- Release Date
- 9th Mar 2010 (USA)
- Sam & Max
- Crime, Police, Mystery, Cartoon
- Also Known As
- Sam & Max: Season Two
About This Game
Sam & Max have been kicking around pop culture for over twenty years, with independent comic books penned by Steve Purcell, a graphic adventure game (Sam & Max Hit the Road), an animated television series, and an Eisner-winning web comic.
Sam & Max Season One is highly acclaimed as an innovative episodic game series that went on to win numerous awards in the U.S. and internationally, including several Adventure Game of the Year honours.
The Sam & Max series' refreshing humour is completely unique in today's gaming climate. With great stories, witty scripts akin to prime-time cartoons such as The Simpsons or Family Guy, and gameplay that makes you feel as if you're playing an episode of your favourite television show, it's no wonder Sam & Max has become known across gaming enthusiast and mainstream audiences alike as the world's first interactive sitcom. The well-liked characters have returned in Sam & Max Season Two, with five episodes widely recognized to be even better than the first.
- Story-driven gameplay: Each of Season Two’s five episodes has a self-contained plot but is also part of a larger, season-wide mystery. Subplots weave in and out of the main storyline, similar to a TV sitcom
- Interface: Sam & Max Season Two has a simple “point and click” interface that is easy to navigate on both PC and Wii. The player moves Sam around the screen and interacts with the game world using the mouse or Wii remote
- Pick up and play: Sam & Max Season Two has been designed to appeal to both hardcore and casual gaming audiences. Even the most inexperienced gamer will be up to speed in minutes, thanks to an optional tutorial during which Sam and Max lead the player through a simple puzzle while explaining the interface and basic gameplay
- Innovative hint system: Sam & Max Season Two detects when a player is stuck based on how much time has passed since the last puzzle was solved. Max or another character then gives a hint. In this way, hints are fully integrated into the playing experience. Hint frequency is set by the player, and hints can be turned off completely by those who prefer not to use them.