Episode 3..thoughts

edited February 2007 in Sam & Max
I loved the music once again.
I thought the art direction was really good. The casino looked great. Loved the carpet and surroundings. Lots of color.
I liked the story, in fact I think it was better than episode 2. It was more absurd and more in line with Sam & Max's zanyness :D
I liked how there were more steps within the puzzles, particularly the last puzzle.
Voice acting was great, the guy who does Boris from TTHE is great.
There just wasn't enough inventory items to provide any real challenge.
Seemed like a very short game, was over just as it got going.

Comments

  • edited February 2007
    I liked being able to use Bosco's new item on nearly everybody.
  • edited February 2007
    numble wrote: »
    I liked being able to use Bosco's new item on nearly everybody.

    That was good..particularly what the Don revealed :)
  • edited February 2007
    I thought this episode's "three tasks" were ridiculously simple. This is the first episode that I would agree is definitely way too easy. In the first two episodes, each task took me somewhere around an hour to figure out. In this one, they took me a total of about 15 minutes. The
    sandwich
    one didn't seem to really require any effort at all -- just
    walk into the office
    . I guess there's a little bit after that, but once you get there it's do-or-die time and you basically just go through the dialogue options until you get it.

    The Indian Poker puzzle was fine -- perfect level of challenge there.

    I think one problem is the hints. I want them to start explicitly marking the hints in the dialogue options. At this point I've finally learned not to talk to Max about specific situations and not to ask "What was that you said about ______ again?", but I wish they'd just put some sort of "hint" symbol there so we'd know that that dialogue option is basically a shortcut. The Sybil puzzle would've taken me longer if I hadn't been told to
    make a bloody scene
    .

    The thing about this is that I want to see all the dialogue because it's all so wonderful... also, sometimes I legitimately do want to hear my "mission" restated because I didn't quite get it, yet I don't want that to be taken as an invitation to give me hints.



    As for other criticisms, I think the "casino" was a bit underwhelming. Not a lot to do there. It felt much smaller than W.A.R.P. Clearly the time constraint played a part here...


    On the plus side, the episodes get funnier and funnier, and this had the best story and climax scene so far. And the best animation, too.
  • edited February 2007
    I loved the lively animation in the opening scene in the office. Episode 2 had me worried that the engine might not be up to stuff like that; I'm glad to have been proven wrong. There were also some pretty good facial animations in this episode.
    The music, art and writing were all excellent, as in the previous episodes. The story (and writing in general) also seemed more appropriate to Sam and Max than in the previous episodes. You're getting closer and closer to perfection, keep up the good work!
    I have to admit though, the game once again felt easier and shorter than the previous episode. This is a trend which you have got to reverse. If you do that and keep up the forward-momentum on the other fronts, I predict that when the season is done I'll commit the blasphemy of calling it better than Hit the Road.
  • edited February 2007
    My first thought was "Eek! My frame rate has taken a holiday to Siberia and frozen!" I can't play it on my laptop any more, its just ridiculously slow unless the camera is stuck into a corner. I'm guessing they've made some graphics upgrades in textures or models or something, I didn't have these problems with the previous two.

    Haven't had a chance to actually get going in the game yet, I'm going to have to install it on my beefy PC.
  • edited February 2007
    I agree completely with pretty much everything said here. The animations, music (especially!) and voice acting are all still top notch. I enjoyed the level of difficulty in the puzzles, and embarassingly got stuck once. I'm not saying where, because it's kinda dumb...

    The climax was about 14.7 times better than both previous episodes put together, and i'm glad they're finally putting in some slightly more meatier puzzles, if only slightly (heh, meatball reference I guess).

    One thing that someone's already brought up was a framerate drop. I agree, even in the original levels such as outside S&Ms office, my PC seemed to slouch, and it's still a decent spec by today's standards. I shouldn't really need to cut out anti-aliasing for a game like this, surely?
  • edited February 2007
    I thought the opening and ending scenes were the best of the series so far. There is something satisfying about being in the office again at the beginning. it's almost like revisiting old friends and hanging out for a bit.
    The simplicity of the puzzles does make me a little bored during the middle of the game. Going through those 3 ridiculously easy tasks was more of a chore than a challenge, there was never one point where I had to think.
    Saying all that I still enjoyed the episode as much as the other two.
    Overall the series is really good, but not great in my opinion. It falls down too heavy on the lack of locations and inventory items, making the whole thing a breeze.
  • edited February 2007
    I found episode 3 to be MUCH shorter, and the puzzles easier than the first two. I had it finished in roughly an hour in contrast to 4 hours with ep 1 and 3 for ep 2.

    Also, I found the lack of cheese, slime, poison, dismembered body parts or other comical items somewhat disturbing. Please bring back gross humor in future episodes!

    About the frame-rate drop, its definitely a memory leak. With 1GB of ram and 1GB of swap, I exited S&M after completion and found that (a) it had trouble exiting(screen was black until I End Task'd it) and (b) windows had popped up "Virtual Memory Low".

    Nice slow-mo scene at the end though.
  • edited February 2007
    First off can I just say a HUGE LOL! I thought that EP3 was so funny, even more so than the previous EP's. A huge dig though, the voice audio levels were terrible! In some points of the game, sam n max's voice were so loud and then in other points they were so quiet I actually kept the text on so I could follow incase of those lower speach levels. I would go through and re-master these levels in futer Sam n Max games as the difference was very noticable. But a big YAY, the 3D work in the characters looked alot cleaner! Why is this? I dunno why but did anyone else feel this too?
  • edited February 2007
    A huge dig though, the voice audio levels were terrible! In some points of the game, sam n max's voice were so loud and then in other points they were so quiet I actually kept the text on so I could follow incase of those lower speach levels.
    I agree on the sound levels.

    With all of the episodes I have turned the music down slightly so I can hear the voices better. In episode 3, the levels were fine until
    you get chased down the road by the Toy Mafia
    and then Max's voice was really loud.

    I found that the frame rate was slighter slower than the other two episodes and the game also froze once. Apart from that, everything else was fine!
  • edited February 2007
    Yeah, I noticed the voice audio level problem too. The car megaphone is definitely EXTREMELY LOUD, and there was some other part (I don't remember) where Sam's voice was fluctuating between volumes. Sometimes I was struggling to hear him over the music (thank God for subtitles) and other times it was perfectly easy to hear him.

    As for the frame rate problem, check the Support forum. We're talking about it there.

    HINT: Delete "prefs.props". You'll lose your basic game settings, but that doesn't take long to do again.
  • edited February 2007
    I always put the music down a notch for the episodes..the default setting is slightly too loud for me
  • Dave GrossmanDave Grossman Telltale Alumni
    edited February 2007
    I want them to start explicitly marking the hints in the dialogue options. At this point I've finally learned not to talk to Max about specific situations and not to ask "What was that you said about ______ again?", but I wish they'd just put some sort of "hint" symbol there so we'd know that that dialogue option is basically a shortcut.

    It seems like it's usually pretty clear which of Max's lines will give you hints (ie: most of them), but that's an interesting idea nonetheless. I'll keep it in mind (though at this point you might not see it before the end of the season).
  • edited February 2007
    I'd also like to add that although I found Episode 3 shorter, it actually got me stumped once (maybe twice), whereas the other episodes didn't at all.
  • edited February 2007
    Hero1 wrote: »
    I loved the music once again.
    I thought the art direction was really good. The casino looked great. Loved the carpet and surroundings. Lots of color.
    I liked the story, in fact I think it was better than episode 2. It was more absurd and more in line with Sam & Max's zanyness :D
    I liked how there were more steps within the puzzles, particularly the last puzzle.
    Voice acting was great, the guy who does Boris from TTHE is great.
    There just wasn't enough inventory items to provide any real challenge.
    Seemed like a very short game, was over just as it got going.

    Don't expect more game from the next episodes though.. their development time is the same as that one.. 1 month.. they are pumping em out now.
  • edited February 2007
    shadow9d9 wrote: »
    Don't expect more game from the next episodes though.. their development time is the same as that one.. 1 month.. they are pumping em out now.

    Actually the GWJ podcast suggests that the development schedules are at around a 3 month pace, Savage Critic indicates that he worked on Episode 3 nearly 5 months ago, and Jake has suggested more than once that the latter episodes seem longer and more difficult.
  • edited February 2007
    numble wrote: »
    Actually the GWJ podcast suggests that the development schedules are at around a 3 month pace, Savage Critic indicates that he worked on Episode 3 nearly 5 months ago, and Jake has suggested more than once that the latter episodes seem longer and more difficult.

    I'm just going by what adventuregamers.com said- "It is a troubling coincidence that the game with the quickest release turnaround contains the least new material, when the first two episodes with longer development cycles were able to offer more original interactions and characters—especially troubling because the next three episodes will each be only a month apart."
  • edited February 2007
    shadow9d9 wrote: »
    I'm just going by what adventuregamers.com said- "It is a troubling coincidence that the game with the quickest release turnaround contains the least new material, when the first two episodes with longer development cycles were able to offer more original interactions and characters—especially troubling because the next three episodes will each be only a month apart."

    That's fine, but there are 3 direct Telltale sources (and a 4th, contract worker) right in my post to also go by. It's okay if you choose to go by just one source.

    But if you're running around telling others that they shouldn't expect more game from the latter episodes, I'm letting people consider what people that have actually seen the episodes think, that speak to both the issues of game amount and development time.
  • edited February 2007
    I'd give this episode a 6 where I would have given the previous episodes an 8 or 9. Sorry to say this but although not disappointing the formula is really starting to show its rougher side now. The one-liners and characters are still whiplash smart but the structure is definitely starting to get a bit predictable and with puzzle difficulty still ridiculously easy (and arguably even easier than parts 1 and 2) I didn't enjoy 'The Mole' nearly as much as I enjoyed 'Shock' and 'Comedy'. I really hope that you (Telltale) start to shake things up a bit with the next three instalments or come the end I fear that I'll be playing more from habit and love of the characters rather than shear gaming compulsion. Again, I'm sorry to sound down but with three parts to go there is still a lot of room for improvement.
  • edited February 2007
    It was too short but it was still really good, I especially loved the YO MAMA part, that was some of the most Dialogue related fun I've ever had, it reminded me of insult sword fighting in Monkey Island.
  • JakeJake Telltale Alumni
    edited February 2007
    shadow9d9 wrote: »
    I'm just going by what adventuregamers.com said- "It is a troubling coincidence that the game with the quickest release turnaround contains the least new material, when the first two episodes with longer development cycles were able to offer more original interactions and characters—especially troubling because the next three episodes will each be only a month apart."

    While I know Evan personally and am beyond pleased that he's writing Adventure Gamers' Sam & Max reviews -- Evan hired me as a news writer for Adventure Gamers years ago to cover the just-announced Sam & Max Freelance Police... needless to say, my writing career at AG was short and ended in sorrow :) -- I think that in that one sentence he is being a bit irresponsible. Evan doesn't know how our production cycle works, or if he does, he got it a bit wrong there. Long story short, Dan is right in the GWJ podcast - the episodes each get about three months of full production. Minor details aside, episode two's production cycle was no different than three's, which will be no different than four's.
    Silly Bob wrote:
    I especially loved the YO MAMA part

    Me too. I was really pleased when I first came across that in the game. Possibly my favorite part of the whole thing, though, was that when it first started, Sam had all of these dialog options available to try and reason with Leonard, but then I noticed that the Max dialog tab had appeared as well (always a treat!). I actually giggled when I clicked on it and saw that
    it only had one dialog option, "are you holding a cap gun?"
    Also, it's worth pointing out that right in that very scene do we get to see Max take a flying leap at someone and watch as they get pummeled and dragged in and out of the shot! Always good to see!
  • edited February 2007
    Good to know. You should consider emailing them to correct it. It could confuse your future customers.
  • edited February 2007
    It seems like it's usually pretty clear which of Max's lines will give you hints (ie: most of them), but that's an interesting idea nonetheless. I'll keep it in mind (though at this point you might not see it before the end of the season).

    It is pretty clear (by now, anyway), but take this as a compliment -- the dialog in these games is just so wonderful that I try to hear all of it.

    Also, to reiterate, I sometimes DO want to hear my mission restated, but I don't expect to get an additional hint when I ask "what was I supposed to do again?" So that's another way I unintentionally get hints.

    If this stuff seemed less like "part of the game" I think people would perceive them as being more difficult. And for the people who find that to be a problem, they could just go ahead and use the hints and we'd all be happy.
  • edited February 2007
    It is pretty clear (by now, anyway), but take this as a compliment -- the dialog in these games is just so wonderful that I try to hear all of it.

    Also, to reiterate, I sometimes DO want to hear my mission restated, but I don't expect to get an additional hint when I ask "what was I supposed to do again?" So that's another way I unintentionally get hints.

    If this stuff seemed less like "part of the game" I think people would perceive them as being more difficult. And for the people who find that to be a problem, they could just go ahead and use the hints and we'd all be happy.

    I agree--I want to hear everything Max says, but many times I know he's going to be providing a hint, so it's often a struggle--many of Sam's leading questions look like nice setups to wacky "Maxisms" (Maxims?) that I'll see the hint anyway... Yet I've also stated that I feel like I an outright hint system ala Bone would encourage people to abuse it--maybe it's a worthy tradeoff, since hint abusers that complain have only themselves to blame. I'm somewhat torn on the issue--it might also depend on what function Max then assumes if said hint system is implemented (I can see Max having both more/fewer functions as equally plausible results of a hint system).
  • edited February 2007
    Well, my proposal is just to put a "Hint" icon next to those dialog choices, or a different font color or something.
  • edited February 2007
    I think all three episodes so far have been logically thought out and have been very fun (and funny) to play. I have enjoyed them very much! One thing that i think they might be lacking is possibly some secondary characters. Maybe throw in a few people who just give each epsiode more of a story? So far, every character pretty much has a direct connection to a puzzle and are essential to the game. What about throwing in, say, an elderly woman sitting at a slot machine in the casino who keeps winning nothing, and she frequently complains about it whenever you talk to her? Or perhaps a few people standing around for auditions for midtown cowboys in ep 2 (or even getting to watch some of their auditions...)? Just things that would make the game even funnier, and perhaps indirectly make the puzzles a little bit harder because there are a few more things that you can do, but they're not actually needed? The extra stuff like that, in my opinion, is what separates a great game from a truely wonderful game.
  • edited February 2007
    RyanMon wrote: »
    I think all three episodes so far have been logically thought out and have been very fun (and funny) to play. I have enjoyed them very much! One thing that i think they might be lacking is possibly some secondary characters. Maybe throw in a few people who just give each epsiode more of a story? So far, every character pretty much has a direct connection to a puzzle and are essential to the game. What about throwing in, say, an elderly woman sitting at a slot machine in the casino who keeps winning nothing, and she frequently complains about it whenever you talk to her? Or perhaps a few people standing around for auditions for midtown cowboys in ep 2 (or even getting to watch some of their auditions...)? Just things that would make the game even funnier, and perhaps indirectly make the puzzles a little bit harder because there are a few more things that you can do, but they're not actually needed? The extra stuff like that, in my opinion, is what separates a great game from a truely wonderful game.

    This is a cool idea--reminds me of bumping into pirates on Melee Island in MI:1; the world would feel very alive. I would initially think that making secondary characters have enough things to say so that it wouldn't become repetitive would be hard in a talkie game, but Texas Hold 'Em kinda proves that idle random banter is possible.
  • edited February 2007
    RyanMon wrote: »
    I think all three episodes so far have been logically thought out and have been very fun (and funny) to play. I have enjoyed them very much! One thing that i think they might be lacking is possibly some secondary characters. Maybe throw in a few people who just give each epsiode more of a story? So far, every character pretty much has a direct connection to a puzzle and are essential to the game. What about throwing in, say, an elderly woman sitting at a slot machine in the casino who keeps winning nothing, and she frequently complains about it whenever you talk to her? Or perhaps a few people standing around for auditions for midtown cowboys in ep 2 (or even getting to watch some of their auditions...)? Just things that would make the game even funnier, and perhaps indirectly make the puzzles a little bit harder because there are a few more things that you can do, but they're not actually needed? The extra stuff like that, in my opinion, is what separates a great game from a truely wonderful game.

    Thats a good idea.. It would be fun to meet characters that are funny but have no direct relation to the puzzless.. it would fill the world a bit more too
  • edited February 2007
    I support that idea. There are usually a lot of people to talk to in these games who don't have anything really useful to say. They just have one funny line and they keep doing what they're doing. Or, used properly, those lines could hint at plot developments or puzzle solutions.
  • edited February 2007
    Here's a scenario for you: an old lady is playing the "one-armed bandit" non-stop. The last remaining dialogue option is to ask her to go away from the machine, and her answer is "Make me!" The conversation ends and she sits there looking at you for about 15 seconds before turning around and continuing to play. During those 15 seconds, pull out your gun.

    A simple puzzle like that could increase the playing time and the overall feeling that you're actually doing something.
  • edited February 2007
    Here's a scenario for you: an old lady is playing the "one-armed bandit" non-stop. The last remaining dialogue option is to ask her to go away from the machine, and her answer is "Make me!" The conversation ends and she sits there looking at you for about 15 seconds before turning around and continuing to play. During those 15 seconds, pull out your gun.

    A simple puzzle like that could increase the playing time and the overall feeling that you're actually doing something.
    Plus, it would be nice to finally draw your gun on someone. Sam saying "that wouldn't be sporting" each time you try is starting to feel less and less in character. That he didn't immediately do so the moment
    he saw Leonard in the office
    also felt a bit underwhelming.
  • edited February 2007
    Episode 3 felt easiest of them so far. It was perhaps too straightforward, not really offering any options to go stray. Almost all options were pretty obvious and logical, which is good, but also makes the game really fast to progress with. Of minigames, I would not have minded to spend a bit more time with the shoot the rat game, but I solved it on the first try.

    Secondly I felt some characters, like Sybil did not accordingly (not at all comment what had happened) react to what Sam did in this episode. Also feel that there has been a few real good spots in the episodes where Sam should have been able to use his gun to either arrest, threaten or shoot.

    Also perhaps like mentioned, having more "side-characters" that are not directly related to the plot would help with the atmosphere.
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