Sam & Max: The Penal 
      Zone opens with Sam, Max, Stinky (green haired female version), and 
      Harry Moleman right in the thick of things. The male characters are held 
      prisoner on the spaceship of General Skun-ka'pe, a world-conquering 
      gorilla. Stinky sits on a throne-like chair. It's unclear if she's a 
      prisoner or a friend of the gorilla. It's not even clear that she's aware 
      of what's going on. The space ship zooms through New York City, shooting 
      at anything that moves, while Sam and Max discuss their grudging 
      admiration for their captor. 
      The Question is not so much Where We Are as 
      When...
      Manipulating time, a motif in Sam & Max's intricate 
      Season Two episode: Chariot of the Dogs, is reprised in The 
      Penal Zone. Max has stumbled across a View Master toy that allows him 
      to see random glimpses of the future. General Skun-ka'pe, the gorilla, is 
      searching for this toy, along with several other Toys of Power that can 
      only be used by someone with The Gift. If you haven't thought of Max as 
      "gifted" until now, be prepared to see him in a new light, his body 
      levitating and twitching as psychic powers invade his mind.
      In case you haven't encountered Sam & Max before, Sam 
      is a retro suited police dog and Max is an imp in the guise of a rabbit. 
      They are employed as Freelance Police by The Commissioner, who is wise 
      enough never to appear on camera. Max is also the accidental President of 
      the United States, though in this episode his executive powers are 
      subordinated to his psychic abilities. 
      The Penal Zone is the opening episode in the
      Devil's Playhouse series. You can play it without having played 
      Season One: Sam & Max Save the World or Season Two: Sam & Max 
      Beyond Time and Space. The game is more amusing if you've played the 
      first two seasons, however, because so many characters from the previous 
      episodes put in cameos.
      You Maniacs! You Blew it Up!
      This third season of Sam & Max maintains a cartoon 
      style, but with significant graphical enhancements, including complex 
      shadows and more realistic details. Sam and Max's neighborhood has 
      undergone several other changes. The Freelance Police office building is 
      boarded up, rats and cockroaches scurry about and rats with wings fly by. 
      The sky is greenish, graffiti is everywhere, and the whole city block 
      looks even scruffier. General Skun-ka'pe's spaceship sits upon the ruins 
      of Sybil's place, sending up clouds of purple steam. 
      This episode is edgier than its predecessors. A 
      clever plot is matched with a frenetic pace. A new character right out of 
      The Twilight Zone, sporting a red rose boutonnière, hosts the series. With 
      ill-disguised smugness, he warns you that, in the course of the next five 
      episodes, you should prepare to feel various emotions -- including 
      perplexity and disgust. Pay close attention, though, and you just might 
      save the universe.
      Other new characters inhabit The Devil's Playhouse, including a disembodied brain and a portable scanner named 
      Carol. My favorite returning non-player character is the ghost of Mamma 
      Bosco, who employs her scientific expertise to good effect. 
      Voiceovers are uniformly excellent.
      The humor in this opening episode is less sharp and 
      absurdist, and sometimes cruder than in previous games (puns involving the 
      word "penal," for example). At times the humor is aimed at a young male 
      audience. Still, other funny moments abound that will bring a smile to 
      lips of all ages and genders.
      Beware the Beast Man, for He is the Devil's Pawn
      Movement in The Devil's Playhouse, unlike 
      previous Sam & Max episodes, is not via point-and-click with the mouse. 
      There are now three navigational options.
      Option 1: I a click-and-drag motion with the mouse, a 
      method similar to that in Telltale's Tales of Monkey Island (TMI) series. 
      The cursor changes into a clearly visible Frisbee/target, with a "shadow" 
      behind it that shifts to reveal the direction in which the character is 
      moving. Although this looks goofy, it works better than the tiny red arrow 
      cursor in TMI. (Let's face it -- since when is goofy out of place in the 
      Sam & Max gameworld?) The environments themselves are easier to navigate 
      than in TMI -- with fewer boundaries and objects on which the player 
      character gets stuck.
      Options 2 and 3: you can use the WASD keys or a game 
      controller. The "Help & Settings" screen shows you the default buttons for 
      the controller and keyboard.
      The only navigational problem I encountered was in 
      Mamma Bosco's lab, where (when upstairs) I repeatedly used the elevator 
      when I meant to use the door, and (when downstairs) I couldn't always find 
      the elevator when I needed it.
      The series introduces a map of New York City, 
      produced by the C.O.P.S. (obsolete technological devices), complete with 
      creative place names like "Hell's Pantry." The map, plus the Toy of Power 
      telephone, makes traveling between locations fast and easy. 
      Short plot summaries recap the action when you load a 
      saved game (save slots are apparently unlimited). The options menu allows 
      you to select the frequency of hints and to enable subtitles 
      (recommended). Dialogs can be clicked through.
      Put Down That Gun!
      This game contains inventory puzzles and some easy 
      dialog-based challenges. Dialogs reveal a new animation -- Sam's head 
      appears in the center of a circle, with topics ranged around him. Sam's 
      head turns toward each topic as you select it. The inventory also features 
      new animations. You can read descriptions of items in the inventory, take 
      them out and use them, or activate them (activation is accompanied by a 
      hand grasping a squeeze toy, with appropriate sound effects). There are 
      peculiar inventory items, including demon broth and a note torn into the 
      shape of the State of Idaho.
      For the first time in the Sam & Max games, you play 
      substantial portions as Max. Well, sort of. You view the world through 
      Max's psychic vision, panning around in first person perspective, seeing 
      random transparent images (like cows, chickens and sports equipment) 
      overlaying the gameworld. At the same time, the jazzy background music 
      becomes hollow and distorted -- overall quite a nice effect. While in Max 
      mode, you can use his Toys of Power abilities -- for example, triggering 
      brief cut scenes of possible future events. 
      Chalk Up Another Victory
      The Penal Zone is a masterly setup for the 
      rest of the new Sam & Max series, with intriguing innovations and 
      improvements, but enough references to the past to sustain fans of the 
      first two seasons. Max is a fellow of infinite variety and jest, 
      confounding concerns that, after eleven episodes, Sam & Max may be getting 
      a trifle stale. My only overall criticism is that The Penal Zone 
      leaves so much for upcoming episodes to build upon that it doesn't feel 
      quite as substantial as previous opening episodes. 
      Quick List for Sam & Max: The Devil's 
      Playhouse -- The Penal Zone
      A natty dog and a lunatic bunny take on time, 
      dimensional instability, and a power mad General from outer space. 
      Colorful, stylized graphics, good writing and voiceovers, nice ambient 
      animations, comic antics. Occasionally rude humor, appropriate for teens 
      and up. You can click through the dialogs. This is the first episode of 
      five. 
      Third person perspective with occasional first person 
      psychic interludes. Three options for navigation: click-and-drag with the 
      mouse, the WASD keys, or a game controller. You can't die.
      Inventory and dialog challenges. A new "Toys of 
      Power" mode where you use psychic tools (this has lots of potential). No 
      mazes, no sliders, no sound puzzles, no color-based challenges, no timed 
      challenges. About four hours of gameplay.
      A useful new map for visiting New York City 
      locations. A hint system that is helpful, though not exhaustive. Handy 
      plot synopsis in the save/load game menu. Plenty of save slots plus an 
      autosave function.
      No problems with installation. The only minor glitch: 
      exiting the game alters the original resolution on my desktop.
      Aimed at anyone who would enjoy Twilight Zone 
      adventures starring a dog and rabbit comedy detective duo.
      Final Grade: B+
      Sam & Max The Devil's Playhouse: The Penal Zone 
      can be downloaded from the 
      Telltale Games website here.
      What I played it on: 
      
      Dell Studio XPS 8000
      
      Windows 7 Home Premium
      
      Intel Core i5-750 processor
      
      6GB DDR3 SDRAM
      
      1024MB NVIDIA GeForce GT 220
      
      Soundblaster X-Fi
      
       
      *Section headings are 
      from the film "Planet of the Apes."
       
      
      
      GameBoomers Review Guidelines
      March, 2010
        
          
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