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About the S&M2010 audio hints and what could it mean....

posted by Captain Viku on - last edited - Viewed by 189 users

Well, as many of you may know, hints were released with the S&M2010 webpage outside the pictures in form of lines of dialogue from some weird guy.

Two of those lines keep sounding sround the corners of my mind: The one where he says that "You are in control" and the one about "No longer being able to randomly push buttons to sumon comic mischief". So for me it can hint two possible outcomes:

A) (This mostly comes from the first line I said) Probably we will be able to alter the storyline or even change the ending depending of what we do.

B) (This one mostly comes from the second) The one I fear the most. Could it be possible TTG will break the "taboo of adventure games" making us being able to get a GAME OVER?

Could it be A? Could it be B? Could it be none of them and I'm overeacting too much....probably. Still, what do you think they could mean?

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    jmm

    Those are more likely references to direct control (WASD keys/Click&Drag) over old interfaces like verbs (which were mostly like buttons) and icons (same thing, clicking buttons)

    Telltale staff has already stated that S&M:2010 will feature WASD keys and Click&Drag over the old point&click interface.

  • I think most people believe that "You are in control" means that they will be using the new direct-control scheme they have been using for Tales of Monkey Island and Wallace and Gromit where you directly control Sam's movements instead of pointing and clicking to move.

    That was actually confirmed in the "Click and Drag in future games" thread in the Sam & Max discussion forum.

    The "no longer being able to randomly push buttons to summon comic mischief" might mean that they improved the puzzles so that you can't just randomly solve them by clicking any random option and stumbling on the answer. That was something people complained about in the games. Maybe.

  • Altering the storyline seems unlikely. Choosing a way to develop the story from possible variations, meh, maybe.

    Usage of WASD keys and click-and-drag, my bet is on this one. Sorry.


    Thinking about getting a GAME OVER in my Sam and Max... Well, I hope not.

  • Wel, that's a relief. Now I can rest calm

  • Point and Click is pretty good for 2D games, but Monkey Island/Wallace and Paul had a better system. That 3D wheel in TOMI was really good once you got used to it, and the arrows/wasd work well too.

    But yeah, I think it's the same as the old ones in terms of gameplay. Not that that's bad, I loved Sam and Max. I thought it was funnier than TOMI.

  • @Fury said: Point and Click is pretty good for 2D games, but Monkey Island/Wallace and Paul had a better system. That 3D wheel in TOMI was really good once you got used to it, and the arrows/wasd work well too.

    But yeah, I think it's the same as the old ones in terms of gameplay. Not that that's bad, I loved Sam and Max. I thought it was funnier than TOMI.

    Really? The wheel was quite frustrating for me. Though WASDing the character around wasn't so bad. Actually, it made controlling the characters more natural.

    Anyway, I'm actually hoping that the game might offer a different style of storytelling than other Telltale games. I dunno, maybe multiple endings? Like a very good ending, a good ending, a bad ending, a very bad ending, and a UFO ending.

  • @tredlow said: Really? The wheel was quite frustrating for me. Though WASDing the character around wasn't so bad. Actually, it made controlling the characters more natural.

    Anyway, I'm actually hoping that the game might offer a different style of storytelling than other Telltale games. I dunno, maybe multiple endings? Like a very good ending, a good ending, a bad ending, a very bad ending, and a UFO ending.

    I like the idea of multiple endings, but in practice it makes sequels a lot harder because they'd have to pick one ending as the canon they continue in the next season or sequel. One example I can think of is Deux Ex which had three different endings, and for Deux Ex Invisible War they had to imagine that all three endings combined happened in order to continue the storyline. ~A bit weird but it worked.

    EDIT: I just remembered Secret of Monkey Island also had multiple endings. I never knew until someone mentioned it here and I tried it in Secret of Monkey Island Special Edition. If you didn't sink your ship accidentally with the rock catapult, then Carla, Otis and Meathook would sail with you back to Melee Island. In Escape From Monkey Island, they had to pick an ending to go with in the storyline and went with the sunken ship and Carla, Otis and Meathood stranded on Monkey Island instead version.

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