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Originally Posted by pwblaine
I've read on some previews that you're slightly changing the way we go about solving puzzles in this season over last, any chance of a little enlightenment on what that could mean?
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It's probably in reference to Max's psychic powers. The idea is that a lot of adventure games work by having you collect a ton of stuff in your inventory and then making you figure out what each item's specific purpose is. In the new season, we're putting more emphasis on Max's powers -- there are fewer of them, but you know exactly how they work, and you can use them in multiple different ways.
One example is Max's future vision power. He can use it on most characters and some objects to get a short scene showing their future. The idea is how does it change traditional adventure game puzzles if you get the solution first, and then have to work backwards from that?
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Originally Posted by pwblaine
I've also seen that we have more control over max in this version does that mean we'll possibly be seeing a switch character control button in the regular environment vs just in dialog?
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At just about any point of the game, you can hit a button and switch control from Sam to Max (and vice versa). In Max mode, you enter Max's mind and can look around through his eyes. Max mode is where you use Max's psychic powers. Sam mode works pretty much like it always has -- you can walk around, look at things, add stuff to your inventory, start dialogues, etc.
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Originally Posted by Gman5852
What all old characters will we see, like will sybil, abe, Bosco, etc... be in, or will some of the characters not return?
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I can't tell you all the characters that'll show up, or it'd ruin the surprises later on. I will say that some of the characters from previous seasons will be back, and several won't. Some of the characters' stories were pretty much finished in season 2, so there's not much point bringing them back.
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Originally Posted by Gman5852
Will we get to combine items like in tales.
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Nope, still no inventory combination in Sam & Max. It's something that's inherent to Monkey Island games, so it would've felt odd if it hadn't made it into those. But the Sam & Max games never really seem to need it.
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Originally Posted by Gman5852
Will we get to use max's powers on sams items.
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No, most of the powers work on characters or objects in the world, or Sam & Max themselves. The stuff in Sam's inventory is usually pretty straightforward and just works on its own.
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Originally Posted by Gman5852
because of the computer trying ot move maxes inventory istems, will he have an inventory/be a playable character.
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I may be misunderstanding your question, but: Max's "inventory" is his psychic powers. He is a playable character, but you don't use him to walk around and look at/use things around the world, because that would be overkill. Sam already does that, and Max already chimes in whenever he has something to say.
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Originally Posted by Secret Fawful
So I notice some plain references to Howard Lovecraft in the image and title of the final episode. Without giving any spoilers away, how much inspiration from Lovecraft or references to him has actually been used in this season?
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This season mashes together a bunch of stuff we (and Sam & Max) think is cool, so the references are all over the place. There's some science fiction, horror, film noir, mystery, pulp adventures, and some more stuff that I'm probably forgetting right now. Lovecraft is one of the influences, so good catch just from the title.
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Originally Posted by lombre
Are any of the villains from the previous seasons going to return to get their revenge on Sam and Max?
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Some characters are definitely going to be back, including some of the villains.
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Originally Posted by GinnyN
Now seriously, what do you first in designing? The Puzzles or the story or everything at the same time?
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Because Telltale's games are so story-heavy, you can't do puzzle design without story, and vice versa. So it's all done at the same time, and the goal is that the obstacles fall naturally out of the story without feeling like "puzzles."