X-Play to Review Sam & Max Eps. 1- 3
http://www.g4tv.com/xplay/episodes/6507/The_Sam_Max_Hammers_and_Cracks_Episode.html
The episode airs tomorrow at 8 PM EST.
Knowing that the X-Play crew are fans of the series and have long been looking for a game to revive the Adventure Game genre, it should be interesting what kind of scarcastic banter they have to offer for those that only care about Final Fantasy, Kingdom Hearts, or blowing holes in generic faceless soilders.
I'LL BE TUNING IN!!:D
Will you?
The episode airs tomorrow at 8 PM EST.
Knowing that the X-Play crew are fans of the series and have long been looking for a game to revive the Adventure Game genre, it should be interesting what kind of scarcastic banter they have to offer for those that only care about Final Fantasy, Kingdom Hearts, or blowing holes in generic faceless soilders.
I'LL BE TUNING IN!!:D
Will you?
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Comments
Unfortunately I don't think I get this channel.
And then put it on the TTG Blog?;)
"4 out of 5"
Most useless game rating system ever.
X-Play pretty much said the following inbetween showing a boat load of clips:
PROS:
* = debatable
** = In the Host segement, they went on to say
QFT, All of the Telltale people deserve overly silly and equally awesome hats. Maybe cake too ... or pie ... or cake and pie.
Amen, brother. (To both suggestions :P)
While spoiling about four or five puzzles in the process!:D
Yeah--minor issue for me, but his quibbles are interesting.
I think his complaint was about ALL dialog trees in games however, not just the Sam and Max episodes--and he was just using the review as an excuse to vent on his pet peeve about dialog trees:
Aren't you watching Lost right about now?
Sometimes, in Sam&Max (and other dialog-tree games) I feel like I don't really have a choice over what the character will eventually say, but only over the order in which he's going to say it.
| Do you have a hat?
---| Yes, but it's feisty and full of Non-sequiturs.
That bothers me ... if there's only one option just say it, i don't need to click it.
So you do have a choice, you're just choosing to go through it all.:)
Example, the puzzle with Peepers in Episode 1. You don't have to do the steps that lead to the hint with how to deal with him if you already know how to deal with him. Same goes for Specs. You don't even need to talk to Specs in order to solve his problem in Episode 1!
Moreso, conversations are part of the story, so by not saying anything I risk not "getting" a part of the story. (for example, maybe if I won't say everything to peepers I would not know that he's an ex-child star or something like that).
I think some games exploit dialog trees better, by not letting the user exhaust the entire tree - for example, allowing the user choose only one funny reply to a remark done by the other character. The user can't hear the other funny replies and would have to try them the next time she plays the game. This is done a few times in Sam&Max, but I think it should be done more.
1. Can I help you?
2. What's wrong?
3. What the hell is your problem?
The first choice would make the NPC more willing to give information than the second choice, and the third choice would start an entirely seperate dialogue tree, which gives you no information whatsoever.
Little choices like that can make the entire game feel more open ended. Like when you talk to Max in various rooms, and completely different responses show up. It gives the feeling that he's not just a non-sequitur machine, and that he's picking up on all the events right along with you. A simple design element, but it goes a long way towards the fun factor.
Although, I do like the reaction you get when