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Sam & Max Episode 6: Bright Side of the Moon Review

PC Review by Kristan Reed

8 May, 2007

So, the first true episodic game reaches climax. Six months and as many episodes of consistent high quality. Ten to fifteen hours of fun. Untold numbers of adventure-philes happy with the return of their '90s heroes. You could say it's been a job well done for Telltale Games on several levels.

But more on that in a moment.

Episode 6: Bright Side of the Moon provides a typically irreverent set of encounters for the furry duo. For reasons left utterly unexplained, they're on the moon, chasing down arch-hypnotist Hugh Bliss and faced with plenty of returning characters from all five previous episodes.

It's probably wise not to ponder too deeply on why a posse of redundant talking computers, a hen, the floating stone head of Abe Lincoln and an indignant mole have all found themselves on the surface of the moon (without any breathing apparatus, we note), but perhaps that's the charm of a typical Sam & Max adventure in a nutshell. One minute you're just trying to work out how to get a lead door open, the next you're inside someone's stomach complaining about the stench.

As with any episode of Sam & Max there's a fair bit of flitting between the 'base camp' of your office, Bosco's store and Sybil's and whatever new location Telltale has dreamed up. In this instance, you get the standard issue three or four new areas to explore and click on till your heart's content - but no new characters to indulge in crackpot banter with. But that's okay. Having accumulated a fairly weighty cast over the past few months, Telltale has almost treated this one as a greatest hits collection, dropping various members of the cast in seemingly at random in one final surreal hurrah.

Back down to Earth

After the unexpected high point of Episode 5, Bright Side of the Moon feels more like a return to the more formulaic point and click approach we're all used to - and as such it doesn't quite live up to the last episode's standard, either. In fact there are a couple of pretty evil puzzles that all but completely stumped us for a while, and the addition of a belated 'hint' system via Sam was all but useless at steering us back onto the right track.

Without spoiling it, one puzzle that had us hopelessly stuck involved picking up something we'd never previously been able to collect over the course of the entire season. If there's one thing that irks about adventure games it's lack of consistency - either let players pick a particular object up or don't. Don't decide arbitrarily that ten hours into the game you're now 'allowed' to pick something up that everyone's been mentally ignoring. Something as simple as this spoils the entire game, because you end up stuck in this loop of going round the same locations over and over.

'Sam & Max Episode 6: Bright Side of the Moon' Screenshot 1

Even the moon has a gift shop.

Fortunately, the FAQ-meisters out there are on hand to help out during such moments of design madness (and even they were complaining!), leaving the player to calm down and enjoy the relentlessly formulaic but always amusing banter between our heroes and the world of strange that they live in. As ever, the main enjoyment from playing the Sam & Max games is from simple things. It's not really that satisfying to solve obscure puzzles when it wastes so much time getting there. The real fun from the Sam & Max episodes has been mining the conversation trees for little unexpected nuggets, and the idle fun from trying to be as rude as possible to everyone you meet.

This is just the beginning

Six episodes down the line, did it work? In some respects, absolutely. Being able to 'tune in' for a couple of hours a month was a really pleasing diversion from the epic portions that we're routinely forced to digest, and as such there was never a point where we got bored and wanted to switch off. Each chapter of the game was just big enough to feel like you'd got your money's worth, but short enough not to outstay its welcome. On a purely cost-to-entertainment ratio, Telltale got it bang-on. The writing was well up to par, the technology and art style faithful to the legacy, and the voice acting every bit as sharp and witty as it ever was. In almost every area that mattered, Telltale got things right. Almost.

Where the experiment really didn't work for me was perhaps the way the short episodic structure made it very difficult, and perhaps impossible, to weave decent puzzles into the narrative. By always making sure that every episode had its own set of self-contained challenges and problems, it narrowed the player's focus into a small number of locations, with an equally small number of objects. As such, once you found an object, it almost always became obvious to the player what to do with it, and gone was any sense of achievement from joining the dots.

Also, by junking the player's inventory at the end of an episode, there was never any chance to carry over objects throughout the adventure. Every episode had the same basic problems in this lack of continuity. It wasn't like you were playing six parts of a full game, but six tiny games with a linked narrative, and that ultimately was the thing that held it back. Being tiny games made them entertaining in their own right, sure, but there was always a lingering feeling that it would have been a better game had it been designed as one continuous game from the outset.

Cycle of violence

'Sam & Max Episode 6: Bright Side of the Moon' Screenshot 2

And a thrill ride.

The problem for Telltale is that the adventure genre has never had a precedent for small-scale offerings, so trying to use the same old school mechanics and then scaling them down to two-hour chunk doesn't necessarily always come off. On occasion - like the end of Reality 2.0 - if the quality of the problem and the scenario are so different that you're doing something genuinely new, then you've succeeded. If all you're doing is recycling old locations and conjuring rather unimaginative problems with annoying sub-characters, then you may as well not bother.

On balance, Sam & Max Season 1 gets the thumbs up. Telltale knows full well it's kinda been making this up as it's going along, and probably knows better than anybody what worked and what didn't. And if it's in any doubt over what worked and what didn't, it now has a whole season's worth of feedback to chew over - and that's before the boxed release hits. What's more important than any of its game design decisions is that Telltale did what it set out to do. It brought Sam & Max back and managed to digitally deliver six episodes out in six months - two things we're more than happy to reflect upon.

The bottom line for most Sam & Max fans, though, is whether Season 1 is any better than 1993's Hit The Road. With so much clouded nostalgia invested in something most of us probably haven't even played since, it's unwise to fuel the debate, but an inevitable question to be debated by many. The two games' structures are too different to be directly comparable, but the important thing is that the humour, writing, dialogue and voice acting is every bit as good as it was, though is often let down by some lacklustre co-stars.

In terms of gameplay, that's easy: Telltale's simple, refined interface is a vast improvement on the horrendous icon system LucasArts employed, but you can't help but feel that Telltale needed to be a little more ambitious with the gameplay mechanics in Sam & Max than it was this time. It's one thing staying true to the beloved gameplay that we all still cherish, but that heady whiff of nostalgia only gets you so far - especially when the limiting episodic structure itself makes the actual puzzle solving such a horribly basic part of the game. Let's face it - things have moved on, and it's a massive contradiction to be talking about a forward thinking, digitally delivered, episodic game that's held back by its reverence to the past. But there you are.

7/10

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Comments: 1-29 of 29 in total

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rauper [staff]
08/05/07 @ 12:49
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If there's one thing that can be said about episodic gaming, it sure guarantees a lot of EG reviews...
Hunam
08/05/07 @ 12:58
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Its because your Sam and Max fanboy's, we all knew it.

I have to say, the puzzles in this one are pretty obscure, which is a u-turn on the whole season. Real 'outside the box, down the street, third left, carry on for a quarter mile then its on the right' thinking in some of them.
Dezm0nd
08/05/07 @ 13:01
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Episodic gaming = loads of reviews... unless you're Valve!

but then i expect a AAA title from valve.
Edited 1 times, most recently on 08/05/07 @ 14:01
Tomo
08/05/07 @ 13:03
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When's the box set out?
disc
08/05/07 @ 13:05
#5
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Dezm0nd: What is a AAA title?
disc
08/05/07 @ 13:24
#6
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Slurpy J: These are good, a couple episodes are amazing in fact.
Artemis_Matsas
08/05/07 @ 13:50
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I hope they release the box version soon
Pulsar_t
08/05/07 @ 13:51
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Telltale managed to deliver the most timely and efficient episodic scheme ever (well unless you count Sonic 3 & Knuckles).. That schmuck Gabe could learn a thing or two from them.
Royal Fool
08/05/07 @ 13:57
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You can buy the full season from Telltale's site right now, it includes the box set (but you have to pay extra for the shipping from the U.S., natch).
chupachups
08/05/07 @ 14:05
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"the horrendous icon system LucasArts employed"

A little unfair, surely? I don't recall anyone complaining about it at the time.
Hunam
08/05/07 @ 14:11
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Well, the way i see it:
Culture Shock: 8
Situation Comedy: 7
The Mob, The Mole and the Meatball: 6
Abe Lincoln Must Die!: 9
Reality 2.0: 8.5 (8 because its not as good as ALMD!, but 9 because i got every single joke as its just a satire of 10 years of gaming)
The Bright Side of The Moon: 7.5
Hunam
08/05/07 @ 14:12
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As for the entire season, id give it 8 as the writing is top notch.
dudefella
08/05/07 @ 14:22
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Is the box version hitting stores? I want to give Telltale my money but I don't have a credit card. Please Telltale, let me give you my money!
OrgasmicMutton
08/05/07 @ 14:39
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As for the puzzle that stumped the reviewer and some others I have to say I had no problems with it, I remember my parents 'breaking' back into our own car in a similar fashion when I locked the keys in there as a kid! So I knew what to do instantly, but I can see how others may have problems.

Also 8/10 for the series as a whole. BSotM is the third best, after ALMD and Reality 2.0. Situation Comedy was pretty good as well, Culture Shock can be forgiven for it's weaknesses as it was the first one and tMtMatM was a load of wasted potential, saced only by the Mafia Free song.
smelly
08/05/07 @ 15:30
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I wanted this series to go out with a bang.

It went out more like a whimper.

The last episode was rubbish. Too easy, too short. Apart from one puzzle where i ended up doing it the age old way of using everything on everything.

Compared to "abe lincoln must die" and "reality 2.0" it wasnt in the same league.

Shame really.
Chtulie
08/05/07 @ 15:35
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"It wasn't like you were playing six parts of a full game, but six tiny games with a linked narrative, and that ultimately was the thing that held it back."

Stange how this bit of critisism doesn't seem to apply to the Ace Attorney games (where each game is a season dvd set, each chapter only carries over in narrative and not even that in some cases).
monkeymagic
08/05/07 @ 15:47
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I think I love them purely for their relentlessly chirpy emails. Surely the personal touch bumps the score up a little? No? Well... Your wrong.
smelly
08/05/07 @ 16:06
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.. and unlike valve.. they DO actually respond to customer emails.
PameBoy
08/05/07 @ 16:48
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Has anybody actually gone back and played and played the original recently? My god it hasn't aged well. It's not just the unbearable slowness of the gameplay and the enragingly fiddly control system, the writing is also nowhere near as quick, snappy, funny and most importantly VARIED as the new ones. BUT, as the reviwer notes, the supporting cast of the original were a much stronger set of characters. The puzzles of the original were also vastly more obscure, but that doesn't make it more enjoyable to play than the new season. For me, as long as the writing and the laughs are consistently strong, the new Sam & Max games are a complete success.
Dragul
08/05/07 @ 20:40
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JoWood is realesing this around august if I'm not mistaken... for the ones who asked...
disc
08/05/07 @ 22:34
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smelly: Yeah the Telltale customer service is excellent.
Kiigan
08/05/07 @ 23:22
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Ep 6 is the worst of the lot IMO. Feels like they ran out of ideas.
Veldaban
09/05/07 @ 01:08
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Most of the puzzles in this episode seemed to come straight out of Hit the Road, in the sense that most of them were too obscure and couldn't really be solved by deduction... which I thought was the great thing about the previous episodes. I think they tried too hard to please the old hardcore crowd by making it "hard" through obscurity.
Still, very funny and nice close to the season as far as the writing goes.
smelly
09/05/07 @ 03:50
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It WAS funny, but it was also the worst of the season too.
RedPanda
09/05/07 @ 11:05
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Is this being released on the Wii or was that some filthy forum rumour I have read some place?

OrgasmicMutton
09/05/07 @ 12:15
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Yeah, their customer service is top notch. Quick replies and very helpful. I do like the nice informal tone of their emails as well.

Also I'm bemused by people saying that the puzzles are obscure, I didn't find many of them that challenging. It's weird because some people are claiming they aren't hard enough and others are claiming they are too obscure. It seems that anyone making an adventure game just can't win nowadays; they'll be criticised for making things easier compared to the old games with one review and then chastised for being difficult like the old games in another.

Maybe comparisons with old adventure games (as great or as awful as they were) should just be left alone and the series should be treated on its own merits.

This is a kind of general comment and not specifically directed at EG.
Yeevle
09/05/07 @ 22:49
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Very average is what this game is (all six).

Try harder and take more time is what I say.

4 out of all.

Yes I played it but it was very dull for an adventure game.
gnarl
10/05/07 @ 10:02
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All most all of the puzzles in this one, and a lot of the dialogue, are jokes about old Lucasarts games. Which is why they seem more obscure, I would guess. Anyway, while I didn't think this was quite up to Reality 2.0 I still thought it was excellent. As the series in general has been. Well done Telltale.

'It was too easy and too short. I want my money back!' - Max
orakio
03/06/07 @ 18:16
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A bit late to comment most likely, but I just completed the series, starting tuesday with 1 and sunday with 6. To be honest, this is the way you should play them really. A bit of a shame for those that played each episode as the months passed. I Just played one episode a day, and like a great DVD of your favourite Sitcom, this was quality material.
Yes, some puzzles were "more far-fetched than a grizzlybear on steroids running the hundred meter sprint covered in gelatine", but it was quite rewarding when you actually found what you needed to do in a very "a-hah!" sense.
It's amazing how much humor gets thrown at you. Where do they keep getting that imagination?
If you look at the episodes combined, you won't be too dissapointed with the recycling of all characters. You'll even want to see them in their next appearance.
Don't get me wrong though. As I stated before, a shame if you played these episodes by the month. I would have been dissapointed as well if I did it that way.

If you ever liked a lucasarts adventure game, you'll like this. If you have played Lucasarts adventure games and thought they were crap, you won't like this.
hark!
9/10

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