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Old 12/29/2008, 06:07 am   #21
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I'm with you on this one. Max as a playable character would be too much of him, I think. He's an awesome sidekick, but his style of humor just isn't suited to a main character role. It'd be like giving Kramer from Seinfeld his own show.

That said, I understand why Telltale did away with the Max icon. Never knowing what's going to happen when you use Max on something isn't exactly conducive to logic puzzles. Then again, that kind of mystery can be fun...
Well, it would be similar to Sam's gun - and the similarities don't necessarily end here As to why Telltale did away with the icon, we should probably ask them - Telltale people, if you read this, can you please enlighten us here?

Maxilyah: OK, now I understand what you're saying. Playing Max in a single puzzle (or a minigame? wow!) certainly sounds interesting
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Old 12/29/2008, 09:36 am   #22
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Well, it would be similar to Sam's gun - and the similarities don't necessarily end here As to why Telltale did away with the icon, we should probably ask them - Telltale people, if you read this, can you please enlighten us here?
Actually, if you were to search the forum, you'd find that this question was answered many times before
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Old 12/30/2008, 10:24 am   #23
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Actually, if you were to search the forum, you'd find that this question was answered many times before
Actually, you're quite right
After digging for a while, I found this thread - there are some very good points in posts #26 and #30. However, these are partly negated by Sam's gun, which has the same wildcard effect as Max would. Let me mention, though, that I'm always tempted to use the gun even in the most impossible situations, and probably the same would be the case with Max.
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Old 12/30/2008, 02:19 pm   #24
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I don't the gun is as much of a wildcard as Max. You can predict the kind of effect a gun would have on the object you're using it on, and you can't predict what Max is going to do.
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Old 12/31/2008, 07:37 am   #25
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I don't the gun is as much of a wildcard as Max. You can predict the kind of effect a gun would have on the object you're using it on, and you can't predict what Max is going to do.
Ah yes, the well known gun effect of turning ordinary cheese into swiss cheese

and, to the extent the gun is predictable, so is Max - with the gun, the target object will be punctured or at least concussed, then with Max, it will be brutally savaged
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Old 12/31/2008, 12:15 pm   #26
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Also, Sam's never really shot and wounded someone. He's too much of a softy, whereas Max would probably injure and/or kill someone.
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Old 01/02/2009, 03:07 pm   #27
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in season 3, they should allow u 2 switch beetween sam and max, I wish i could see his boxing glove in his own inventory, He is so much cooler
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Old 01/03/2009, 06:00 am   #28
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There was this one time that you could play in maxes body. Remember that time on S2E3 at Jurgens lair when Sam switched bodies with Max?
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Old 01/03/2009, 10:41 am   #29
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Yes, but that was Sam in Max`s body.Not max in his own body!!! (and not max`s inventory neither since they exchanged their inventory)
Although, at least we figured out where Max keeps his inventory items!!! LOL
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Old 01/03/2009, 11:56 am   #30
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oh, and his head was used as an inventory item in 101 in sam's dream.
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Old 01/03/2009, 02:13 pm   #31
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oh, and his head was used as an inventory item in 101 in sam's dream.
I remember that. I tried using him on all sorts of things. Sam said no to all of them.
DENIED!
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Old 01/04/2009, 04:54 am   #32
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Yes,i remember that!
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Old 01/06/2009, 10:48 pm   #33
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I just envisioned Max's inventory picture to be his tail and when you click on it, the animation to reveal the inventory...
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Old 01/07/2009, 03:41 am   #34
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I remember that. I tried using him on all sorts of things. Sam said no to all of them.
DENIED!
The first thing I tried to use Max's head on was Sam. Sam said something like "I don't think Max would appreciate me sticking his head there", which made me go o_o.

I expected to be able to play as Max when Sam was hypnotised in Culture Shock. Seeing the scene fade back in and I was still playing as Sam surprised me a little.
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Old 01/07/2009, 08:04 pm   #35
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Maybe if they just switched for certain PARTS of an episode, instead of having the option to switch back and forth. I understand the argument that it WOULD be a huge problem trying to double the dialogue. But if you only play the character for a certain part of the game, that wouldn't be a problem.
I could just imagine taking out Max's gun and trying to use it on Sam.
Max: As much fun as that sounds, I don't think I'll kill Sam today.
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Old 01/07/2009, 08:57 pm   #36
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Another thought: give max the ability to alter items. Maybe crushing things in his powerful jaws. This would give a convenient way to make puzzles unsolvable "after max chewed on it, the key doesnt fit" and can be useful too USE> lockbox> on max. "Max chews on the box a while and it cracks open, revealing !!! inside"
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Old 01/08/2009, 02:01 pm   #37
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That's a really good idea. I wonder if you could use him to alter PEOPLE.
"Use Max on Bosco."
Max: No, thanks. Bosco's already altered enough.
XD
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Old 01/10/2009, 12:02 am   #38
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I also think it's a good idea. However, it yet again comes back to the problem of Max being an always available last resort in puzzle solving - which the Telltale guys & gals don't seem to like.
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Old 01/11/2009, 06:49 pm   #39
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I think I like playable Max better. That way instead of using Max on something, you could just click on it to see his reaction.
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Old 01/11/2009, 08:34 pm   #40
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I think I like playable Max better. That way instead of using Max on something, you could just click on it to see his reaction.
I agree, this is the best idea, but it effectivly doubles the code for the game, so I honestly think this is the least-likely option...

Also the idea of using max as a last resort... giving him an altering ability makes him far from a last resort, because it could make the game unwinnable if you alter the wrong item! Perhaps in this scenario even make a puzzle have an alternate solution that involves altering an item --- that you need unaltered later in the game to win! (classic example: Zork 3, you can solve the block puzzle by dropping the book, but you must have the book in your inventory to enter the last room of the game, so you make the game unwinnable and you dont even know it until the very end!)
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