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Originally Posted by Jake
3 is Joe Pinney (Tales of MI: Lair of the Leviathan, W&G: The Last Resort) design, and Mike Stemmle (Tales of MI: Trial and Execution of Guybrush Threepwood, Sam & Max Hit the Road) writing
4 is basically the reverse of that, from what I hear -- Mike designing, Joe writing
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Actually, it's a little more (or less?) complicated than that: Joe is doing puzzle design for both 3 & 4, and Mike is writing the script for both. They're swapping off on the lead designer role, with Joe heading 3 and Mike in charge of 4.
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Originally Posted by The Highway
What influenced you to change the overall FEEL of The Street? I love how grimy it looks!
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To make it closer to the feel of the comics, as avistew said, and also we were going for a "70s New York" feel instead of the more brightly-lit cartoony feel of seasons 1 and 2. One of the goals was to make the environments a little more detailed, so it's like Sam & Max exist in the real world instead of some cartoon reality.
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Originally Posted by Winther
The control scheme - Is it similar to ToMI, straight-up point'n'click like previous seasons, or something else? For the record, I really liked the controls in ToMI.
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So
you're the one!
Yes, on PC and Mac,the controls are almost identical to Tales of Monkey Island. On the PS3 (and if you plug in an Xbox360-compatible gamepad on the PC), there's a new control system designed specifically for the controller.
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Originally Posted by Winther
Speaking of, will there be any more dialogue-puzzles featuring direct control of Max's big mouth? I've really enjoyed the two (I think? Culture Shock and Ice Station Santa? Missing anything?) occasions where we've been able to switch back and forth between them in dialogue.
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I liked those a lot, too, but there's not as much room for them in the new season. Since you can switch control to Max anywhere in the game, it seemed weird to switch in dialogues as well. Don't worry that the idea is completely gone, though -- we'll be playing around with the systems throughout the season, and you will have a chance to make Max talk.
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Originally Posted by Winther
And finally, with all the new wacky stuff going on, will there still be a driving mini-game in every episode?
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No, there are no driving minigames this season. They were fun to come up with for season two, but they always felt like
minigames instead of being integrated fully into the rest of the game. We decided pretty early on not to do the driving, and as we focused on psychic powers and city map and all the other stuff that you end up doing in the game, it turned out that the new season doesn't really need a separate driving mode. The DeSoto is still a big part of Sam & Max, though, almost a character.
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Originally Posted by The Highway
I didn't like the new way of making Sam talk. I preferred the old way, with the list, but i suppose I'll get used to it. Did you originally consider just keeping the old way for PC and changing it for PS3, or was it one way the whole way?
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The dialogue went through a lot of revisions over the course of developing the first episode, but we'd always intended to have it work the same on PC/Mac as it did on PS3, and we always intended to use short topics instead of full dialogue lines.
Part of that was from the Chapman brothers, actually: when we started Strong Bad, they really wanted to use icon-based dialogues. The reason is that if you read the sentence and then hear the main character deliver the sentence, it slows down the dialogue and makes it feel like you're hearing everything twice (even if it's slightly changed from the text).
It's also fitting in with the license: like the inventory combination, text-based dialogues seem to me like a fundamental part of the Monkey Island series, one of the ways those games tell jokes. In
Hit the Road, you just got icons of the topics you could ask about. It made it less predictable what Sam & Max were going to say, it made the dialogues flow differently, and it made it feel a little bit more like detective work: you were asking people about a set of topics, instead of just launching into random conversations.
One of the things we noticed about Strong Bad dialogues is that some of the icons could be hard to decipher on their own, so we went with short topic phrases. As the season goes on, there will be some occasions where you want to decide exactly what to say, and in those cases we'll have an interface that's more like the previous Sam & Max seasons and Monkey Island.
Another new thing, while I'm talking (a lot) about the dialogue system: the dialogue interface now shows you which topics still have new stuff left to hear, and which ones you've "exhausted" and will repeat.