![]() There’s still a staggering amount of variety and topical humor to be found in the widely differing locales and situations Sam and Max end up in, but the strong sense of continuity running throughout the entire season is a noticeable improvement. The development and design team clearly spent a greater amount of time planning out how each of the more rousing plot developments in all of the episodes would wind together. In Sam & Max Season Two, Telltale makes a few subtle-yet-notable improvements to the system, ramps up the absurdity, and hones the comedic gameplay to a fine point.īy the time the final credits roll, it’s evident all five of Season Two‘s episodes are far more cohesive than the first batch. of the vast internet, and venturing to the moon to save humanity from the hypnotic, feel-good clutches of a prismatically inclined super-villian rounded out the premier collection of crazy crime fighting episodes. Among other oddball heroics featured in Season One, dispensing justice to a trio of brainwashed former child stars, waging war against the malevolent A.I. The weirdness level in Sam & Max‘s first season of cases ran the gamut, establishing a solid baseline for the outlandish adventures to come. ![]() Nonetheless, Telltale Games’ second season of the ongoing anthropomorphic escapades of Sam and Max continues to tighten the detective duo’s already firm grasp on the title of supreme rulers of the point-and-click adventure game universe.Īpparently, when moonlighting as “freelance police,” you have to take whatever bizarre gigs you can get. When he first began creating Sam & Max comics in 1987, Purcell probably didn’t expect his goofy gumshoe characters would end up ranking high on the funny charts as the stars of their own episodic PC game series. As it turns out, giving guns – and a blank check for chaos – to a human-size dog and a crazy rabbit easily ranks among one of the best ideas Steve Purcell ever concocted.
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