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Yep, they've done it. LucasArts has just announced that they've stopped work on Sam & Max 2, saying "After careful evaluation of current market place realities and underlying economic considerations, we've decided that this was not the appropriate time to launch a graphic adventure on the PC."

Don't believe that its possible? Here's the official announcement from LucasArts.com. Our best wishes go out to everyone on the Sam & Max 2 team, who are apprently all still going to be kept on at LucasArts.

To us, the decision seems completely absurd, and not just because "we love adventure games," or something. Surely Sam & Max's production was plagued with troubles, but from the sounds of it so is every game project. Everything that came out about Sam & Max seemed golden. The press was drooling over the game. It looked like they had a sequel going on that, unlike some other recent sequels, was actually going ot get it right. But now, out of the blue, its gone. Which really really makes all of us wonder...


an editorial by the staff of Mixnmojo

LucasArts has made a gigantic mistake.

There, we've said it. Everyone else is already thinking it, and other people have probably already said it, but now we've said it too. The official Mixnmojo stance on Sam & Max 2 being cancelled is that LucasArts has seriously screwed up, just about as much as possible.

Production has stopped on the last original game --and the only game really-- anyone around here was genuinely interested in seeing. Cancelled. Why? From the sounds of it, the people in the Sales department spent the last three months winding themselves up about how impossible it would be for them to sell a quirky adventure game, eventually just snapped, and cancelled the title. Is that screwed up? Yes, that is screwed up.

LucasArts has made a lot of really bad moves in the last year. RTX Red Rock was allowed to ship. It tanked hard. Who really thought RTX would be marketable, would sell well, would really catch the attention of gamers? Full Throttle 2, despite a constant stream of negative to lukewarm receptions from magazines and fans, was allowed to live on in production far longer than anyone really wanted.

Armed & Dangerous, one of the few truly original gems LucasArts has dealt with in the last five or six years, was rushed out early by the suits, in hopes of grabbing some Christmas shoppers. This was decided despite Christmas being notorious for huge A-list titles like Lord of the Rings hogging the coverage and hype, and for mothers who know nothing about games being the ones doing the shopping. Not surprisingly, Armed & Dangerous had a poor holiday season. Who knows what might have happened if they'd let Planet Moon refine the game for a few months, and released A&D it in the nearly empty February, after everyone had exhausted their Christmas games and was looking for something new?

Recently, they shipped Wrath Unleashed. For more on Wrath, see RTX a few paragraphs up. And finally, today we receive word that Sam & Max Freelance Police has been axed.

Notice a trend here? Correct. Not one of the recent LucasArts bungles mentioned above contained the two magic words, Star Wars. If you give the suits at LucasArts a Star Wars game, they can sell it. Why? Because they don't have to try! No cleverness is needed. That's not to say it doesn't take any work, but for the most part you just need to get the screenshots out, buy a few ads on Gamespot, and tell the press "yep, it's basically like EA's The Two Towers game, but this time you play as characters from -- wait for it -- Star Wars!" WHOP, you've made the cover of EGM. (Of course it helps, but isn't essential, if the Star Wars game you're selling is actually good, like KOTOR)

LucasArts has more or less proven that they can sell the hell out of anything that says Star Wars on the box (again, because that takes no creativity and instead a few magic words, some money, and maybe a wave or two of the nostalgia wand, or possibly the soccer mom wand depending if it's a classic or prequel title), but more importantly they've proven that if they are handed anything without the Star Wars name to sell the game for them, they will just have absolutely no idea what to do.

Games that should be cancelled, or seriously retooled, end up shipping and doing poorly, or lingering in production for months draining company resources. Games that need more time are rushed out the door. And finally, when a game falls into their lap that has the gaming press of the Western world salivating like mad, they flip out and cancel it.

And let's be honest here. Even though it sounds a little insane if you look at it from the wrong perspective ("giant dog and rabbit who fight crime, what's the appeal in that?!"), LucasArts has no adventure game, short of making up Star Wars adventure games, that will ever be as marketable as Sam & Max. Not Monkey Island 5, not Day of the Tentacle 2. Even the Indiana Jones adventure game franchise has been muddled beyond recognition at this point. Sam & Max pack personality, edginess, and firearms in unmentionable places like no other LucasArts game series -- actually like no other game series at all, and they do it in a way that basically anybody can laugh at. There are very few people with any size sense of humor who, after hearing them utter just a few sentences, aren't sold on the quality of the characters and the humor. And on top of that, unlike basically any other sequel LucasArts could consider, Sam and Max have no back story, no possible way of alienating new players.

Sam and Max are weird, granted, but is there anybody out there who genuinely thinks they're less accessible than Wrath Unleashed? Less intriguing on a store shelf than RTX Red Rock? Yes, in fact, there is. The LucasArts sales department.

I can see where they're coming from, in a way. If every game without a Star Wars logo that came through your door ended up tanking, getting cancelled, or somehow cause you a huge amount of grief, you might be inclined to just kill the next one in line and get it over with. In a way, their behavior like that is understandable. However, it becomes entirely unacceptable when you remember, that's not their job! Their job is to actually think about things, figure out what's been going wrong, and how to fix it. Their job is to actually try, not to just throw the switch, or pass the title along 'till its out the door, and then attempt to absolve themselves of blame.

Today's an extremely sad day for LucasArts, and we hope they all know it. If they can't even figure that out, they're in far worse trouble than we could have imagined.


Want LucasArts to know what you think? For God's sake, don't start a petition! Tell them yourself! Email LucasArts PR, and let them know whats on your mind (in a constructive way, but don't hold back or anything)! Companies are pretty unlikely to un-cancel a game they've already given the axe, but they should at least know when they've made a mistake.
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Yikes! I hadn't noticed this before, but Amazon.com is now listing Full Throttle as Out of Stock. The only copies available are used, for $25. If you've been meaning to get a copy, it sounds like getting reamed by used copy collectors prices are soon going to be the only way to go about doing it. If you happen to live in the US or Canada, you can still pick up Full Throttle in a jewel case from the LucasArts company store, fortunately.
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The Double Fine action news encourages you to go vote for Grim Fandango in that GameSpy game face-off title fight thing. Currently, Grim is pretty much destroying its competition, Gabriel Knight 2. The Tim Schafer, creator of Grim, has this to say about the fight:
The Gabriel Knight lady is really nice, I have heard. But tell me, has she ever given you any... FREE COMICS? Hmmm? Double Fine has given you THREE FREE COMICS so far. How many have you gotten from the makers of Gabriel Knight? Probably less than that. Or fewer than that. Whichever is correct. Okay, maybe some comics came free with the game, but I'm asking you what has the Gabriel Knight lady done for you LATELY?
In other news, "Double Fine action comics" is now up to their third comic, so you'd better go read them.
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Bgbennyboy's let me know that a new version of his ScummVM Quick & Easy is out, sporting some new features and squashing some bugs. For those who don't know, ScummVM Q&E is a handy utility for users of ScummVM designed to make it easier to set up and configure your classic LucasArts games.

The new version of ScummVM Q&E can, in addition to checking for new versions of ScummVM, check for new versions of itself, and can automatically update the game compatibility list, so you'll always stay somewhat up to date on how well your favorite games are supported. It does other stuff, too. Download it at Quick & Easy.
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Thanks to Adventure Gamers for providing a heads-up to a new interview with David Fox at Aventura y C?A, an early LucasFilm Games employee who worked on Maniac Mansion, Zak McKracken, etc.
I really wanted to do a game that dealt with a lot of "New Age" ideas. I actually spent time with David Spangler, a well-known author who dealt with spiritual awareness. We decided we wanted to put every concept we could think of into the game - every spiritual or psychic mystery currently being explored. But it wasn?t until a month or so later that we figured out how to tie it all together by making Zak a reporter for a sleazy tabloid. That added an edge to the game, and unified the comedy, setting the style for the entire game.

Also, I set out to make the game feel much broader than MM - after all, I had spent months stuck in that mansion programming the game. I wanted to see the world, and take the audience along with me :-)
Well, that's my first ever news post at Mixnmojo (that wasn't cut-and-pasted from a forum thread by someone else :-P ), so I hope I didn't screw up the markup & spelling and have to live forever in shame. So anyways, a big Mixnmojo welcome to me! Nice to start my career here with a story about Lucas Classic Adventures.
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PC Gamer UK is at it again. Arguably, they've been hit and miss with their LucasArts predictions, so you never know, but take this one with a big fat grain of salt: According to The Scumm Bar, the latest PC Gamer UK has started up Monkey Island 5 rumors yet again:
"LucasArts informers let the monkey out of the bag: there is, apparently, a fifth Monkey Island game in production. The adventure genre continues to cheat death."
Yikes. Or perhaps, Hooray? I'm sure you guys will feel one way or the other about it. There's also an obligatory blurry scan (and good scan) from the issue of PCG, if you need proof.
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If anyone was wondering what happened to Hal Barwood once he left LucasArts following RTX Red Rock's rather cold reception, now you know. Mr. Hal is now offering his services as a freelance game design consultant, helping with writing, design, and cinematic cutscene type things for any and all in need. Go check out his site, called Finite Arts, for more Barwood goodness.
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In the tradition of the unwarranted digging that was done to the Monkey Island 2 demo, the quick and easy bgbennyboy has done the same to the Full Throttle demo. If you ever wanted to know what bits of Full Throttle looked like while they were still in the midst of making it, now's your chance. Check that link for wacky placeholder hijinks including Ben trying to convince you that he's on his bike while he's actually just walking around alone, and very convincing descriptions of film transition effects not yet completed. Only funny.

In other obsessive fanboy tinkering news, the always reliable ATMachine has mocked up some fake screenshots that illustrate what The Dig might have looked like had it shipped in one of its two or three prior incarnations (The Dig had a notoriously long development process starting back around the days of the first Monkey Island, and went through two or three (or four?) game designers before the actual game shipped). Take a look.
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Over at the Unofficial Sam & Max site, Mike Stemmle has written in to explain a little bit about the 3D in the upcoming Sam & Max Freelance Police:
For the record, Sam & Max Freelance Police uses an honest-to-George real-time 3D renderer. Its ?so-pretty-it-must-be-pre-rendered? look is achieved via a precarious balance of shaders, bump maps, lightmaps, and a little thing we like to call ?sweet, sweet lovin?.?
He says other things too, and some of its about naked midgets, so you should check it out at Sam & Max.net.
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Due to lovely reader feedback, I figured I should mention this here as well as the awesome website SamandMax.net (where it's already been posted for your viewing pleasure for a day now):

A couple actual in-game screenshots from Sam & Max Freelance Police showed up recently in an Australian game magazine called "Hyper." The screenshots show Sam & Max messing around in their office, playing with some weird techno gadget, and talking to a shady character out on the street. The screenshots also give a blurry preview of the game's user interface (which brings back Sam's hand as the cursor). Check it out some blurry scans of the screenshots at Unofficial Sam & Max.

So... what do people think so far?
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It was offline for a long time, but the Unofficial Sam & Max Website is back, with some new content. Please go take a look around, and be sure to enjoy the nice high res Sam & Max Frelance Police artwork we've got there. Thanks for waiting so long.
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Adventure Gamers forumer ATMachine pointed out a lovely thing in this month's PC Gamer (US): A one page preview of Sam & Max Freelance Police. The one page preview is part of PCG's look at hot titles to look for in 2004. (This is strangely reminiscent of a particular game's appearance in PCG's "hot titles to look for in 2003" article from last year, but that's irrellevant. Right? Right.)

In the Freelance Police preview, PC Gamer talks to designer/writer Mike Stemmle about the game's genre orientation, plans for after the game has shipped, and of course, Minigames! Max in what sounds like a DDR-style rhythm dance game? Anything called "Back-a-Rat?!" Woot. Check it out.
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Or so GameSpy would have you believe. In a recent Top 10 article, GameSpy counted down the top 10 greatest videogame sidekicks. No fewer than three LucasArts characters made it into the top five spots in this countdown, and one even took the top spot. First up is Max (of Sam and Max, guy) at number 4, followed by Murray, the talking skull of CMI (and to a lesser extent, EMI) fame in third place. But the top spot went to none other than HK-47, the murderous yet lovable protocol/meatbag-killing droid from Knights of the Old Republic.

I don't know whether Mojo readers would agree to the ordering of the list, but I happen to like HK (maybe not more than Max, however). Check out the article to read about the other sidekicks who made the list, and also a few who totally didn't.
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Computer And Video Games has conducted a short interview with Mike Stemmle, director of the latest Sam & Max game. Among the new information are some tidbits about the plot:
The story of Sam & Max: Freelance Police is really six stories, loosely held together by a thrilling ?ber-plot. The individual stories are wide-ranging cases of the Freelance Police, featuring exotic locales (such as a low-rent space station, and a lame-ass neopagan desert bacchanal) and freakish bad guys (like an exceptionally honked-off Miss Congeniality, and a rogue artificial intelligence made out of tortilla chips).
Interesting, no? Read it all here.

Source: Adventure Gamers

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The Soundtrack Site got a nice update yesterday, including a Day of the Tentacle soundtrack, Fate of Atlantis, Sam & Max, and DOTT CD covers, and some design changes throughout the site. Check it out.
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Adventure Gamers has published a Q&A with various game industry designers, discussing the past and future of the adventure game genre. One of the people interviewed was Planet Moon?s Aaron Loeb, producer of Armed & Dangerous. In his portion of the article, Aaron discusses his game's similarities with a typical graphic adventure.
With Armed & Dangerous, we sought to make characters you really cared about, to make you laugh at the story in a way that action games usually don?t, and to give you a sense of being in a crazy, different world. I think the design lessons of adventure games will continue to appear in games for years to come, and may actually appear more and more. I think it?s the way we, as an industry, will be able to make games that people remember for years to come.
Check out Adventure Gamers to read the full quote as well as the rest of the fantabulous article.
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If you've been looking for old LucasArts demos to play, spending your time wishing someone would update the LucasArts classics section of Lucasfiles, and just can't find old demos anywhere, now there are some. Gamers Hell has posted a huge collection of classic LEC demo downloads (both Star Wars and classic adventure games) on their LucasArts Demo Invasion page. Woo.
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Bgbennyboy's Quick & Easy toolset has been given an overhaul. The original "LEC Quick & Easy" program has been discontinued due to becoming too bloated and pointless. It's now been split into two smaller programs, "ScummVM Quick & Easy," and "VdmSound Quick & Easy." More details about the change can be found at the Q&E website.

Also new to the site are two handy utilities: "Resource File Creator and Dumper," for extracting, modifying, and re-inserting data from data files (like this), and "Index File Reader", a tool that does something or other I'm not sure of. If any of this sounds confusing it's simply because I've explained it poorly. Visit the Q&E website for clarity and enlightenment.
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What would the holiday season be without a two headed thingy? I ask myself this question every day, but thanks to this year?s Double Fine festive graphic, we can rest assured that we?ll all have a happy holiday.

Yes... the two headed baby is making a list, but he only has to check it once? you know? because he?s got two pairs of eyes and two brains. It?s just more efficient.
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In case you may have forgotten, the Secret Weapons Over Normandy 2-disc soundtrack is now available from La-La Land Records. I?m listening to the CD right now, and I highly recommend ordering it if you can. The music is really good. That is all.
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