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Sam & Max: Freelance Police
Developer(s)LucasArts
Designer(s)Michael Stemmle[1]
Composer(s)Mark Griskey[1]
SeriesSam & Max
Platform(s)Windows
ReleaseCanceled
Genre(s)Graphic adventure
Mode(s)Single-player

Sam & Max: Freelance Police was a graphic adventurevideo game developed by LucasArts from 2002 until its cancellation in 2004, and the final game in the company's adventure game era. Freelance Police was originally intended for release for Windows in early 2004 as a sequel to the 1993 title Sam & Max Hit the Road. The game was based on the characters Sam & Max: an anthropomorphicdog and 'hyperkinetic rabbity thing'[2] who debuted in a 1987 comic book series created by Steve Purcell. Freelance Police was announced in August 2002, and showcased at the Electronic Entertainment Expo (E3) in 2003. Like its predecessor, Freelance Police was designed as a point-and-click adventure game, but used a 3Dgame engine in place of the SCUMM and GrimE engines used in older LucasArts adventure games. The project's development was led by Michael Stemmle, one of the original designers for Sam & Max Hit the Road, while Steve Purcell assisted in developing the game's plot and providing artistic direction.

You will not lose any Play poker night 2 sam and max hit the road Points you have collected. If a gambler has a community winning symbol combination on the pay line, all individuals in the Slot Bank that have placed a wager on the winning spin are paid the community pay out.

Although the game's development appeared to be proceeding towards completion without difficulty, LucasArts abruptly canceled production of Freelance Police in March 2004, citing economic and market conditions. The game's cancellation was received poorly by fans of the series, Steve Purcell, and the video game industry media. Many journalists viewed this move as a culmination in the decline of the adventure game genre. LucasArts later terminated its adventure game development, and many of the Freelance Police design team left to create Telltale Games and continue development of such adventure games. Steve Purcell moved the Sam & Max franchise to Telltale Games in 2005, prompting a revival of Sam & Max video games.

Overview[edit]

Freelance Police introduced 3D graphics to the franchise, but retained the point-and-click gameplay of its predecessor.

Sam & Max: Freelance Police was designed by LucasArts as a graphic adventure game and sequel to the 1993 title Sam & Max Hit the Road. The game was to feature 3D computer graphics rendered in real-time. The game engine contained elements from other LucasArts games, including those from Gladius, RTX Red Rock, Full Throttle: Hell on Wheels and Star Wars: Obi-Wan.[1][3] Graphical features such as shaders, bump maps and lightmaps were used to give a 3D effect to 2D textures in the game.[3] Little was revealed of the gameplay, other than that Freelance Police would not follow the same control scheme used in 3D LucasArts adventures Grim Fandango and Escape from Monkey Island, but would return to point-and-click mechanics used in the 2D LucasArts games.[4] As in Sam & Max Hit the Road, Freelance Police would contain a mixture of optional and compulsory minigames, 19 in total.[5] The game was designed so that the player character could not die or reach a dead end.[5]

Few details were revealed about the game's plot. In a January 2004 interview, lead designer Michael Stemmle provided a rough outline: the game's story was 'really six stories, loosely held together by a thrilling über-plot'.[4] Each individual story contained a separate case for the Freelance Police, taking place in a variety of environments, including a space station and a neopaganbacchanal, and featuring 'freakish bad guys'.[4] Stemmle stated that the intention was to keep the 'über-plot' concealed for a while, but noted that it contained 'all the barely plausible grandeur that fans have come to expect from Sam and Max'.[4]Steve Purcell, the creator of Sam & Max, assisted in the development of both the plot and the artistic direction, producing concept art of various characters and locales.[6] Besides the return of the title characters, only one other character, Flint Paper, was confirmed for the game. Described by Stemmle as 'the Freelance Police's rough 'n' tumble private detective neighbour',[4] Paper is briefly featured in Sam & Max comics and makes an offstage appearance in Sam & Max Hit the Road. Stemmle had Paper planned for a 'critical role' in the game's plot.[4]

Due to the nature of the story, LucasArts considered releasing the game in episodic fashion and using digital distribution, an option favored by the development team but opposed by the management division, who preferred the more traditional methods of retail distribution. Post-release bonus content was also considered; Stemmle remarked that such content would include new power-ups, minigames and 'maybe even entirely new interactive Sam & Max cases [the player] can download'.[5]

Development[edit]

The development of a sequel to Sam & Max Hit the Road was announced by LucasArts on August 27, 2002. In their press release, LucasArts president Simon Jeffery stated that 'the Sam & Max sequel, much like the recently announced Full Throttle II, perfectly complements LucasArts' renowned adventure game legacy and lends further support to the company's commitment to investing in and developing more of our original properties'.[7] LucasArts revealed no additional details at the time beyond a projected release in the first quarter of 2004.[8] The game was officially announced for Windows at the Electronic Entertainment Expo convention on May 12, 2003, where the full title Sam & Max: Freelance Police was revealed.[9] LucasArts reaffirmed the projected early 2004 release date at the convention.[10] The game's trailer was also presented at E3,[11] reintroducing the characters and confirming that the original voice actors for Sam and Max, Bill Farmer and Nick Jameson respectively, were set to reprise their roles.[5] Over the following months, several minor media releases were made, revealing new information regarding the game's developmental direction and graphical style. The game's release was highly anticipated by journalists in the video game industry, who published various previews and interviews with the development team, particularly with lead designer Michael Stemmle, one of the original designers of Sam & Max Hit the Road.[3][5]

Project leader Michael Stemmle was one of the lead designers on Sam & Max Hit the Road.

In August 2003, LucasArts halted production on the Full Throttle adventure game sequel Hell on Wheels,[12] leading the magazine Hyper to speculate that Freelance Police might suffer a similar fate.[13] LucasArts reassured the media that Freelance Police was still in production and was nearing completion, reiterating that the game would be released in 2004.[13] Media coverage continued; for example, PC Gamer US ran an interview with Stemmle as a cover story in February 2004.[5] However, on March 3, 2004, LucasArts abruptly announced the cancellation of Freelance Police. In a short press release, LucasArts' Acting General Manager, Mike Nelson, stated that 'after careful evaluation of current market place realities and underlying economic considerations, we've decided that this was not the appropriate time to launch a graphic adventure on the PC'.[14]

The reaction to the game's cancellation was overwhelmingly negative. Commentators in the industry media felt that the decision was representative of the diminishing relevance of adventure games, with many concluding that LucasArts was moving to maintain its position with low risk Star Wars-themed titles instead of the adventure games that had brought them success in earlier years.[15][16][17]Freelance Police's cancellation is often cited as the culmination of the adventure genre's decline.[18][19][20] The decision came so suddenly that some magazines accidentally published favorable previews of the game after LucasArts' announcement.[21] A fan web site named 'Save Sam and Max' presented a petition of 32,000 signatures to LucasArts conveying the fans' disappointment.[6] Steve Purcell, the creator of the Sam & Max franchise, stated that he was disappointed by LucasArts' decision:

LucasArts' sudden decision to stop production on Sam & Max is mystifying. Sam & Max was on schedule and coming together beautifully. I couldn't have been more pleased with the quality of the writing, gameplay, hilarious animation and the gorgeous 3D world that Mike Stemmle's team has created. The rug has been pulled out from under this brilliant team who've so expertly retooled Sam & Max for the 21st century. I'm extremely frustrated and disappointed especially for the team who have devoted so much effort and creativity to Sam & Max. It's a shame to think that their accomplishments, as well as the goodwill that has been growing in the gaming press toward this project, will all go to waste due to this shortsighted decision.
— Steve Purcell[22]

According to Stemmle, the cancellation decision was prompted by the report of an external marketing analysis group hired by LucasArts, which claimed that the European market for adventure games 'had simply disappeared. Not shrunk, not cratered, just... disappeared'.[23] A newly established German company, Bad Brain Entertainment, claimed to have entered negotiations with LucasArts to acquire the game, although nothing resulted from these talks.[6] LucasArts subsequently dismissed many of the designers involved with developing their adventure games,[17][24] and in 2006 stated that they did not intend to return to the adventure genre until the next decade.[25] Some of the former Freelance Police development team formed Telltale Games in June 2004 to continue developing the sort of adventure games that LucasArts no longer wished to produce.[26] Telltale Games later unsuccessfully attempted to buy the rights to Freelance Police from LucasArts, which would have enabled the team to finish developing the game.[27] When the LucasArts license expired in mid-2005, Purcell took the franchise to Telltale Games, where it was developed into an episodic series of games.[6] However, very little of the work done on Freelance Police was carried over by the developers to Telltale Games; LucasArts still held onto the game's assets and Telltale was wary about using similar design patterns.[28] The new series debuted in October 2006 with Sam & Max Save the World.

References[edit]

  1. ^ abcBronstring, Marek (2003-03-17). 'Sam & Max: Freelance Police'. Adventure Gamers. Retrieved 2008-11-17.
  2. ^Purcell, Steve (January 2008). 'Front cover flap'. Sam & Max: Surfin' The Highway (Anniversary ed.). United States: Telltale Games.
  3. ^ abcStaff (May 2004). 'Sam & Max: Freelance Police'. GamePro. United States: IDG Entertainment. p. 74.
  4. ^ abcdefStaff (2004-01-06). 'Interview: Sam & Max: Freelance Police'. Computer and Video Games. Archived from the original on 2007-07-06. Retrieved 2008-11-17.
  5. ^ abcdefStaff (February 2004). 'Cover Feature: Sam & Max: Freelance Police'. PC Gamer. United States: Future plc. p. 47.
  6. ^ abcdStaff (2007-07-24). 'After Darkness Comes the Light (Part 2)'. The History of Sam & Max. Telltale Games. Archived from the original on 2007-12-31. Retrieved 2008-08-07.
  7. ^McNewserson, Newsey (2002-08-27). 'Sam & Max Are Back!'. IGN. Retrieved 2008-11-17.
  8. ^Staff (2002-08-28). 'Sam & Max sequel announced'. GameSpot. Retrieved 2008-11-17.
  9. ^Blevins, Tal (2003-05-12). 'E3 2003: Sam & Max: Freelance Police'. IGN. Retrieved 2008-11-17.
  10. ^Thorsen, Tor (2003-05-13). 'Sam & Max: Freelance Police announced'. GameSpot. Retrieved 2008-11-17.
  11. ^Staff (2003-05-13). 'Sam & Max Freelance Police Trailer 1'. GameSpot. Archived from the original on 2012-07-16. Retrieved 2008-11-17.
  12. ^Parker, Sam (2003-08-07). 'LucasArts cancels Full Throttle'. GameSpot. Retrieved 2008-11-17.
  13. ^ abStaff (February 2004). 'Sam & Max lives: Still in development...'. Hyper. Australia: Next Publishing Pty Ltd.
  14. ^Butts, Steve (2004-03-03). 'Sam and Max Cancelled'. IGN. Retrieved 2008-11-17.
  15. ^Reed, Kristan (2004-10-15). 'Bone: Out From Boneville Review'. Eurogamer. Retrieved 2009-02-23.
  16. ^Adams, David (2004-03-24). 'Missing in Action: The Lost Games of the PC'. IGN. Retrieved 2008-11-17.
  17. ^ abStaff (2006-08-26). 'A Short History of LucasArts'. Edge. Future plc. Archived from the original on 2012-08-13. Retrieved 2009-02-02.
  18. ^Dickens, Evan (2004-03-03). 'Sam & Max R.I.P.: My Reaction'. Adventure Gamers. Retrieved 2009-02-02.
  19. ^Staff (2004-03-29). 'Roundtable #113: Choose Your Own PC Adventure'. IGN. Retrieved 2008-12-22.
  20. ^Parish, Jeremy. 'The Essential 50 Part 33: Myst'. 1UP.com. Archived from the original on 2011-05-23. Retrieved 2008-11-17.
  21. ^Staff. 'The Kinda, Sorta, But Not Really Secret History of Sam & Max: Freelance Police'. The International House of Mojo. Retrieved 2008-11-17.
  22. ^Rodkin, Jake (2004-03-05). 'Steve Purcell comments on Sam & Max 2's cancellation'. Adventure Gamers. Retrieved 2008-12-22.
  23. ^Staff (2010-04-08). 'The Empire Strikes Out – LucasArts And The Death Of Adventure Games'. GamesTM. United Kingdom: Imagine Publishing. Retrieved 2010-04-10.
  24. ^Feldman, Curt (2004-08-13). 'LucasArts undergoing 'major restructuring''. GameSpot. Retrieved 2009-02-02.
  25. ^Staff (2006). 'LucasArts at E3'. G4tv.com. Retrieved 2008-03-03.
  26. ^Jenkins, David (2004-10-04). 'Sam & Max 2 Developers Form New Studio'. Gamasutra. Retrieved 2008-03-21.
  27. ^Fahs, Travis (2008-05-07). 'Beta Blues, Vol. 2'. IGN. Retrieved 2008-12-22.
  28. ^Cifaldi, Frank (2006-07-26). 'Telltale Tells All (Pt. 1) – An Interview with Dave Grossman'. Gamasutra. Retrieved 2009-04-18.

External links[edit]

  • Official Sam & Max: Freelance Police website, retrieved from archived version of August 6, 2003
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sam_%26_Max:_Freelance_Police&oldid=916399751'
(Redirected from Sam and Max Season 3)
Sam & Max: The Devil's Playhouse
Developer(s)Telltale Games
Publisher(s)Telltale Games
Director(s)David Bogan
Joe Pinney
Dennis Lenart
Jake Rodkin
Producer(s)Franklin Alioto
Brett Tosti
Designer(s)Chuck Jordan
Andy Hartzell
Joe Pinney
Mike Stemmle
Programmer(s)Andrew Langley
Robert Oates
Randy Tudor
Artist(s)Peter Tsaykel
Derek Sakai
Writer(s)Chuck Jordan
Andy Hartzell
Joe Pinney
Mike Stemmle
Composer(s)Jared Emerson-Johnson
SeriesSam & Max
EngineTelltale Tool
Platform(s)Microsoft Windows
OS X
PlayStation 3
iPad
ReleaseEpisodes:
iPad: April 2, 2010
Other systems: April 15, 2010
Genre(s)Graphic adventure
Mode(s)Single-player

Sam & Max: The Devil's Playhouse is a graphic adventurevideo game developed by Telltale Games. It is the third 'season' of the Sam & Max episodic series created by Telltale Games, following Sam & Max Save the World and Sam & Max Beyond Time and Space. The first episode was released as one of the first apps for the iPad on April 2, 2010,[1] and was released for Microsoft Windows, OS X, and the PlayStation 3 (the first Telltale game to appear on that platform) on April 15, 2010.

Gameplay[edit]

Sam & Max: The Devil's Playhouse is a series of graphic adventure games, requiring the user to control Sam and Max to specific locations, interacting with the environment, collecting and using objects, and talking to other characters in the game in order to solve puzzles and complete the game. The previous two seasons of 'Sam & Max' have used a traditional point-and-click interface, which is well-suited for Windows and MacOS users but did not translate well to traditional gamepad controls. The game engine for The Devil's Playhouse has been redesigned to handle both the point-and-click scheme and typical console-based controls for third-person perspective games. On a Windows or MacOS computer, the player has the option of plugging in a gamepad to use this second set of controls.[2] Other aspects, such as inventory management, have also been refined to better suit console players or players not familiar with the adventure game genre.[2] The iPad version of the game features direct touch interaction with the characters, scenery, and inventory.[3]

Whereas in previous episodes Max would follow to wherever the player directed Sam, The Devil's Playhouse gives the player direct control over both characters and the ability to swap between characters. This allows for better differentiation between the two characters and increases the variety of gameplay options. A constant theme through the series was a psychic power that Max gained in each episode, such as the ability to read minds, see glimpses of the future or teleport himself to any telephone for which he knows the number. This aspect played into the separate characters' controls in order to solve the puzzles in the game. The PlayStation 3 version of the game features an additional psychic power not present in the other versions.[2]

Synopsis[edit]

The game begins with a Twilight Zone-style narrator who tells to the audience that Sam & Max have come to learn of the 'Toys of Power'- seemingly harmless toys that Max is able to use to perform various psychic abilities, such as teleportation and precognition. They first use the toys to stop the alien General Skun-ka'pe from destroying the city, who has come to Earth to seek out the Toys himself, and banish him back to the Penal Zone- an interdimensional prison that he escaped previously to the episode. During this mission, the Freelance Police encounter a cult of Mole Men who have been watching over a mysterious artifact called the Devil's Toybox that has been sitting in the basement of Sam and Max's office for quite some time. By watching some dusty film reels, they learn that their great-grandparents, Sameth and Maximus, were chosen by the cryptic Mr. Papierwaite to retrieve the Toybox from the Tomb of Sammun-Mak, an ancient Pharaoh. However, when they successfully recovered it, Papierwaite attempted to use Maximus' psychic powers and the Toybox to summon the Elder God, Yog-Soggoth, and bring about the end of the world. Sameth and Maximus managed to stop Mr. Papierwaite by tricking him into saying the summoning words himself and then tasked the Mole Men of the time with watching the Toybox in the basement under their office building (they were supposed to help, too, but were unintentionally killed by a protection spell).

Just before the last reel is played, Sam goes to the bathroom and returns to find that somebody has stolen Max's brain and the Devil's Toybox. After interrogating several suspects, Sam tracks the brain thief to the Museum of Mostly Natural History, where he temporarily re-animates Max's body by putting the brain of the Pharaoh Sammun-Mak into Max's head. Together, they discover that Skun-ka'pe who has escaped the Penal Zone (after the Toybox was stolen) and that Mr. Papierwaite (who is somehow still alive) are fighting for possession of the Toybox and Max's brain. Seeing Sam, they form a temporary alliance and plan to use Max's brain to recollect the Toys of Power and energize the Toybox. Investigating the museum, Sam witnesses an exchange between Papierwaite and a seemingly invisible being called Dr. Norrington. He also meets the museum security guard Sal, a cockroach, who is working for Mr. Papierwaite who has become the museum's curator. Though Sam is able to break-up the alliance between Skun-ka'pe and Papierwaite, Sammun-Mak in Max's body activates the Toybox and creates an alternate reality where Sammun-mak rules over all. Max, who is still a brain inside a jar, Dr. Norrington and the Mole Cultists are the only ones to remember the previous reality and together, they convince Sam that he must get close to Sammun-Mak and remove his brain from Max's body. After evading both Papierwaite and Skun-ka'pe, Sam removes the mad pharaoh's brain and normal reality is restored. Sam returns Max's brain to his body but they find themselves surrounded by an army of Sam clones, who recover the Toybox and begin a search for the remaining toys.

Taking shelter along with the Stinkies and Skun-ka'pe, who is soon abducted by the clones, at Stinky's Diner, Sam and Max uncover a mysterious cloning chamber underground where the mysterious 'Clone Master' is using the clones to gather the remaining toys of power. They begin a search for the Clone Master and soon meet Mr. Papierwaite and the enigmatic Dr. Norrington who is revealed to be the elder god Yog-Soggoth. The two explain that they were fused together (which made the former immortal) when Sameth and Maximus disrupted Papierwaite's ritual in the past. Yog-Soggoth further explains that the Devil's Toybox is that of his own son, Junior, and if all the Toys are returned to it, Junior will be summoned and bring about the end of the world. Sam and Max learn that Momma Bosco is missing from Boscotech and after calling her back in a seance, she reveals that she was paid handsomely by the Clone Master to supply the technology. Sam and Max help to restore her to life using the cloning machine in exchange for her help. Back in Stinky's Diner, Flint Paper is interrogating Stinky over the mysterious underground passages and exchanges between Stinky and her lover 'Mr. S'. Sam and Max help her escape from the Diner and then follow her to a meeting with Mr. S who is revealed to be Sal. Shortly afterwards, the two fall under the control of the Clone Master but with their indirect help, Sam and Max follow the clones to where the Toybox has been taken. Before they can recover the toy box, they are stopped by Charlie Ho-Tep, an evil ventriloquist dummy and one of the Toys of Power in their possession who reveals himself to be the Clone Master. Sam and Max are captured and taken to the Statue of Liberty where Charlie Ho-Tep plans to complete the ritual to summon Junior in the hope that he will be played with again. With the help of Dr. Norrington and Papierwaite who have also been captured by Charlie, Max unleashes his psychic powers so that he no longer needs the Toys to defeat Charlie and tricks him into destroying the Toybox himself, ending the threat. However, Max accidentally swallows some of the demonic essence left by Junior, causing him to turn into a giant beast. The Giant Monster Max then stomps towards the city, leaving Sam behind, startled and confused. 'Well, this is new'.

Weeks later, Max has been ravaging the city and Sam forms a strike team alongside a heavily pregnant Sybil who has just returned from her honeymoon, Dr. Norrington and Papierwaite who intend to get inside Max and reverse the changes. Inside, Sam takes control of Max's giant body with the help of Sal, who dies from heavy radiation poisoning. Sam then meets with the narrator who reveals to be Max's 'Super-Ego', who tells him that he plans to blow up Max's brain and take the city with it (because of Max being an amoral bunny). In order to destroy the tumour and stop the Super-Ego, Sam recovers the Cthonic Destroyer from the now teamed-up Skun-ka'pe and Girl Stinky with the help of Flint Paper but before he can use it, Sybil goes into labor and accidentally breaks it. Max's subconscious suddenly shows signs of sacrifice, wanting to save Sybil and the Super-Ego decides that he has been wrong and that he will save the city rather than destroy it. Sam and the others escape and the Super-Ego teleports Max to the location of Skun-ka'pe's ship before he explodes, seemingly killing himself and his Super-Ego, Girl Stinky and Skun-ka'pe in the process. Despite Momma Bosco's best efforts, they cannot clone Max and Sam walks off by himself. At the last moment, he is greeted by the parallel universe Max (from the previous season, Sam & Max Beyond Time and Space) who have both undergone similar experiences. Together again, the two head off on another adventure.

Episodes[edit]

EpisodeRelease date
'The Penal Zone'April 2, 2010 / April 15, 2010 (April 16, 2010 on Steam)
  • Designed, Written & Directed by Chuck Jordan
  • General Skun-ka'pe, a gorilla from outer space, arrives in town bringing a message of peace and love. However, Sam and Max find out about his true intentions thanks to Max's new psychic power to see the future before his arrival. Now these two must stop him.
'The Tomb of Sammun-Mak'May 18, 2010 (May 20, 2010 on Steam)
  • Designed & Written by Andy Hartzell
  • Directed by Dave Bogan
  • Using a strange projector found in the basement of their building Sam and Max view the last adventure of their great grandfathers, Sameth and Maximus, as they become selected to find the devil's toybox, steal it, survive the train robbery then return the box.
'They Stole Max's Brain!'June 22, 2010 (June 24, 2010 on Steam)
  • Designed, Written & Directed by Joe Pinney & Mike Stemmle
  • Max's brain was stolen during Sam's bathroom break in the last episode! Now Sam must figure out who stole Max's brain, with Skun-ka'pe being the primary suspect.
'Beyond the Alley of the Dolls'July 20, 2010 (July 21, 2010 on Steam)
  • Designed & Written by Mike Stemmle & Joe Pinney
  • Directed by Dennis Lenart
  • Clones of Sam are searching the city for the Toys of Power. Sam and Max must locate the source of these clones and stop whoever is responsible.
'The City that Dares Not Sleep'August 30, 2010 (August 31 on PSN)
  • Designed & written by Chuck Jordan
  • Directed by Jake Rodkin
  • Max is transformed into a giant demonic beast and begins terrorizing New York. It's up to Sam and a small team of adventurers to journey inside Max and return him back to his normal size before he and the city are destroyed.

Development[edit]

Sam And Max Hit The Road Poker Night 2 Download

The Devil's Playhouse is the third Sam & Max game produced by Telltale Games since acquiring the license after the cancellation of Sam & Max: Freelance Police in 2004. The game was initially expected to be released in 2009,[4] a year after Sam & Max Beyond Time and Space. Though the game failed to materialize, towards the end of 2009 Telltale alluded to the Sam & Max sequel in the final chapter of Tales of Monkey Island, directing players to the game's preliminary website. Industry media later noted that the title Sam & Max: The Devil's Playhouse as well as the title of the first episode, 'The Penal Zone', had been registered with the OFLC, the Australian film and video game classification body.[5] Telltale officially announced The Devil's Playhouse at the Game Developers Conference on March 11, 2010 for release for Windows, the PlayStation Network and Mac OS.[6]

Night

While The Devil's Playhouse was originally announced for PC and the PlayStation 3 for release on April 15, 2010, an iPad version of the game became available on April 2, 2010 as one of the first applications for the release of the device. Telltale's CEO, Dan Conners, revealed that they chose to develop the series for the iPad as a new opportunity as it 'really revolutionizes the way our stuff is played'.[3] Conners also stated that once they started testing the iPad version, they felt the device helped to give more immersion to the game, as opposed to the other platforms where they play out more as an interaction movie.[3] Telltale was able to keep most of the features that they had already developed for the PC and console releases, including 3D graphics limited only by the shader technology on the iPad, while including features that took advantage of the iPad's technology, such as a touch-based interface.[3] Telltale hopes to bring its other products to the iPad in time, and are looking to reduce the installed size on the iPad.[3] Though the initial cost of the first episode suggested that the full series would be more than the cost of the complete series on the other platforms, Connors hopes to find a way to offer a season pricing detail for those planning to buy all five episodes.[3]

Promotions[edit]

On April 15, 2010, game developer Valve announced that anyone who purchased The Devil's Playhouse through Steam would receive three bonus items in Team Fortress 2: a hat based on Max's head, Max's pistol, and Sam's revolver. The promotion ended on April 26.[7] This was later expanded to include people who purchased the games through the Telltale store.

Max

References[edit]

Sam And Max Hit The Road Poker Night 2 Steam

  1. ^Maxwell, Ben (2010-04-02). 'Sam & Max: The Devil's Playhouse series may cost £30 on iPad, Penal Zone available now'. Pocket Gamer. Retrieved 2010-04-02.
  2. ^ abcKlepek, Patrick (2010-03-16). 'Sam & Max: The Devil's Playhouse Preview'. G4TV. Retrieved 2010-03-18.
  3. ^ abcdefNorth, Dale (2010-04-03). 'Telltale's Dan Connors on the iPad, Sam & Max'. Destructoid. Retrieved 2010-04-03.
  4. ^Thang, Jimmy (2008-05-27). 'Sam & Max Season 3 Coming 2009'. IGN. Retrieved 2010-09-15.
  5. ^Sliwinski, Alexander (2010-02-09). 'Sam & Max: The Devil's Playhouse outed by OFLC'. Joystiq. Retrieved 2010-09-15.
  6. ^Hatfield, Daemon (2010-03-11). 'GDC 10: Sam & Max Season 3 First Look'. IGN. Retrieved 2010-09-15.
  7. ^'It is a Good Day to be Giant Man'. Valve. 2010-04-15. Retrieved 2010-04-15.

External links[edit]

Hit The Road Dublin

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sam_%26_Max:_The_Devil%27s_Playhouse&oldid=905055524'

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