Sam & Max Save the World
A graphic adventure following the Freelance Police through a hypnotism conspiracy.
Sam & Max Save the World is a graphic adventure video game developed by Telltale Games, originally released as Sam & Max: Season One. It was distributed in an episodic format across six episodes for Microsoft Windows from late 2006 to early 2007. The game is often cited as the first successful application of episodic distribution in the video game industry.
Quick Facts
- Developer
- Telltale Games
- Designer
- Brendan Q. Ferguson
- Dave Grossman
- Steve Purcell
- Jeff Lester
- Chuck Jordan
- Heather Logas
- Programmer
- Randy Tudor
- Artist
- David Bogan
- Composer
- Jared Emerson-Johnson
- Series
- Sam & Max
- Engine
- Telltale Tool
- Genre
- Graphic adventure
Facts from the source article.
Did You Know?
- The game's puzzles have logical solutions, though some are far-fetched due to the cartoon setting.
- The remastered version features updated character models and lighting, controller support, and new music by original composer Jared Emerson-Johnson.
- Skunkape Games, which remastered the game, is named after General Skun-ka'pe, a character from Sam & Max: The Devil's Playhouse.
Synopsis
Sam & Max Save the World is set in a universe that parodies American popular culture. The title characters, Sam and Max, are the Freelance Police—a pair of vigilantes and private investigators. Sam is a level-headed, enthusiastic anthropomorphic dog who wears a blue suit and fedora; he prefers logical solutions but is not above using force. Max, described as a hyperkinetic rabbity thing, is cunning, uninhibited, and revels in violence and mischief, often disregarding his own safety. They operate from a dilapidated office in a dangerous New York City neighborhood, receiving cases over the telephone from an unseen police commissioner. Recurring supporting characters include Roscoe Bosco, the paranoid proprietor of a nearby convenience store who supplies items and is obsessed with conspiracies; Sybil Pandemik, who owns a small office across the street and regularly changes her career, appearing as a psychotherapist, tabloid journalist, professional witness, matchmaker, software tester, and Queen of Canada; and Jimmy Two-Teeth, a rat living in a hole in Sam and Max's office who works as a petty criminal and fence, and who dislikes the duo for interfering with his work.
Machinima
For each episode, Telltale Games released three machinima shorts set between episodes, totaling fifteen shorts. The first, Frank Discussion, released on November 30, 2006, features Sam and Max discussing frankfurters and preservatives in Bosco's store. Trainspotting, released December 7, has Sam pondering the meaning of life while Max questions being outside. A Painstaking Search, released December 12, shows the duo returning to Brady Culture's hideout after misplacing their office keys. Reality Blights, released January 4, 2007, has Max volunteering them for a reality show called Four Freaks in a Terribly Cramped Office. Egregious Philosophy Platter, released January 11, features Sam and Max hosting a television show discussing Socrates and Descartes. Kitchen Consequential, released January 18, follows them hosting Fun in the Kitchen With Sam and Max, showcasing special effects recipes.
Development
Sam & Max Save the World originates from Sam & Max: Freelance Police, a graphic adventure game developed by LucasArts from 2002 to 2004. LucasArts ceased production on Freelance Police in March 2004, leading to major restructuring and layoffs. Some former Freelance Police developers formed Telltale Games in June 2004 to continue making adventure games. Sam & Max creator Steve Purcell, disappointed with LucasArts' decision, brought the franchise to Telltale after the LucasArts license expired in mid-2005. Telltale announced the new series in September 2005. Development was led by Brendan Q. Ferguson, Dave Grossman, and Purcell. Unlike Freelance Police, Save the World was developed episodically to reduce development time and deliver content quickly. Telltale launched a website in November 2005, and Purcell published a webcomic titled The Big Sleep from December 2005 to April 2007, winning an Eisner Award in 2007. In March 2006, Telltale acquired funding from private investors.
Reception
Sam & Max Save the World received positive critical reaction. Aggregate 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. The game won several awards, including publisher awards for best adventure game of 2006, and received editor choice awards. Journalists considered it the first successful application of episodic gaming, contrasting with earlier attempts by Valve, Ritual Entertainment, and Telltale themselves. The debut episode, Culture Shock, received mostly optimistic responses, praised for following Sam & Max Hit the Road and for its 3D engine and gameplay, though criticized for a thin plot and a disappointing antagonist. It was nominated for Outstanding Achievement in Story and Character Development at the 10th Annual Interactive Achievement Awards. Situation: Comedy was thought to have a better antagonist and well-linked puzzles, but critics found puzzles too easy and noted reused lines. The Mole, the Mob, and the Meatball was the lowest-rated episode, criticized for easy puzzles and short length, though its dialogue and humor were complimented.
Frequently Asked Questions
What platforms is Sam & Max Save the World available on?
Sam & Max Save the World was released for Microsoft Windows, Wii, Xbox 360, Nintendo Switch, Xbox One and PlayStation 4.
Who designed Sam & Max Save the World?
Sam & Max Save the World was designed by Brendan Q. Ferguson, Dave Grossman, Steve Purcell, Jeff Lester, Chuck Jordan and others.
What engine does Sam & Max Save the World use?
Sam & Max Save the World runs on Telltale Tool.
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