The game implements an inventory system to allow Sam to store any items that the player picks up during the course of the game. The player may select any of the items in the inventory and can then attempt to use them on objects in the game world or give them to other characters simply by clicking on the desired target. Unlike Save the World's predecessor, Sam & Max Hit the Road, inventory items are context specific, and cannot be used together or combined to create new items. Typically, Sam carries a gun that may be used to solve several puzzles.
The characters can travel between a variety of locations in the game using their black and white 1960 DeSoto Adventurer, which, when selected, will present the player with a list of available destinations. The DeSoto is also used for several driving sequences, usually involving pursuing or fleeing criminals in other vehicles. In these driving sequences, the player can use Sam's gun, the car's horn, or have Max attempt to communicate with other vehicles via a megaphone. In addition, special inventory items may be used to complete specific puzzles within these sequences. Driving sequences are also used for several minigames, such as pulling innocent drivers over for fabricated felonies. In keeping with the developer's heritage from the LucasArts adventure games, Sam & Max Save the World is designed so that the player characters cannot die or reach a complete dead-end.
There are several supporting characters that consistently appear throughout the episodes.
Further down the neighborhood is Sybil Pandemik, who owns a small office across from Sam and Max. Sybil is unable to keep a consistent job and regularly changes her career choices. Introduced as a psychotherapist and former tattoo artist, she later becomes a tabloid journalist, professional witness, professional matchmaker, software tester, and Queen of Canada over the course of Save the World.
In a hole in Sam and Max's own office resides Jimmy Two-Teeth, a rat who works as a petty criminal, confidence trickster and fence. He profusely dislikes Sam and Max, who he sees as always interfering with his work.
Other characters include the Soda Poppers, a group of three former child stars from the 1970s. The three, each with their own trademark catch-phrase, first appear as victims of hypnosis in the first episode, later acting as the judges on a Pop Idol parody in the second episode. By the fourth episode, they are elected the governors of the Dakotas and plunge the region into civil war over ownership of Mount Rushmore. Also making sporadic appearances is Hugh Bliss, an eccentric magician and leader of the Prismatology cult, a parody of Scientology. He is often seen attempting to promote his self-help guides based on Prismatology. Sam finds Bliss irritating, while Max almost idolizes him. Minor characters include Agent Superball, a US Secret Service agent with a penchant for guarding doors; Chuckles, the pit manager in a mafia-run casino; Harry Moleman, a police mole who switches sides; and the Computer Obsolescence Prevention Society (COPS), a group of outdated computers attempting to find purpose in the technologically advanced world.
The game opens with Sam and Max, the Freelance Police, lounging in their office, awaiting a new case after a long hiatus. Eventually, the commissioner sends them out to investigate a group of former child stars, the Soda Poppers, who have been causing trouble in the neighborhood. The Soda Poppers are attempting to promote a self-help video called Eye-Bo, which (when watched) hypnotizes the viewer. After seeking assistance from Sybil to reverse the hypnotism on the Soda Poppers by knocking them unconscious, the Freelance Police learn that the scheme has been devised by one Brady Culture, another former child star who owes his fall from popularity to the rise of the Soda Poppers. Sam and Max and the Soda Poppers confront Culture, who hypnotizes the Soda Poppers again. However, Sam manages to fool Culture into ordering the Soda Poppers to attack himself, subduing the threat. The next case the Freelance Police get involves liberating a studio audience held hostage by a deranged TV talk show host, Myra Stump. At the TV station, Sam and Max deduce that Myra has been hypnotized and, after using other shows in the studio to become celebrities, they convince her to let them become guests on her show. Once on the show, Sam notes a strange toy bear on the host's desk, the source of the hypnotism. Using the studio sound system, Sam electrocutes both Myra and the bear, allowing the audience to leave.
The commissioner then tasks Sam and Max with infiltrating the Toy Mafia, a criminal organisation operating from a casino. The commissioner's mole in the organisation has gone quiet; he wants the Freelance Police to find out what happened to the mole. Sam and Max quickly discover that the Toy Mafia are responsible for the toy bear that hypnotised Myra. As they gain the Mafia's trust, they ascertain that the mole has switched sides and is now leading the outfit. After discovering that the casino is a front for a factory producing the hypnotizing bears for mass distribution, the Freelance Police sabotage the factory and destroy the operation. Soon after, the US President starts bringing in bizarre policies; Max is particularly concerned about the introduction of gun restrictions, while Sam believes the President has been hypnotized. At the White House, Max beheads the President, revealing him to be a mechanical puppet designed to hypnotize the nation through TV broadcasts. The President's bodyguard, none other than the now-fallen Toy Mafia's pit boss, activates a giant robot disguised as the statue at the Lincoln Memorial to run in an emergency election against Max. Sam discredits Lincoln's campaign, resulting in Max winning the presidential election. Lincoln begins a destructive rampage through Washington D.C., but is neutralized when Max fires an intercontinental ballistic missile at him.
The next case given to Sam and Max involves dealing with a computer crisis that is causing the world economy to collapse. They discover the problem is a virtual reality program called Reality 2.0, powered by the Internet (which has gained sentience), which is hypnotizing people so they never want to leave the program. Sam and Max access the program themselves and introduce a computer virus that crashes Reality 2.0 and deletes the digital embodiment of the Internet. Prior to expiring, the Internet reveals that it was following the plans of one Roy G. Biv. Sam eventually deduces that Roy G. Biv is actually Hugh Bliss, a character seemingly in the background of all their previous cases. The Freelance Police travel to Bliss' Prismatology retreat on the Moon, where Bliss is preparing a device to hypnotize the entire planet. Bliss reveals himself as a colony of sentient bacteria that feeds off of the endorphins produced by human happiness; by hypnotizing the planet, Bliss assures himself of a permanent supply of nourishment. Bliss activates the device, but is killed when Sam tricks him into a tank of water and boils it using the rocket engine of a lunar lander. Returning to Earth, Max takes great pleasure in reversing the hypnotism by personally knocking everyone on the planet unconscious.
"Interrogation" was released after the game's third episode on February 1, in which Sam and Max demonstrate how to properly interrogate a suspect. This was followed by "Coffee" on February 8; in the short, Sam and Max experiment with telekinesis on coffee cups. On February 15, "The Blank Blank Blank" was released, where Sam and Max discuss with Bosco a government agency so secret, the acronym is classified. Following episodes relate to Max's tenure as US president after "Abe Lincoln Must Die!"; "War Games", released on March 1, has Sam and Max engage in military activities from the White House's war room under the pretense that they are mere simulations. It was followed by "The Teapot Drone Scandal" on March 15, in which Max orders a Secret Service agent to recite "I'm a Little Teapot" over the telephone. "Saving the Economy" was released on March 22, showing a broadcast by Max outlining his plans to make the economy more efficient by irrationally extending daylight saving time. On April 5, "Artichoke" was released, in which Max holds a press conference where he is unwisely questioned about his gun control policies. The penultimate short, "Bosco", was released on April 12, and shows Max starting a negative campaign against Bosco for the presidential election, despite the fact that he is not running. "A Fireside Chat", the final episode, was released on April 19, depicting a broadcast by Max to the state of Idaho in the hopes of getting them to vote for him.
In February 2009, Telltale Games renamed the game from its initial release title of Sam & Max: Season One to Sam & Max Save the World. Telltale's public relations spokeswoman, Emily Morganti, explained that while Season One was thought to communicate the game's episodic nature to potential consumers, the company felt that it was nondescript in relation to the game's story. The message accompanied the announcement of an Xbox Live Arcade version of the game, which had been subject to media speculation since February 2007. Both Windows and Wii versions of the game were republished using the new title.
The debut episode, "Culture Shock", was recipient to a mostly optimistic response from critics. The episode was thought to adequately follow 1993's Sam & Max Hit the Road, with the introduction of the new 3D engine and gameplay being positively received. Criticisms of "Culture Shock" focused on the story; while the humor in the writing was praised, the plot was seen as a "thin excuse for the jokes" and the episode's primary antagonist was described by IGN's Steve Butts as "a bit of a letdown". The humorous writing and characters had done enough to compel the Academy of Interactive Arts & Sciences to nominate Culture Shock for "Outstanding Achievement in Story and Character Development" at the 10th Annual Interactive Achievement Awards. The second episode, "Situation: Comedy", was thought to produce a better antagonist than "Culture Shock", with the puzzles linking in well to the story. However, critics described the puzzles as too easy, and expressed disappointment at the reuse of lines from the first episode. The next episode, "The Mole, the Mob, and the Meatball", was the lowest rated episode amongst reviewers. Although the episode received compliments for its dialogue and humor, it was criticised for its easy puzzles and short length.
The fourth episode, "Abe Lincoln Must Die!", was held by critics to be one of the series' best episodes. The episode's story of political satire was subject to praise, whilst the increased length was also appreciated. Puzzles were felt to be more difficult and satisfying to solve. Detractors of the episode, however, felt that the episode suffered from the need to constantly move between locations and from the reuse of old characters and locations. "Reality 2.0", the fifth episode, was the critical favorite of the series. The game's puzzles were cited as stronger than in "Abe Lincoln Must Die!", with a fitting tribute to text adventure games towards the end. However, the script was thought to be inferior to the preceding episode. The season finale "Bright Side of the Moon" received a more reserved response than the two previous episodes, with criticisms directed at the length of the game and the depth of character interaction. Nevertheless, reviewers felt that the episode had reasonable puzzle design and that it was a respectable end to the series.
Critics gave positive reviews towards the overall gameplay mechanics, although they often presented some reservations. Several reviews praised the simplicity of the game interface. Andre Thomas of GamePlasma described the game's learning curve as "incredibly simple" and the gameplay mechanics as logical extension of those from the adventure games of the 1990s, while GamingTrend reviewer Ron Burke praised Telltale's "intuitive" point-and-click system. Mark Smith of Game Chronicles, however, stated that the streamlined mechanics eliminated "a lot of the exploration and discovery we normally associate with these types of games". Some reviews directed criticism towards puzzle design; according to Smith, the game is "certainly accessible to kids and younger teens", but the adult audience "will find these games way too easy". Reviewing for Adventure Gamers, Evan Dickens felt that the puzzles took "a bit of thought and consideration, but never to a point of consternation", believing that the low difficulty was intended by Telltale to allow players to "proceed through the story with minimum frustration". Hyper's Tim Henderson commends the game for being "highly accessible [and] almost as funny as the original", but criticises it for its episodic content being a "tease".
In relation to the story and writing, critics felt that the overall plot was ineffectual. Al Giovetti of JustAdventure felt the plot was lacking, while Burke considered the episodic nature to be detrimental to maintaining plot cohesion between the episodes, a point with which Dickens agreed. Despite this, several reviewers thought that the individual episode stories and the presentation and development of the characters were good. Reviewers considered the writing for each episode as one of the best features of the game; they also praised the level of humor in the game, although Dickens felt that it was not until the fourth episode that the writing properly established itself. In addition, they directed some skepticism towards the reuse of scenes and characters, with critical opinion divided on the degree of success in this regard. A point of contention rose between British and American reviewers over the story and setting, exemplified in PC Gamer; whilst positive towards the first and fourth episodes, the British edition of the magazine felt this repetition was a severe failing of Save the World, and that the writing did not work well. In contrast, the American edition rated each episode highly, stating that the quality of the series was "excellent".
The Wii version of the game garnered a more reserved view from critics than the PC version; GameRankings and Metacritic gave aggregate review scores of 75 percent and 74 percent, respectively. For better or worse, reviewers felt that the game had not changed much from the PC version in terms of gameplay, story or overall content. While Sam & Max was thought to be a "perfect, naturally cartoony fit for the Wii", the critics noted a number of technical issues with the release. Several critics cited minor issues with using the imprecise Wii Remote for puzzles requiring accuracy, while observations were made that lines of dialogue could be cut short and that the frame rate could slow significantly, especially in action sequences.
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