This is a repeat play through, so not out of the backlog.
Sometimes you just need to take a break from the new stuff and have a good ol’
hit of something familiar.
Sam and Max: Culture
Shock is the first episode of the first “season” of Sam and Max games by Telltale Games. It’s a short adventure game
that follows the exploits of Sam and Max, freelance police, as they deal with a
number of former childhood actors running amok in their neighbourhood.
Now, there may be a lot of terms and names in the above mini
paragraph that needs clarification for some, and for others, you can just jump
right on down to the next little blurb. So, for those that want more of an
explanation, here we go. Adventure games in general are games that are almost
always story driven, (or in some cases, exploration driven, such as Zork), where the player controls a
character, (or is the character), that moves through the narrative by
overcoming obstacles in the form of puzzles. Most of these puzzles require
using items picked up throughout the course of the adventure to solve them, or
by selecting the proper dialogue choices to get another character to do what is
needed. As such, adventure games mostly require a player to listen/read a story
and then traverse the game world picking up random objects to solve the
problems placed in front of the character. It should also be mentioned that the
genre is known for puzzles that occasionally expects unreasonable leaps in
logic (or un-logic), and getting into the heads of the developers more than
doing what would make sense to you. Telltale Games mostly specializes in making
these types of games, (I can’t speak for there more recent games, which seem to
be straying away from pure adventure gaming at least a little bit), and they
make them in an episodic format. Basically, they announce a season worth (four
to six) episodes, and release one a month, each episode being a short, (2 to 4
hour), self-contained story but part of a greater whole. One of their earlier
attempts was season one of Sam and Max,
which was based off of the comics done by Steve Purcell, (now at Pixar, working
in story development), about an anthropomorphic dog named Sam and his sidekick
Max (a psychotic rabbit-y thing). His original comics inspired a short lived
cartoon and one previous videogame by LucasArts that was released in the
nineties.
Okay, so we covered that. So, why would someone want to play
this game? For the simple reason that it will make you continually laugh. If
the idea of freelance police isn’t funny enough, and you don’t get a kick out
of thinking about psychotic rabbit-y things there are still reasons to like
this game. Its biggest strength is that it is well written. The whole thing is
spot on, from the overarching plot down to the individual lines spouted by our
heroes. The wit is high in this game, and yet it doesn’t feel like just a bunch
of individual jokes strung along to make it look like a story. The game starts
in the office of Sam and Max, who are just killing time when the phone rings,
offering to relieve the boredom by presenting them with a case. However, their
phone has gone missing, and is being held for cheesy ransom by a rat, Jimmy Two
Teeth. From there, we discover former childhood stars who are under the
influence of hypnosis to do the bidding of a shadowy figure. Then there is a
climax. Okay, so it sounds pretty strung along haphazardly, but it’s not, or at
least it makes sense within the world of Sam and Max. What is a credit to the
writing is that you accept Sam and Max’s universe and understand that the plot
isn’t deranged when presented within the confines of that structure.
Culture Shock is a
great introduction to the world of Sam and Max. It captures many of the
elements that made all of the previous Sam and Max stories so great; witty and
gut splitting one-liners, wanton mischief and comical violence are presented in
a way that somehow suggests whimsical innocence instead of depravity. These
are, in my opinion, hallmarks of Sam and Max.
The best part of all is that this episode is so small compared to the
grandiose absurdity that the series eventually builds into. The fact that you
can enjoy it just as much playing through a second time, knowing that bigger
and bigger things are coming is a testament to what Telltale created with these
games.
Oh! Here is a video you can watch to see a bit of what I'm rambling on about. It's the trailer released from way back before the game came out. It's full of those witty lines I was going on about, so worth a watch:
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