vigilantes and private investigators Sam is a level headed but enthusiastic anthropomorphic dog who wears a blue suit and fedora He is inquisitive knowledgeable in obscure areas and tends to prefer the logical solution to problems but he is not above using force 16 Max is described as a hyperkinetic rabbity thing cunning uninhibited and reveling in violence and mischief His reactions to situations usually incorporate force but often with a seeming disregard for his own personal safety 17 Together the Freelance Police operate out of a dilapidated office block in a dangerous neighborhood in New York City where they receive cases over the telephone from an unseen police commissioner 18 There are several supporting characters that consistently appear throughout the episodes Bosco is the proprietor of the nearby convenience store and supplies the Freelance Police with a number of items across the game Driven paranoid by repeated shoplifting Bosco is obsessed with conspiracies believing that nearly every US government agency as well as many criminal outfits are after him As such his store is overwhelmed with security devices and contraptions created by Bosco himself He regularly attempts to disguise himself as a variety of foreign nationals but to little effect 19 20 Further down the neighborhood is Sybil Pandemik who owns a small office across from Sam and Max Sybil is unable to keep a consistent job and regularly changes her career choices Introduced as a psychotherapist she is noted to have worked as a tattoo artist software tester tabloid journalist professional witness and Queen of Canada 19 21 In a hole in Sam and Max s own office resides Jimmy Two Teeth a rat who works as a petty criminal confidence trickster and fence He profusely dislikes Sam and Max who he sees as always interfering with his work 22 23 Other characters include the Soda Poppers a group of three former child stars from the 1970s The three each with their own trademark catch phrase first appear as victims of hypnosis in the first episode later acting as the judges on a Pop Idol parody in the second episode By the fourth episode they are elected the governors of the Dakotas and plunge the region into civil war over ownership of Mount Rushmore 19 24 25 Also making sporadic appearances is Hugh Bliss an eccentric magician and leader of the Prismatology cult a parody of Scientology 26 He is often seen attempting to promote his self help guides based on Prismatology 24 Sam finds Bliss irritating while Max almost idolizes him 24 Minor characters include Agent Superball a US Secret Service agent with a penchant for guarding doors 25 Chuckles the pit manager in a mafia run casino 22 Harry Moleman a police mole who switches sides 22 and the Computer Obsolescence Prevention Society COPS a group of outdated computers attempting to find purpose in the technologically advanced world 27 Plot edit The game opens with Sam and Max the Freelance Police lounging in their office awaiting a new case after a long hiatus Eventually the commissioner sends them out to investigate a group of former child stars the Soda Poppers who have been causing trouble in the neighborhood The Soda Poppers are attempting to promote a self help video called Eye Bo which when watched hypnotizes the viewer After seeking assistance from Sybil to reverse the hypnotism on the Soda Poppers by knocking them unconscious the Freelance Police learn that the scheme has been devised by one Brady Culture another former child star who owes his fall from popularity to the rise of the Soda Poppers Sam and Max and the Soda Poppers confront Culture who hypnotizes the Soda Poppers again However Sam manages to fool Culture into ordering the Soda Poppers to attack himself subduing the threat 19 The next case the Freelance Police get involves liberating a studio audience held hostage by a deranged TV talk show host Myra Stump At the TV station Sam and Max deduce that Myra has been hypnotized and after using other shows in the studio to become celebrities they convince her to let them become guests on her show Once on the show Sam notes a strange toy bear on the host s desk the source of the hypnotism Using the studio sound system Sam electrocutes both Myra and the bear allowing the audience to leave 24 nbsp Sam and Max in their office the game s environments were designed to feel more coarse and dangerous than those in Sam amp Max Hit the RoadThe commissioner then tasks Sam and Max with infiltrating the Toy Mafia a criminal organisation operating from a casino The commissioner s mole in the organisation has gone quiet he wants the Freelance Police to find out what happened to the mole Sam and Max quickly discover that the Toy Mafia are responsible for the toy bear that hypnotised Myra As they gain the Mafia s trust they ascertain that the mole has switched sides and is now leading the outfit After discovering that the casino is a front for a factory producing the hypnotizing bears for mass distribution the Freelance Police sabotage the factory and destroy the operation 22 Soon after the US President starts bringing in bizarre policies Max is particularly concerned about the introduction of gun restrictions while Sam believes the President has been hypnotized At the White House Max beheads the President revealing him to be a mechanical puppet designed to hypnotize the nation through TV broadcasts The President s bodyguard none other than the now fallen Toy Mafia s pit boss activates a giant robot disguised as the statue at the Lincoln Memorial to run in an emergency election against Max Sam discredits Lincoln s campaign resulting in Max winning the presidential election Lincoln begins a destructive rampage through Washington D C but is neutralized when Max fires an intercontinental ballistic missile at him 25 The next case given to Sam and Max involves dealing with a computer crisis that is causing the world economy to collapse They discover the problem is a virtual reality program called Reality 2 0 powered by the Internet which has gained sentience which is hypnotizing people so they never want to leave the program Sam and Max access the program themselves and introduce a computer virus that crashes Reality 2 0 and deletes the digital embodiment of the Internet Prior to expiring the Internet reveals that it was following the plans of one Roy G Biv 27 Sam eventually deduces that Roy G Biv is actually Hugh Bliss a character seemingly in the background of all their previous cases The Freelance Police travel to Bliss Prismatology retreat on the Moon where Bliss is preparing a device to hypnotize the entire planet Bliss reveals himself as a colony of sentient bacteria that feeds off of the endorphins produced by human happiness by hypnotizing the planet Bliss assures himself of a permanent supply of nourishment Bliss activates the device but is killed when Sam tricks him into a tank of water and boils it using the rocket engine of a lunar lander Returning to Earth Max takes great pleasure in reversing the hypnotism by personally knocking everyone on the planet unconscious 28 Episodes editEpisode Designer Writer Release dateGameTap release General release Culture Shock Brendan Q FergusonDave GrossmanSteve Purcell October 17 2006 November 1 2006A group of former child stars the Soda Poppers are hypnotized into causing trouble in Sam and Max s neighborhood Situation Comedy Brendan Q FergusonDave GrossmanJeff LesterSteve Purcell December 20 2006 January 5 2007Sam and Max must deal with a talk show host who has taken her audience hostage The Mole the Mob and the Meatball Brendan Q FergusonDave GrossmanJeff LesterSteve Purcell January 25 2007 February 8 2007A mole in a nearby mafia outfit has gone quiet so Sam and Max are tasked with finding out what happened to him Abe Lincoln Must Die Brendan Q FergusonDave GrossmanChuck JordanSteve Purcell February 22 2007 March 9 2007Believing that the US president has been hypnotized Sam and Max journey to Washington to save him Reality 2 0 Brendan Q FergusonDave GrossmanHeather LogasChuck JordanSteve Purcell March 29 2007 April 9 2007An Internet craze is hypnotizing people across the world so Sam and Max try to destroy the Internet Bright Side of the Moon Brendan Q FergusonDave GrossmanHeather LogasChuck JordanSteve Purcell April 26 2007 May 10 2007Having discovered what is behind the hypnotism cases Sam and Max travel to the Moon to save the world Machinima editFor the release of each episode Telltale Games released three corresponding machinima shorts These shorts are set between the episodes fifteen were released in total 29 The first short Frank Discussion released on November 30 2006 has Sam and Max share a discussion regarding frankfurters and their preservative properties in Bosco s store 30 The short was followed on December 7 by Trainspotting in which Sam ponders the meaning of life while Max questions the sensibility of being outside away from the comforts of their office 31 On December 12 Telltale released A Painstaking Search having misplaced the keys to their office Sam and Max return to Brady Culture s hideout in an attempt to retrace their steps 32 The first short of 2007 Reality Blights was released on January 4 and sees Max volunteer the duo to appear on a reality television show Four Freaks in a Terribly Cramped Office 33 Egregious Philosophy Platter was released seven days later on January 11 and features Sam and Max as host the hosts of television show Egregious Philosophy Platter discussing the philosophers Socrates and Descartes 34 The final short relating to television shows Kitchen Consequential was released on January 18 and follows Sam and Max hosting Fun in the Kitchen With Sam and Max where they showcase a few recipes of special effects 35 Interrogation was released after the game s third episode on February 1 in which Sam and Max demonstrate how to properly interrogate a suspect 36 This was followed by Coffee on February 8 in the short Sam and Max experiment with telekinesis on coffee cups 37 On February 15 The Blank Blank Blank was released where Sam and Max discuss with Bosco a government agency so secret the acronym is classified 38 Following episodes relate to Max s tenure as US president after Abe Lincoln Must Die War Games released on March 1 has Sam and Max engage in military activities from the White House s war room under the pretense that they are mere simulations 39 It was followed by The Teapot Drone Scandal on March 15 in which Max orders a Secret Service agent to recite I m a Little Teapot over the telephone 40 Saving the Economy was released on March 22 showing a broadcast by Max outlining his plans to make the economy more efficient by irrationally extending daylight saving time 41 On April 5 Artichoke was released in which Max holds a press conference where he is unwisely questioned about his gun control policies 42 The penultimate short Bosco was released on April 12 and shows Max starting a negative campaign against Bosco for the presidential election despite the fact that he is not running 43 A Fireside Chat the final episode was released on April 19 depicting a broadcast by Max to the state of Idaho in the hopes of getting them to vote for him 44 Development editProduction edit nbsp Telltale Games consisted of developers from Freelance Police as well as other former LucasArts alumni such as Dave Grossman third from left Sam amp Max Save the World originates from Sam amp Max Freelance Police a graphic adventure game that was developed by LucasArts from 2002 to 2004 45 Freelance Police was a sequel to the 1993 title Sam amp Max Hit the Road However LucasArts ceased production on Freelance Police in March 2004 46 In the subsequent weeks LucasArts underwent major restructuring many of the developers who worked on past LucasArts adventure games were made redundant 47 48 Some of the former Freelance Police development team consequently formed Telltale Games in June 2004 to continue developing the sort of adventure games that LucasArts no longer wished to produce 49 Sam amp Max creator Steve Purcell who described himself as disappointed and frustrated with LucasArts decision 50 took the Sam amp Max franchise to Telltale after the LucasArts license expired in mid 2005 Telltale Games announced the new series of Sam amp Max games in September 2005 51 Brendan Q Ferguson who worked on Freelance Police as a programmer designer and writer Dave Grossman one of the project leaders on Maniac Mansion Day of the Tentacle and Purcell primarily led the development of the project 52 Unlike Freelance Police Save the World was developed in episodic form with episodes being released in quick succession to allow for reduced development time between titles and quicker delivery of content to consumers 51 Telltale launched a website for Sam amp Max in November to accompany their new series 53 The following month Purcell began publishing a Sam amp Max webcomic entitled The Big Sleep on the site 54 the webcomic ran for twelve issues and concluded in April 2007 Purcell won an Eisner Award in 2007 for the webcomic 55 In March 2006 Telltale acquired US 825 000 in funding from a group of private investors to help sustain growth until its next round of equity funding 56 Telltale released the game s trailer for the Electronic Entertainment Expo in May 2006 57 58 showing the new voice actors for Sam and Max David Nowlin and William Kasten respectively 59 However Andrew Chaikin voiced Max in the first episode but was unable to continue in the role due to health reasons 60 While at the convention Telltale revealed that the first episode was forecast for release towards the end of 2006 via the distribution service GameTap 61 Telltale announced a release date of October 17 over GameTap in early September with the note that each episode would be made available from Telltale themselves within fifteen days of release 62 Development on the first episode was completed on September 25 63 and from October 10 GameTap began hosting the Sam amp Max animated series as promotional material for release 64 The first episode Culture Shock was released on time on October 17 65 The next five episodes were released over short intervals until the series finale in April 2007 66 The series debuted on Steam on June 15 the same year 67 Telltale began shipping a special collectors edition of the game in July 68 while the retail version of the game was published in August 69 January 2008 saw a significant update to the game upgrading the game engine and ensuring compatibility with Windows Vista 70 Three months later Telltale announced a Wii version of the game 71 Telltale reported that an email campaign and Internet rumors of a port had stirred up interest within the company for producing a Wii version 72 They redesigned the game s point and click interface to accommodate the Wii Remote the primary controller for the console 73 The game was initially forecast for release in North America on October 7 2008 74 but was released a week later on October 14 75 The European version was published later in December 76 In February 2009 Telltale Games renamed the game from its initial release title of Sam amp Max Season One to Sam amp Max Save the World Telltale s public relations spokeswoman Emily Morganti explained that while Season One was thought to communicate the game s episodic nature to potential consumers the company felt that it was nondescript in relation to the game s story 77 The message accompanied the announcement of an Xbox Live Arcade version of the game which had been subject to media speculation since February 2007 78 Both Windows and Wii versions of the game were republished using the new title 77 Design edit nbsp Series creator Steve Purcell was involved in ensuring that the characters and environments of the game conveyed the same feel as the comicsAccording to Dave Grossman the objective for Telltale Games with Sam amp Max Save the World was to create a game with a lot of story and character in it 52 Grossman explained that the Sam amp Max franchise was therefore most ideally suited to the graphic adventure genre while action was thought to be possible with the source material it would be kind of wrong 52 Still designers decided to introduce action moments such as car chase scenes wanting players to feel like they are these crazy Freelance Police officers and just be involved in all this sort of mayhem presented in the original comic strips 79 Like in previous Sam amp Max games Sam amp Max Save the World used a point and click gameplay system itself a variation of the control scheme used by Telltale in their preceding adventure game series Bone the action sequences implemented in the game still maintained the point and click interface 52 Very little of the design from Freelance Police was carried over into Save the World LucasArts still held onto the assets created for use in Freelance Police and Telltale was wary of using similar design patterns 52 While Ferguson and Purcell had both been involved with the canceled LucasArts project Grossman had not The team decided to just start from fresh and pursue a different treatment of the game s subject 52 Purcell himself wanted to ensure that the game conveyed the gritty feel of the original comics something he felt was lacking from the LucasArts renditions of the franchise Grossman stated that we wanted to get a little bit more of that dirt on the streets and the paper cups and people being mean and nasty 52 This gritty feeling also influenced artistic design For instance on Purcell s suggestion the sky was changed from blue to yellow in the street outside Sam and Max s office instantly making the environment feel filthy and disgusting 52 Audio edit Bay Area Sound a company set up by Clint Bajakian who had worked extensively on composition and sound production on LucasArts games since 1994 produced the soundtrack 80 The Save the World soundtrack was composed by Jared Emerson Johnson Bajakian s former protege whose previous work included composition and sound editing for LucasArts Emerson Johnson s scores used live performances as opposed to synthesized music often used elsewhere in the video games industry 81 a small team of five musicians including Emerson Johnson and a recording engineer produced the soundtrack 82 The score is primarily grounded in film noir jazz inspired by the work of Henry Mancini and Charles Mingus 81 However Emerson Johnson noted that as the Sam amp Max universe is open ended 83 he had the chance to explore into other musical genres in some episodes such as a song and dance Charleston number faux Philip Glass an ode to Nina Rota s music from The Godfather and even some inspired retro 8 bit game music 81 Several songs were incorporated into the soundtrack performed by Emerson Johnson or Peter Barto the voice actor for Agent Superball Purcell later commented that Emerson Johnson had seamlessly blended a huge palette of genres and styles 82 while Ferguson stated that he believed that it was Emerson Johnson s scores that created the vital atmosphere in the games noting that prior to the implementation of the music playing the games was an unrelenting horror 84 The soundtrack to Sam amp Max Save the World was published in July 2007 68 Sam amp Max Season One Soundtrack disk one track listNo TitleLength1 Opening Credits 0 442 The New Case from Culture Shock 0 583 The Office from Culture Shock 3 184 Fuzzy White Butterfingers from Culture Shock 0 545 City Streets from Culture Shock 3 126 Bosco s from Culture Shock 4 067 Eye Bo Unveiled from Culture Shock 1 078 Sybil s from Culture Shock 3 039 Behind the Poppers from Culture Shock 1 1510 I Can See You from Culture Shock 0 3211 Cruisin from Culture Shock 1 2812 More Than Jerks from Culture Shock 1 3113 The Black Hole from Culture Shock 3 1414 Master Plans from Culture Shock 1 4015 Attack the Dog from Culture Shock 4 0016 Attack Me from Culture Shock 0 5917 High Noon Hostage Crisis from Situation Comedy 0 3218 Skinbodies Rule the Streets from Situation Comedy 0 3119 Quiet on the Set from Situation Comedy 6 5820 Mad Dog from Situation Comedy 0 3821 Midtown Cowboys from Situation Comedy 0 0722 Cooking Without Looking from Situation Comedy 0 5423 Who s Never Going to Be a Millionaire from Situation Comedy 0 1524 Time Out for Number Two from Situation Comedy 0 4225 Myra from Situation Comedy 1 0126 Electrotalk Therapy from Situation Comedy 1 0627 Cirque De Mole from The Mole the Mob and the Meatball 1 3328 Ted E Bear s Mafia Free Playland and Casino from The Mole the Mob and the Meatball 4 3429 Just You and Me and Ted E Bear from The Mole the Mob and the Meatball 1 2130 Bear Arms from The Mole the Mob and the Meatball 0 2231 One Armed Bandit from The Mole the Mob and the Meatball 0 4632 Whack Da Ratz from The Mole the Mob and the Meatball 0 2133 Don Ted E Bear Waltz from The Mole the Mob and the Meatball 2 3934 Tactit Approval from The Mole the Mob and the Meatball 0 5935 Ketchup Deception from The Mole the Mob and the Meatball 0 5636 New Recruits from The Mole the Mob and the Meatball 0 1637 Initiation Confrontation from The Mole the Mob and the Meatball 1 2138 Behind the Door from The Mole the Mob and the Meatball 1 2039 Cogs in Motion from The Mole the Mob and the Meatball 5 5540 Death of a Lagomorph from The Mole the Mob and the Meatball 1 4241 Critical Mass from The Mole the Mob and the Meatball 1 51Total length 1 11 46 Sam amp Max Season One Soundtrack disk two track listNo TitleLength1 Wrong Number from Abe Lincoln Must Die 1 252 Lincoln vs Max from Abe Lincoln Must Die 3 523 Consecutive Officer from Abe Lincoln Must Die 8 214 Rise of the Emancipator from Abe Lincoln Must Die 1 545 Regime Change from Abe Lincoln Must Die 1 266 Neudobstvo from Abe Lincoln Must Die 0 437 Monumental Scandal from Abe Lincoln Must Die 1 018 Inaugural Distress from Abe Lincoln Must Die 0 359 Sore Loser from Abe Lincoln Must Die 4 3510 Rushmore Lush War from Abe Lincoln Must Die 1 2011 Good for Me Good for You from Abe Lincoln Must Die 2 4212 The War Room from Abe Lincoln Must Die 3 0413 Pounding Fathers from Abe Lincoln Must Die 1 0514 Computer Crisis from Reality 2 0 1 1815 Useful to Boot from Reality 2 0 2 3516 Sybil s 2 0 from Reality 2 0 3 0317 City Streets 2 0 from Reality 2 0 3 0618 Bosco s 2 0 from Reality 2 0 2 0319 Lefty s 2 0 from Reality 2 0 1 1220 Jimmy 2 0 from Reality 2 0 0 3021 The Office 2 0 from Reality 2 0 1 3922 Combat Begin from Reality 2 0 0 5723 Crusin 2 0 from Reality 2 0 1 3124 Cookin the Books from Reality 2 0 0 2425 404 from Reality 2 0 1 0126 Item Get from Reality 2 0 0 0427 Roy G Biv from Reality 2 0 1 2228 Moonscape from Bright Side of the Moon 5 2829 Prismatology Retreat from Bright Side of the Moon 5 0230 Hugh s Inner Sanctum from Bright Side of the Moon 4 0131 World of Max from Bright Side of the Moon 4 3232 Good for You Good for Me Instrumental reprise from Abe Lincoln Must Die 1 30Total length 1 13 36Reception editAggregate review scores Game GameRankings MetacriticCulture Shock 81 86 81 100 85 Situation Comedy 79 88 79 100 87 The Mole the Mob and the Meatball 74 90 74 100 89 Abe Lincoln Must Die 81 92 80 100 91 Reality 2 0 83 94 82 100 93 Bright Side of the Moon 81 96 79 100 95 Save the World PC version 88 97 Save the World Wii version 75 99 74 100 98 Save the World Xbox 360 version 78 101 74 100 100 Save the World Remastered PC version 82 100 102 Save the World Remastered Switch version 75 100 103 Save the World Remastered Xbox One version 84 100 104 Sam amp Max Save the World received positive critical reaction from reviewers Aggregate review scores on GameRankings and Metacritic rank the fifth episode Reality 2 0 as the critical favorite while the third episode The Mole the Mob and the Meatball received the lowest scores The entire season holds a score of 88 percent on GameRankings In addition to receiving several editor choice awards the game has been recipient to publisher awards for the best adventure game of 2006 105 106 As Telltale Games had managed to release a steady stream content with only small time gaps journalists in the video game industry had considered Sam amp Max Save the World to be the first successful application of episodic gaming Previous unsuccessful implementations of the distribution model included attempts by Valve with the Half Life series Ritual Entertainment with SiN Episodes and Telltale themselves with Bone 107 108 109 110 The debut episode Culture Shock was recipient to a mostly optimistic response from critics The episode was thought to adequately follow 1993 s Sam amp Max Hit the Road 111 with the introduction of the new 3D engine and gameplay being positively received 112 113 Criticisms of Culture Shock focused on the story while the humor in the writing was praised 112 the plot was seen as a thin excuse for the jokes 114 and the episode s primary antagonist was described by IGN s Steve Butts as a bit of a letdown 115 The humorous writing and characters had done enough to compel the Academy of Interactive Arts amp Sciences to nominate Culture Shock for Outstanding Achievement in Story and Character Development at the 10th Annual Interactive Achievement Awards 116 The second episode Situation Comedy was thought to produce a better antagonist than Culture Shock 117 with the puzzles linking in well to the story 118 However critics described the puzzles as too easy 118 119 and expressed disappointment at the reuse of lines from the first episode 118 120 The next episode The Mole the Mob and the Meatball was the lowest rated episode amongst reviewers Although the episode received compliments for its dialogue and humor 121 122 it was criticised for its easy puzzles and short length 121 123 124 The fourth episode Abe Lincoln Must Die was held by critics to be one of the series best episodes 125 126 The episode s story of political satire was subject to praise 125 126 whilst the increased length was also appreciated 127 Puzzles were felt to be more difficult and satisfying to solve 125 Detractors of the episode however felt that the episode suffered from the need to constantly move between locations 125 and from the reuse of old characters and locations 128 Reality 2 0 the fifth episode was the critical favorite of the series The game s puzzles were cited as stronger than in Abe Lincoln Must Die 129 130 with a fitting tribute to text adventure games towards the end 131 However the script was thought to be inferior to the preceding episode 129 131 The season finale Bright Side of the Moon received a more reserved response than the two previous episodes with criticisms directed at the length of the game 132 and the depth of character interaction 133 Nevertheless reviewers felt that the episode had reasonable puzzle design 134 135 and that it was a respectable end to the series 132 134 135 Critics gave positive reviews towards the overall gameplay mechanics although they often presented some reservations Several reviews praised the simplicity of the game interface Andre Thomas of GamePlasma described the game s learning curve as incredibly simple and the gameplay mechanics as logical extension of those from the adventure games of the 1990s 136 while GamingTrend reviewer Ron Burke praised Telltale s intuitive point and click system 137 Mark Smith of Game Chronicles however stated that the streamlined mechanics eliminated a lot of the exploration and discovery we normally associate with these types of games 138 Some reviews directed criticism towards puzzle design according to Smith the game is certainly accessible to kids and younger teens but the adult audience will find these games way too easy 138 Reviewing for Adventure Gamers Evan Dickens felt that the puzzles took a bit of thought and consideration but never to a point of consternation believing that the low difficulty was intended by Telltale to allow players to proceed through the story with minimum frustration 139 Hyper s Tim Henderson commends the game for being highly accessible and almost as funny as the original but criticises it for its episodic content being a tease 140 In relation to the story and writing critics felt that the overall plot was ineffectual Al Giovetti of JustAdventure felt the plot was lacking 141 while Burke considered the episodic nature to be detrimental to maintaining plot cohesion between the episodes 137 a point with which Dickens agreed 139 Despite this several reviewers thought that the individual episode stories and the presentation and development of the characters were good 138 142 Reviewers considered the writing for each episode as one of the best features of the game they also praised the level of humor in the game 15 136 138 although Dickens felt that it was not until the fourth episode that the writing properly established itself 139 In addition they directed some skepticism towards the reuse of scenes and characters with critical opinion divided on the degree of success in this regard 15 137 139 A point of contention rose between British and American reviewers over the story and setting exemplified in PC Gamer whilst positive towards the first and fourth episodes the British edition of the magazine felt this repetition was a severe failing of Save the World and that the writing did not work well 143 144 In contrast the American edition rated each episode highly stating that the quality of the series was excellent 145 Critics commended Sam amp Max Save the World s graphics and art direction Dickens commented that the cartoonish absurdist nature of Steve Purcell s characters is captured perfectly within an enthusiastically colorful world that is at its best the stranger it gets 139 while GameZone reviewer Anise Hollingshead praised Telltale for successfully upgrading the characters graphics without losing any of their cartoon appeal 142 Kristen Reed writing for Eurogamer felt that the graphics reflected a great degree of care and attention to everything from the locations to the standard of character modelling and animation 111 They also praised the game for its sound voice acting and music In a review for The Entertainment Depot Tim McGowan complimented Emerson Johnson s soundtrack as being quite excellent and listenable on its own 15 and IGN s Alex Van Zelfdendate described it as a breath of fresh air 81 In contrast PC Gamer UK s Alec Meer felt that the opening theme tune was so busy trying to hint at the theme for Sam amp Max Hit the Road that it forgets to have a memorable melody of its own 8 Nowlin and Kasten s voicework also received a positive response 138 139 141 The Wii version of the game garnered a more reserved view from critics than the PC version GameRankings and Metacritic gave aggregate review scores of 75 percent and 74 percent respectively 98 99 For better or worse reviewers felt that the game had not changed much from the PC version in terms of gameplay story or overall content 146 147 148 While Sam amp Max was thought to be a perfect naturally cartoony fit for the Wii 148 the critics noted a number of technical issues with the release Several critics cited minor issues with using the imprecise Wii Remote for puzzles requiring accuracy 146 149 while observations were made that lines of dialogue could be cut short and that the frame rate could slow significantly especially in action sequences 149 Remastered editSam amp Max Save the World Remastered was developed by Skunkape Games a studio founded by Telltale co founder Dan Connors and made up of original development team members Jake Rodkin Jonathan Sgro and Randy Tudor the studio is named in reference to General Skun ka pe a character from Sam amp Max The Devil s Playhouse Following the closure of Telltale Games in 2018 Skunkape acquired the rights to Sam amp Max and retrieved the game s original assets and source code While the team originally planned to simply update the existing games with a software patch to improve compatibility with newer PCs the original material s age proved difficult to work with in many regards leading to the decision to fully remaster Save the World instead The team consulted with Purcell on the remaster who contributed additional artwork Several members of the original development team outside of Skunkape also contributed to the remastering effort including locating original assets that could not be retrieved from Telltale s archives The Remastered release runs on the most recent version of the Telltale Tool and features updated character models and lighting controller support and new music by original composer Jared Emerson Johnson Other changes made include updated cutscene cinematography and re recorded dialogue for Bosco with Ogie Banks replacing previous actor Joey Camen Save the World Remastered was released on Nintendo Switch and Windows on December 2 2020 on Xbox One on August 10 2021 and on PlayStation 4 on September 29 2022 4 150 The original Save the World episodes were later released as free downloadable content for the Steam version of Remastered in February 2021 151 Following Save the World Skunkape began work on remasters for the other Telltale Sam amp Max games with Beyond Time and Space released in December 2021 and The Devil s Playhouse planned for 2024 152 Notes edit Collector s Edition Retail Remastered version developed by Skunkape Games Windows and Wii physical versions published by The Adventure Company in North America and JoWooD Productions in Europe Xbox 360 version published by Microsoft Game Studios Remastered version published by Skunkape Games External links editOfficial website at the Wayback Machine archived June 18 2018 Official website Remastered References edit I G N Staff October 14 2008 Sam amp Max Season One for Wii Now Shipping to Retail in North America IGN Archived from the original on January 11 2023 Retrieved April 30 2023 Starting June 17 Sam amp Max Save the World on Xbox Live Arcade Telltale Games June 11 2009 Archived from the original on November 29 2009 Retrieved November 5 2009 a b Brendan Q 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