Let's get a few things out of the way. Sam & Max Episode 1: Culture Shock is not a complicated or challenging game, nor is it very long. It is, however, damn fine entertainment and everything one would expect from a Sam & Max game! The game stars a six-foot anthropomorphic dog named Sam who is dressed as a detective and a hyperactive, violent, "rabbity thing" named Max. This duo forms the Freelance Police, who solve mysteries using their own whacky brand of justice.
The first of many games, Culture Shock is styled like an interactive TV episode; where players don't need to spend a lot of time getting to the end of an adventure. Every episode will be a self-contained story, and successive games will be released quickly after the last, all of which may lead to a larger story arc. In staying with the TV model, Sam & Max will first be offered through the GameTap service, which will allow unlimited access to all the games and its new animated series for a low monthly fee. Culture Shock will also be available for direct download from the developer's (Telltale Games) website. Later on, audiences can purchase the complete package as a "Season 1" set, just like a DVD box set for a TV show.
Culture Shock is a revival of old-school point-and-click adventure games. Move the cursor around the screen and titles will appear over items that can be interacted with. Click on them and watch the often amusing sequences that unfold. Additionally, Sam keeps a small inventory of items that can be used in the environment. Unlike most traditional adventure games, inventory items can't be combined to form more complicated objects, but they do make great set ups for gags. The minute the player picks up the bowling ball, he KNOWS that it HAS to be dropped on someone, and the game does not disappoint with the payoff. Players will have to converse with different characters throughout the game to gain clues. The trick is in asking the right questions or making the right setup.
Gameplay isn't terribly deep, nor is it meant to be. Culture Shock is designed for quick entertainment. It's possible to finish the entire episode in one evening, even if the player takes the time to follow every line of amusing tangential dialogue. The biggest challenge lies in trying to figure out which actions are needed according to the twisted Sam & Max logic. For the most part, the game pretty much spells out what you need to do. Need to be diagnosed with a psychological condition? Visit the psychotherapist down across the street and feed her your "symptoms." Other times, the game will offer up friendly hints. Need $10,000 to pay for a tear gas grenade launcher? Max suggests patrolling for wealthy law breakers. So, they jump in the car, find a wealthy looking motorist, shoot out his tail light, then pull him over and give him a $10,000 dollar ticket for driving with a broken tail light. Some solutions are absolutely contrived, which is all part of the game's humor and charm. There is one scene where a character "happens" to have plans for a critical and sophisticated device, and Sam exclaims, "Hand over that ridiculously convenient peace of information!"





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