Okay, time to put my scattered musings in one place:
I loved it. This might actually be one of my favorite Sam & Max episodes, period. A chunk of that has to do with personal appeal, sure -- the late 19th/early 20th Century is an era I find innately fascinating/cool, and I always enjoy learning more about the family history of characters I love. Execution is key, however, and I don’t think I could be more pleased with how both of these elements turned out. The silent film allusions were great, and as others have mentioned,
Sammun-Mak is up to its ears in atmosphere. Ye Olde Straight & Narrow is one of the most beautifully realized environments I’ve seen in a Telltale game. I wished more than a few times that I could stroll a little farther down the street.
For me, the puzzles were a step up from
The Penal Zone, in large part due to how the reel-hopping was a factor in gathering clues. I’m still something of a newbie when it comes to adventure games, but one thing I’m learning (especially after playing
Sammun-Mak) is that my favorites tend to include the necessity of doing something in a certain place and/or time that will affect what’s going on elsewhere. Besides that, I’d say the integration of puzzles with story comes close to rivaling
Lair of the Leviathan. That, along with the atmosphere, is a huge part of what made the experience so absorbing. My usual routine is to take a couple days to finish an episode, but I was a) too into the story, and b) wanted
way too badly to finish so I could hop online to see what everyone else was saying to stick with that.
I don’t seem to mind the character re-use as much as others. I only want their appearances -- whether completely new to us or not -- to have a real purpose and place in the story and/or puzzles. That doesn’t seem to be a problem here, though I can see where some are coming from with Kringle.
But back to the characters in general ... great fun. I loved Baby Amelia’s remodel; she now has something of a Kewpie doll-esque, uncanny valley look that’s a bit unnerving, yet somehow works. And her voice was awesome. Jurgen was splendid as usual -- backstory FTW! The thuggish elves, Kringle, Papierwaite ... they all held some welcome suprises. And I really enjoyed the molemen for most of the game. It wasn’t just Harry and some random, stock characters who happened to live under Sam and Max’s building. They each had distinct personalities, something resembling a fleshed-out cultural background (satirical though it was), and were uniformly well-written and entertaining for the most part.
Pretty much everyone has mentioned the best funny moments already. A number of my favorites came from
abusing using the pyschic ventriloquism on Sameth. I also found Sameth’s initial
(overdramatic) responses to Maximus
getting zapped with the Holstein Hex, as well as trying to use your inventory on the latter in the aftermath, absolutely priceless.
A very minor criticism: the Easter Egg hunter in me wished there was more inconsequential fallout from using the ventriloquism on everyone and everything in sight. More havoc -- incidental to the story or not -- should have ensued from such power, darnit!
The tone
Sammun-Mak’s final two scenes adopted were something of a pleasant surprise, although the first of them was mostly hampered by pacing issues. For example, I think just having a longer, awkward moment of shared silence amongst the mole family after
Nefertiti accidentally zaps Sameth and Maximus with the Protection Curse and before they stroll out of the boiler room as if nothing had happened would have helped. And
Pantagruel’s Friend may be onto something with his suggestion of having more build-up to the drama.
Something still went right there, though, since I was stunned by how sad I was at
Sameth and Maximus’ deaths, foregone conclusion or not.
Heck, I had figured from the start that
the discovery of a brain-napped Max was a forgone conclusion as far as this episode’s cliffhanger, but ... oh God,
that scene. Perfect. In pace, in tone, in “oh-lord-this-creeped-the-living-hell-out-of-me,” just
perfect. As I mentioned elsewhere, this reminds me strongly of the part in “Bad Day on the Moon” where
Sam realizes Max didn’t make it through the gate to the Dark Side of the Moon. There’s a rare slither of pathos at work here -- but also a touch of dark humor to remind us that this is still Sam & Max, after all.
So congratulations, Telltale. On both a marvelous game overall, and a cliffhanger which manages to be even
more infuriating than the one that was actually a complete surprise!
Quote:
Originally Posted by StrongBrush1
The Curse placed upon the chest is a curse of death. Since the duo was hit with the curse, they were killed.
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Yup. There’s even foreshadowing to this, if you dare to have Sameth and Maximus
touch the Toybox the very first chance they can. Which is, of course, after Grandpa Mole has activated the Protection Curse.