Grab your nightstick, squeal like a siren, and Hit the Road with Sam & Max, Freelance Police, as they attempt to crack their toughest case. Sam (a canine shamus) and Max (a hyperkinetic rabbity thing) are hot on the trail of a runaway carnival bigfoot across America’s quirky underbelly in this deran...
Grab your nightstick, squeal like a siren, and Hit the Road with Sam & Max, Freelance Police, as they attempt to crack their toughest case. Sam (a canine shamus) and Max (a hyperkinetic rabbity thing) are hot on the trail of a runaway carnival bigfoot across America’s quirky underbelly in this deranged animated adventure!
Solving this case is up to you! You direct the actions of Sam & Max, tearing down the road with mayhem on their minds and Corn Duds™ on their breath, on a peril-fraught mission to make the world safe for Sasquatches and sentient mammals everywhere!
Based on Steve Purcell's unconventional cult comic books, Sam & Max will take you on an irreverent road trip adventure that will put hair on your back. Collide with tacky tourist traps and intimidate their bizarre denizens.
Help our frightening, furry flatfoots find the fugitive freak! Do it now!
Enjoy edgy animation and twisted humor!
Endless hours of fun playing mini-games like Wak-A-Rat and CarBomb!
Indulge in gratuitous antisocial behavior!
Roadside attractions your parents refused to stop at!
Sprawiamy, że gry żyją wiecznie! Od 2008 roku sami ulepszamy starsze tytuły, aby zagwarantować wygodę grania i kompatybilność z nowoczesnymi systemami. Nawet jeśli oryginalni twórcy gry już jej nie wspierają.
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Sam & Max sits there at the top along with all the best adventures Lucasarts made in its prime,
its zany original and funny with beautiful 2D comic art, definitely one of the best adventure games of all time
Great to see this on GOG its about time we had more great Lucasarts adventures released im hoping one day to see the whole catalogue on here like Full Throttle day of the tentacle etc etc.
One of the few classic LucasArts adventure games that I really don't like. While the art and animation is spectacular, the whole mood of the game feels unpleasant to me. Everyone in this world is bizarrely aggressive and unlikeable and I don't click with the zany humour. The plot is a mess.
But the game is completely ruined by the awful interface design introduced here. No verbs anymore, just awkward icons that you have to cycle through. No text hotspots or descriptions for things in the environment, making the world feel small and empty. No dialogue options, just unintuitive images with no indication of what they will make you say (rubber duck?), and unhelpful dialogue at that. Too many hidden exits to other areas that easy to miss. Incomprehensible puzzle logic because things have to be wacky here.
I guess I just hold LucasArts to a higher standard than this. There's some nostalgia from playing it as a kid, but even back then I didn't entirely get on with it.
This game was in the LucasArts Archive cd collection, which along with Doom 2 and Myst, the first computer games I ever bought. I still have the disc but was unable to get it to run. An instant purchase for me. Next....Grim Fandango! Well, a guy can hope, can't he?
I recently played a great retro Adventure game. It was funny, thrilling, beautiful to look at, and played very well with plenty of well made puzzles and an excellent story to hold it all together. That game was Primordia and I wholly recommend it. Unfortunately, this is not Primordia. I really wanted to like this game, I really did, but oh how I just can’t. It just has so much of what I hate about these kinds of adventure games. Puzzles that rely on arbitrary order of execution to work right, or follow poorly explained (if explained at all) rules, slow as molasses animations that make actions take way too long to do, especially with ones you have to do multiple times, and just a non-engaging story. It started well enough, but after an hour or so, the problems began to creep up.
Here’s one big problem. Say you’re stuck on a puzzle, or don’t know what to do or where to go. In Primordia, you talk to your sidekick friend, and he gives helpful little bits of info, like “Maybe we should go here”, or “Did you know I can do this thing when you use me?”. In Sam & Max, when you say you’re confused, Max just says he’s moreso. Gee that was helpful, especially since at certain points when you need to use Max on items, they never even hint that he can be used, and he is used for some outlandish purposes that you wouldn’t logically think of. And that is one big problem with this game. It doesn’t explain well what things do or how they can be used. It seems as if the classic method of guessing and testing answers to puzzles, and even simple item interactions was intended here. While there is a logic to puzzles (be it a cartoonish logic), It's poorly or not even explained, making it seem illogical.
Another thing, as mentioned before, is the slow animation. There’s not really much to say about it, but man can it be bothersome. Some actions just take way too long, and certain situations require you to perform the same thing over and over again that just drag on and on. Even simply moving from one location to another can take unneeded amounts of time due to the method of transportation, or because you have to wait for you sidekick Max to catch up to you because he wonders around aimlessly instead of following you. It’s tedious, unnecessary, and not at all fun.
Finally, the last thing I want to note is that this game suffers from the rough design styles of old Adventure games, such as making soooo much of the world available to explore. This makes it so you can be in areas, finding objects for puzzles you’re not even close to being ready to solve yet, and there’s not a good sense of direction. This can be especially problematic when it comes to items and the finding thereof. You may need an item you didn’t even notice or wouldn’t have guessed the location of that in a completely different location from the puzzle you need it for. Two necessary items, a light bulb and wad of cash, can be easily missed in the very beginning of the game if you don’t check for them, despite having no reason to at the time. This problem also results from the visual ambiguity of certain things. Significant items and intractable things don’t stick out sometimes, which can lead to not knowing what I needed to interact with.
Also, inventory and action systems are needlessly complex, as you need to switch between five different actions (plus an item) with the proper keys or right clicking where just left click for interaction and using an item, and right click for analyzing objects would do. Instead, you have to cycle through to find the proper action required. It’s most annoying when you need to do something relatively quickly.
Thankfully, a hint book comes with installation in the game folder, which helps the score, but man, after playing this, Day of the Tentacle, and the first two Monkey Island games, I cannot see why Lucasarts is so beloved for their adventure games. I say Telltales makes better adventure games, the guys who make Samorost make better Adventure Games, Wormwood Studios makes better Adventure games, and I could go on. I’ve played a good deal of Adventure games, and Lucasarts have probably been the worst of all of them in every aspect. Worst story, worst gameplay and controls, and worst puzzles. I’d give this one star, but the funny character dialogue and wacky themes, plus the great hintbook complete with comics and short stories are significant enough positives to save this game from being outright terrible to me and at least worth completing, but I am never buying another Lucasarts game again.
See all those 5 star reviews? Those extra stars are nostalgia points. If you're on your first play of the game, you'll find that Sam & Max is pretty average. Not bad or not enjoyable. But average. Can't really compare it e.g. with the first Monkey Island games. I dare to say that even Maniac Mansion (6 years older) had better puzzles.
The main issue with Sam & Max is that the scripting still feels a bit rough. First, I found myself in multiple occassions having guessed correctly what I need to do, but being unable to find the correct way to do it. The hintbook does help you out from these silly situations. But is it really necessary to have to consult the hintbook in order to spot an elevator door? Or why should it be so hard to ask Max to shut the door he's holding open? Sometimes Sam & Max kind of gave me the feeling I'm playing a text adventure and I'm fighting against the text parser's limitations.
Second, there are no hints on when it is the right time to use Max to solve a puzzle. I'm not sure if LucasArts just expected players to be familiar with some of Max's traits from the comic-book series, so invoking him comes naturally. But for me it usually boiled down to having tried everything else and failed.
All-in-all, Sam & Max is funny and humorous, with some decent puzzles. But definitely not LucasArts finest piece of work.
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