The toys of power was a great idea and they were fun to play with, although I do think more could of been done with the rhinoplasty, the telephone, and Charlie Ho-Tep. The Max interface was pretty nice and cool seeing things first-person.
The dialog was good, but I found myself not laughing out loud as often as I have with previous installments. Still, I got the a decent dose of the same ol' Sam & Max humor I've come to love.
Something that really irks me is that there is practically zero replay value. Sure, there are some dialogs you may have missed, but for the most part, once you figure all the puzzles out theres no huge reason to revisit the game. This is something I'd really like for you guys to work on. Hell, giving Sam & Max alternate costumes and switching up a couple of puzzles would be grand, but I bet you guys could do even better than just that.
I completed the PC version of the game and just watched my roommate play through the PS3 version of the Penal Zone. I noticed that he had the option of going to a new location and was able to get the nutrition specs... which didn't seem to happen when I beat the game. Glitch...?
Glitches I ran into:
-Sometimes, when trying to go down the elevator at BoscoTech Sam would reappear at the top.
-Sometimes there wouldn't be a sound clip where there should be, in some cases a full line of dialog.
-Sometimes the cursor would light up green and or have the description of something you're hovering the cursor over as if something was click-able, but nothing happens when you click.
-I had a pretty weird glitch when I tried to turn into a mini-desoto in the clone chamber area and was forced to turn back. Once this happened, Max was invisible except for the floating robot toy he had. At one point Max can become visible again, and the robot appears to be embedded in his kneecap. Going to a new area fixes.
-When dragging the mouse to bring up the simulated analog-stick doo-hickey, your cursor would turn into Sam's hand even if controlling Max.
-When using Max/Max's brain to converse, its still Sam in the middle of the interface, contemplating dialog choices
-Bosco himself wasn't in the game. Clearly a glitch.
There were other things, but I can't really remember them. These were the things off of the top of my head.
Overall, I really enjoyed this season dispite the minor annoyances and glitches.
Predictions/expectations/hopes for the next Sam & Max title:
-Meeting Sybil's baby
-Finding yourself in the predicament that Max described at the very end of The City That Dares Not Sleep
-Bluster Blaster's decent into space
-Bosco will definitely have to make an appearance
-This one is probably more of a hope than anything, but I'd like to see Max as the "main character" for at least a while.
I would really like to see the game put into another perspective, perhaps behind the back, OR give the player control over the damned camera; it isn't always where you want it to be. Must all point-click adventure be side-scroll-ish/fixed camera types?
Why do you have to hold down a button to run? (rhetorical)
Why is it impossible to lose? There is a much greater sense of accomplishment awarded to players when they overcome things wherein they have a chance of failure. And "dying" doesn't have to be annoying, either. Something similar to when you were jumping in and out of the projector would suffice, with an added limit to the number of times you can fail. I believe that expanding on this idea may give your players a bigger sense of accomplishment and have them feeling even better when completing the game.
I touched on this previously, but replay value needs to start being considered.
I would love to see a game where you can switch between Sam & Max, wherein Max controls exactly like Sam. Meaning, no gimmicky first-person mode (well, I mean I loved the toys interface, but...), but actually walking around as Max, having a separate inventory, and being able to talk to people himself. Sure, this would just about double the amount of dialog you would have to use, but the dialog is about 65% of the reason why I love these games.
Hopefully I can turn some heads with my personal insight. Thanks telltalegames for continuing to make S&M awesome. Wait... that didn't come out right...