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A Telltale moment with Joe Pinney and Mike Stemmle
Posted by Telltale Tom June 25, 2010

That rush of familiarity as you play "They Stole Max's Brain!" may not be just because it's the third episode of Sam & Max: The Devil's Playhouse. It may be because Mike Stemmle scripted it. Seventeen years after co-writing/designing the legendary Sam & Max Hit the Road, Mike - who joined Telltale in 2008 and has penned episodes of Tales of Monkey Island and Strong Bad's Cool Games for Attractive People - is back. He joins lead designer Joe Pinney. While new to the Sam & Max franchise, Joe has a long and storied background with Telltale and adventure games in general, with a resume that includes Wallace & Gromit's Grand Adventures, Tales of Monkey Island and a few LucasArts classic adventures, including Secret of Monkey Island.

Mike and Joe share some of their thoughts on the new game...

Mike, at LucasArts you were co-designer on the game that started it all: Sam & Max Hit the Road. How does that experience compare to your time on They Stole Max's Brain!?

You'd think there'd be an overwhelming feeling of déjà vu, but I think I used all my vu up last year on Tales of Monkey Island.  This was much more akin to being parachuted into the middle of a combat zone, handed a rifle, and pointed at the enemy.  Only, y'know, with jokes instead of a rifle, and deadlines instead of an enemy.  In any event, there was definitely a sense of vertiginous panic as I waded in to the dialog for They Stole Max's Brain!  It'd been nearly a decade since I'd written either of these characters.  What if I'd left all my good Dog & Bunny jokes behind with my out-of-control facial hair, my crippling sleep apnea, or my lonely life of not-so-quiet desperation?

Luckily, Joe gave me a spiffy design to work from, making it darned easy to fake it until I found their voices again.

Joe, you have a long and successful history working on adventure games, but this is your first stint with Sam & Max.  What drew you to this franchise, and what's it been like working on it?

Telltale's first seasons of Sam and Max, taken as a whole, are my favorite adventure gaming experiences of all time (followed extremely closely by Secret of Monkey Island).  They got me excited about Telltale.  Getting to work at this company, on this franchise, with this Mike Stemmle, is just a crazy huge privilege.

It took me a while to get my head into the Sam & Max zone.  I'm used to pretty grounded stuff and these guys are anything but.  Fortunately there are plenty of unmoored absurdists in the building.  I just followed their lead down the dog-and-rabbit hole.

What led to the whole noir look and feel in this episode? Seems like the "Philip Marlowe, hardboiled detective" vibe hasn't really been explored in the Sam & Max series...

Mike: If I'm remembering correctly, the noir act at the start of the episode was something we wanted to do from a fairly early point in the development of the season, and Joe kinda ran wild with it.  I just filled in some dialog.

And as for WHY this take on Sam hasn't been explored yet, I've got a couple of thoughts.  Firstly, when Max is around Sam, it's really hard to pull off the hardboiled vibe.  Chaotic randomness is something of  a noir-killer, as anyone who's ever seen "Emo Phillips: Private Dick" will surely attest.   Secondly, Sam's an easygoing guy - it'd take a LOT to get him so honked off that he'd start randomly roughing up people like Courtney Love at a People's Choice Awards Reception.  Luckily for us, removing Max's brain solves both problems.

Joe: What Mike said. It's great fun to push familiar characters into new dramatic zones IF it makes story sense, and here it does. 

So...who DID steal Max's brain?

Mike: 

  1. Beauty...beauty stole Max's brain.
  2. The one-armed man
  3. Kevin Spacey
  4. Professor Plum
  5. In a way, didn't we ALL steal Max's brain?
  6. Brain and brain, what is brain?
  7. I think it's funny that Sam assumes Max keeps his brain in his head.  After all, we still don't know where he keeps his gun...

Joe: It's one of the answers above, but to decipher it you have to re-arrange the letters, write them in lemon juice on a piece of paper, cut the paper into little Max dolls, burn the dolls, and mail the ashes to Art Linkletter.

Tagged Game Design, Sam & Max Share on FacebookTwitter thisSend it to a friend 9 Comments
A Telltale Moment with Andy Hartzell
Posted by Telltale Tom May 7, 2010

Callback!

As the lead designer and writer on the second episode of Sam & Max: The Devil's Playhouse, "The Tomb of Sammun-Mak", Andy Hartzell plays a major role in making the Sam & Max games so fun, challenging and even a little crazy. Andy joined Telltale in 2008. Before joining us, he established a name for himself in the indie comic book scene with Fox Bunny Funny. You can see Andy's handiwork in the Fox Bunny Funny anthology, available at the Telltale Store.

We took a moment to ask Andy a few questions...

"The Tomb of Sammun-Mak" is the next episode in The Devil's Playhouse series. What was it like to work on that?

Fun, of course. I came to Sam & Max right after finishing up on the Wallace & Gromit series...talk about whiplash! The world of West Wallaby Street operates according to strict rules. Steve Purcell's universe, in contrast, promised an arena where I could go wild - an outlet for all my most outlandish, bizarre, and just plain inadvisable ideas. I ultimately discovered that this universe does have rules, but they're pretty loose.

There's more to this entry! Keep Reading »
Tagged Deep Thoughts, Game Design, Game Media, iPad, Mac, Sam & Max Share on FacebookTwitter thisSend it to a friend 31 Comments
Monkey goes VIRTUAL!
Posted by Nikki H April 1, 2010

VIRTUAL

You wanted to be inside the game.
You wanted to sense the depth of the manatee intestine around you.

Now is your chance.

In our efforts to expand to every platform we can, our newest project is to bring Tales of Monkey Island to you in 3D! What else would we pick but one of the most legendary consoles in the world: the Virtual Boy.

VIRTUALVIRTUAL

Of all the 3D-ready consoles in the world, the Virtual Boy stands out as the greatest. Packed with a charm of the ages, and notoriety beyond all others, the Virtual Boy delivers an immersive experience that any button-masher can enjoy. With a state-of-the-art technology from their goggle-viewer system, the timelessness of the equipment speaks for itself.

Due to the secrecy of this project, we've had to keep the Virtual Boys in the storage space of our office, sometimes gracing the office with guided tours and hands-on demos, because its very presence among the cubicles would cause too much excitement. We couldn't be happier to get our hands on such a legendary console, everyone's all smiles in programming and the testers love the weekly MRI scans and free ibuprofen, it's a game developers dream.

VIRTUALVIRTUALVIRTUALVIRTUAL

Tales of Monkey Island has never looked better! Whether you're doing a pirace face off, digging for treasure or listening for key puzzle elements through 1/2-inch speakers, it'll feel like the first time you've played. It looks so good, you'll get a headache trying to wrap your mind around it!

Telltale is also researching Smell-O-Vision technology, but development has been held up due to debate as to what scent a Vacaylian would have.

For release dates and more, keep an eye on the blog and our social feeds!

Tagged Around the Office, Game Design, Monkey Island Share on FacebookTwitter thisSend it to a friend 37 Comments
We Get Around: Gamespot and PAX East
Posted by Nikki H March 26, 2010

Tune in on Saturday!The Devil's Playhouse is fast approaching but maybe you still hunger for more information... here's another tidbit to whet your appetite.

Chuck Jordan is appearing on Today On The Spot show tomorrow, Saturday 3/27, ready to talk about designing The Devil's Playhouse. Tune in for the unique wit and snark that we expect from Chuck. We're just happy he's out of the office for a few hours. Ah... peace.

That's pretty awesome, but are you at PAX East? (Lucky.)
(We're not jealous or anything.)
(We so are.)

Though we are not there as a company, we do have a few roaming Telltalers stalking through the halls of PAX! If you catch a glimpse of Seg or Carl, they may have a Devil's Playhouse button for you to wear. Just ask nicely.

Tagged Events, Game Design, Game Media, Sam & Max Share on FacebookTwitter thisSend it to a friend 7 Comments
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