

“We employed storyboarding for the first time at LucasArts, mostly because we needed to plan ahead to keep everyone busy.” says Purcell, who came up with the story by adapting the comics and incorporating events from his own life. With only seven-and-a-half months until release, Purcell and the team needed to get a story in place quickly. In 1992, then, LucasArts set about creating a Sam & Max adventure. You get used to the way they interact with each other the way you do with a friend when you come to speaking a common language of references and shorthand.” “The way Sam & Max work best is that you need to spend time with them as characters. LucasArts had been turning around more and more funny adventure games (most notably The Secret of Monkey Island) and Purcell’s wisecracking duo were perfect for the relaxed pace of the genre. It was only a matter of time until Sam & Max were transported from the comic page to the computer screen.

The game was both a showcase for the madcap title characters as well as a parody of America’s weird and wonderful tourist sights. Along the way they found themselves visiting some bizarre tourist hotspots like the world’s biggest ball of twine and an alligator-infested crazy golf course. The pair starred in LucasArts' Sam & Max Hit the Road, a hilarious adventure game in which the two 'hit the road' in search of a missing Yeti. His sidekick Max, meanwhile, is a completely naked bunny rabbit with a set of teeth that would put Jaws to shame. With his trademark suit and dry wit Sam is a typical gumshoe, except, of course, he's a floppy eared dog.
#SAM AND MAX COMICS PC#
Whether they were gracing the pages of a comic book, the television screen or a PC monitor, Sam & Max is the strangest of teams. As far as we’re concerned, one such pairing stands out above all others-and we don’t mean Firo & Klawd. Combine that with the average problem of this genre of games of the 90's, like hunting for pixels or having to go back time and time again to already seen places more than six times, and you have the elements for making this game not feel as good as it could have been, all capping off in a cryptic scavenger hunt that feels more like padding than an actual important plot-beat.Great double acts are commonplace in the world of film, television and comedy, but games have very few duos that stick out. The game feels too obtuse at places, it doesn't make it clear when you have to go and what to do, and things that you think would make sense end up being the totally opposite solution it's a game that really suffers from the ''needs a guide'' syndrome. I admit, I'm terrible at graphic adventure games, maybe I'm just dumb or maybe I haven't played enough of them, but even if I'm terrible at them and sometimes I have to looks up the solutions, I'm able to recognize when a puzzle is well done and the solution is smart and makes sense, and that's the problem, even if there are a lot of parts in this game that are really well made and communicated, others just. The originality sips into all the aspects of the game, and that includes the puzzles themselves, which while sometimes is amazing, sadly, more often than not, I found it problematic. Steve Purcell is the creative genius who managed to bring together two worlds, that of comic books and that of video games, which were born to support each other, and this game is the perfect demonstration of that.

#SAM AND MAX COMICS SERIES#
Sam & Max comes storming into LucasArts history bringing along from the world of indie comic books a baggage of gags with mature and violent satirical humor, a visual backdrop of American absurdities and goofiness taken from the roadsides and the most ridiculous tourist attractions and many, many innovations in the expressive language of point-and-click adventures.Ĭompared to its predecessors, Sam & Max turns out to be much more varied, less verbose, more immediate and cartoony in its gameplay experience: interaction with the game world is now based on a series of icons that are assigned to a single mouse button, which open at all times to different scenarios that are always fun and never predictable the game areas are small and condensed, but brought to life by exceptional pixelart and perfectly recognizable details, allowing for a very immediate and natural engagement to the game world the game interface is freed of any nonessential elements, the lines of dialogue are short and effective, and the story is sketched just enough to make it clear that this is an on-the-road adventure in which you just have to let yourself be carried along by what you find on your way.
