‘Sam & Max Beyond Time and Space Ep 1′ Review - You Crack Me Up, Little Buddy
Telltale’s offerings have been received rather frigidly of late, especially after we called Jurassic Park “technically messy” and “poorly optimized.” I’m happy to report, then, that “Ice Station Santa” — the first of five episodes in Sam & Max Beyond Time & Space [ $4.99 ] — is a solid iOS port of the 2007 point-and-click. To wit: in the four or so hours it takes to beat the game, I didn’t experience any crashes, frame rate drops, or audio stutters. “Ice Station Santa” runs smoothly and stably, and Telltale’s newfound technical prowess is matched with a great touch interface. Unlike, say, the Hector series , Sam & Max Beyond Time & Space is in three dimensions, and Sam is controlled with a virtual analog stick. A two-finger pinch highlights all the click-able objects in a given area, and the game’s touch implementation is remarkably precise, even when there are dozens of items on the screen to interact with. And good thing, too, as “Ice Station Santa” is relatively dense when it comes to screen real estate. Because there are only a handful of areas for the Freelance Police to explore, every little piece of information and every relevant inventory item is crammed into a few screens. I really like the limited scope of smaller games like “Ice Station Santa” because it reduces the amount of aimless wandering and backtracking, without sacrificing Telltale’s ability to cram humor and detail into each nook and cranny of Sam and Max’ office, Boscoe’s Inconvenience Store, or Stinky’s Diner. Sam & Max is at its best when players know what they need to do, but don’t know how to achieve it. It’s appropriate that, in a game ostensibly devoted to two anthropomorphic detectives, the real bones of “Ice Station Santa” involve talking to different characters and gathering clues. Don’t get me wrong, the mechanics are still well entrenched in the traditions of inventory management, but players who explore the dialog trees and pay attention to the peripheral, world-building details will have more luck than those who throw items at puzzles until they stick. “Ice Station Santa” is efficiently designed, and one of its great joys is solving the last piece of a puzzle that sets off a larger chain.
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