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(Preview) Sam and Max: Ice Station Santa #207297
09/26/07 08:07 AM
09/26/07 08:07 AM
Joined: Feb 2005
Posts: 378
Florida
Legolas813 Offline OP
Settled Boomer
Legolas813  Offline OP
Settled Boomer

Joined: Feb 2005
Posts: 378
Florida
GameTap Preview Link

Highlights:
1) Sam now has the ability to run across scenes!
2) Stinky's diner is open for business.
3) The hint system will have five different levels.
4) More minigames.
5) Santa Claus!

Re: (Preview) Sam and Max: Ice Station Santa [Re: Legolas813] #207301
09/26/07 08:14 AM
09/26/07 08:14 AM
Joined: Jan 2004
Posts: 83,238
In the Naughty Corner
BrownEyedTigre Offline
The Sassy Admin and PR Liaison
BrownEyedTigre  Offline
The Sassy Admin and PR Liaison
Sonic Boomer

Joined: Jan 2004
Posts: 83,238
In the Naughty Corner
Sam and Max Season 1 had a hint feature? lol I totally missed that!

Thanks Legolas, looking forward to Season 2.


Don't feed the Trolls
Re: (Preview) Sam and Max: Ice Station Santa [Re: BrownEyedTigre] #207302
09/26/07 08:16 AM
09/26/07 08:16 AM
Joined: Feb 2005
Posts: 378
Florida
Legolas813 Offline OP
Settled Boomer
Legolas813  Offline OP
Settled Boomer

Joined: Feb 2005
Posts: 378
Florida
Actually you might be right. I don't remember if Season One had a hint system or not.

Re: (Preview) Sam and Max: Ice Station Santa [Re: Legolas813] #207509
09/26/07 05:32 PM
09/26/07 05:32 PM
Joined: Dec 2001
Posts: 2,964
San Francisco
fov Offline
Addicted Boomer
fov  Offline
Addicted Boomer

Joined: Dec 2001
Posts: 2,964
San Francisco
In Season One, Max was the hint system (still is in Season Two but it's handled differently). In the first five episodes of Season One, you could ask Max questions that would nudge you in the right direction... they were hints, but not everyone realized that.

In episode 6 the designers made it much more blatant and put in the question "Can I have a hint?" that you could ask Max at any time. This was more obvious but it also took you out of the experience and didn't feel natural, and the team wanted to find a way to refine it and make the hints feel more like part of the game.

The way it works in Season Two is, in the game options you can set the level of hints you want (from "none" to "frequent"). Depending on what setting you have it on and what you've done so far, Max will pipe up if you appear to be stuck... i.e. if you've been in the same location for a while and there's nothing to do there, he'll say "Hey, shouldn't we go talk to Bosco?" It's more subtle than that -- sometimes what he says still takes a little figuring out before you know what to try -- but it's a lot less intrusive than having to ask for the hint. And of course you can turn it off.

Here are a few other previews that just came out:

1UP
GamesRadar
Adventure Gamers

Last edited by fov; 09/26/07 05:36 PM.
Re: (Preview) Sam and Max: Ice Station Santa [Re: fov] #207592
09/26/07 09:53 PM
09/26/07 09:53 PM
Joined: Apr 2004
Posts: 48,905
Alabama
looney4labs Offline
Sonic Boomer
looney4labs  Offline
Sonic Boomer

Joined: Apr 2004
Posts: 48,905
Alabama
I like the sounds of the hint system. I hate being stuck wave


"Dogs are not our whole life, but they make our lives whole."
-Roger Caras
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