Chariots of the Dogs is here, complete with free demo!
Posted by emily March 14, 2008
The wait is over! Sam & Max 204: Chariots of the Dogs has been released. Finally, you'll find out what happened to Bosco... and maybe even save him from the nefarious clutches of T-H-E-M.

This is the episode where the disparate story threads of Season Two start to weave together, so if you've been following the season, you're in for a real treat. Plus we're headed for a mind-blowing season finale in April. Yes, I said mind-blowing.

But wait, let's not get ahead of ourselves! So where can you get this gem of a game?
Still on the fence?
If yesterday's five star review at Adventure Gamers didn't already convince you, these equally glowing reviews* will probably put you over the top:
  • IGN, 8.3/10 - "Chariots of the Dogs is definitely my favorite episode this season, and one of the strongest episodes of the entire series."
  • There's more to this entry! Keep Reading »
Tagged Press, Sam & Max Digg this entry Send this to a friend 33 Comments
Chariots of the Dogs... finally, find Bosco!
Posted by emily March 13, 2008


After an agonizing four week wait, Sam & Max 204: Chariots of the Dogs is up on GameTap, and will be here on Telltale's site in one short day. Finally, you'll get to find out what happened to Bosco! (Or will you...?)

We've been bursting with excitement over this episode and can't wait to hear what everyone thinks. Reviews are already coming out, including an excellent (and spoiler-free) five star review over at Adventure Gamers. AG has only given out a handful of perfect scores in the history of the site, so this is enormously high praise and we're just giddy over it.

For those who need a gentle nudge while playing, we've posted the official Chariots of the Dogs walkthrough. (It's obviously ridden with spoilery text and pictures, so if you don't want to ruin the surprise for yourself, don't click that link!) We've been holding back some concept art until after the game's release, so watch for that next week sometime.
Tagged Press, Sam & Max Digg this entry Send this to a friend 25 Comments
Storytelling in Games - Chuck's perspective
Posted by emily March 4, 2008
Welcome to Part II of "Telltale spouts off about what makes a good story". Today we bring you Chuck Jordan's thoughts on the subject.

What elements make up a good videogame story?
The only hard and fast requirement is that the main character should have no memory of his past. After that, it's limited only to your imagination: he can be a marine, a space marine, an ex-marine, an elf, an elf marine, or a dwarf. And he can fight either demons or aliens, using either magic spells or cybernetic implants. The combinations are endless!

What influences, if any, do you take from other media (i.e. film, tv, comics/graphic novels)?
The Sam & Max episodic games are obviously based on a comic book series, so that's the biggest influence. I see the games as being an unholy combination of comic book, traditional graphic adventure game, and an animated sitcom.

Because our games have so much more dialogue than you'd see in a comic book or even a TV show, I'm always trying -- to varying degrees of success -- to keep it from feeling too expository or "gamey." I'd like to keep it conversational, like an episode of a sitcom where clues to get to the next scene are embedded in the jokes. And above everything else, we're trying to get the episodes to have the same feel of the comics -- the non-sequiturs, the kinds of situations the characters get into, the way they talk (without just quoting the comics directly), and their remaining unflappable even as bizarre stuff is happening all around them.

More specifically, I'm a huge fan of "Mystery Science Theater 3000," and I've watched so much of it that it's affected the way my brain works. So I like to think the episodes have a little of that feel to them as well -- a barrage of jokes and references, with semi-highbrow stuff and potty humor all mixed together, and if one joke doesn't work it'll be quickly followed by another that might.
There's more to this entry! Keep Reading »
Tagged Deep Thoughts, Press, Sam & Max Digg this entry Send this to a friend 3 Comments
Storytelling in Games - Brendan's perspective
Posted by emily March 3, 2008
Back in January, IGN's Insider channel caught up with Telltale designers Brendan Ferguson, Chuck Jordan, and Heather Logas to talk about storytelling in games. We thought our fans would enjoy seeing the full interviews, and IGN gave us permission to post the interviews here. Brendan's answers are below, and Chuck's and Heather's will follow later this week. Enjoy!

What elements make up a good videogame story?
I assume you've had many people tell you what makes a good story in general, but a good videogame story in particular should allow the player to directly take part in the most important, interesting moments of that story. The most powerful videogame stories are those where I'm personally involved in the events that are unfolding. If I merely observe the story for a time, do something unrelated, then see more story, I'm not going to feel like it's MY story.

What influences, if any, do you take from other media (i.e. film, tv, comics/graphic novels)?
As with anyone, I'm moved by many kinds of stories in different ways. As a game developer though, I'm always thinking about how I could let someone experience those stories firsthand rather than watching them from the sidelines. I'm often amazed by our capacity to be swept up in a story, but there's something different and special about actually being the one that makes the decisions that propel the story forward.

Describe a narrative moment from one of your games that you are most proud of?
I could, but we haven't released that game yet, and I don't want to spoil it.
There's more to this entry! Keep Reading »
Tagged Deep Thoughts, Press, Sam & Max Digg this entry Send this to a friend 8 Comments
Telltale Games - © 2008 Telltale, Incorporated. All rights reserved.
Home  |  Store  |  Blogs  |  Forums  |  Product Support  |  Corporate Info  |  Jobs  |  Terms of Use  |  Privacy Policy