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You know what they say about slow news days - you've got to spend them digging up old Eurogamer video interviews with Jim Ward so that you can make unfair remarks about his rehearsed games industry sermons. And what kind of dickweed would I be to disregard They?

Check out Part 1 and if you're a compulsive completist, Part 2 of such an interview with Czar Ward from August. He doesn't say much that he hasn't told us before: how it's inexcusable for games to get delayed, how the company has moved "far beyond" being just a Star Wars company, etc. There's also some possibly (but probably not) unseen clips from Thrillville and Indy (which hopefully won't suck) thrown in. Still though, I'm almost positive this hasn't been mentioned before, and our negligence is your wasted quarter hour.

In Telltale news, yet another update of the Bone games is being released in the near future which is hinted to be more substantial than the previous one was. Who knows? Jeff Smith, maybe.
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For a long time now there have been reports that Ubisoft's Bulgarian studio will be porting Telltale's CSI game over to the PS2. The port itself is 100% real, the problem is I've never been able to find agreeance on the release date. I've seen everything from "first half of 2007" to sometime this month. I'll let you know when I've got something official.

Also I noticed that the PC version has gotten a price drop and you can get it at Amazon for $17.98, which is a nice deal.
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Hey, turns out we missed a Tim Schafer interview on Gamespot, and I thought it was worth mentioning anyway because of how good it is. Read Tim's thoughts on Psychonauts on Steam, digital distribution, and, briefly, the new game. He doesn't mention it being multiplayer, but it totally is.

Update by Gabez: Also on the subject of slightly late news: Psychonauts gets on a list for the best games you've probably never played before. :~
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The sexually beguiling folks behind G-Wie-Gorilla have put up a two-part interview with Steve Purcell and Dave Grossman. The topic, as you might have guessed, is Sam & Max, and the interview contains dazzling revelations that you frankly can't afford to remain ignorant of. Here's a scrumptious sample that describes Purcell's involvement with Season 1:
Peter Clausen: Could you describe your input in the game?

Steve Purcell: I tried to be involved early on in the story process. I would go out to dinner with the Daves (Grossman and Bogan), Brendan Fergusan, and sometimes Dan Connors would join us to block out the stories in bold strokes. We bang around ideas of what the broad beats are. I give some input on the artwork and when I have time I try to contribute some character designs or review Dave Bogan's concepts. I had a few thoughts about the music references and have been really happy to hear how Jared Emerson-Johnson is developing the score. Dave Grossman has sent over script pages which are a dream to review and actually not very easy to find places that need tweaking.
The rest of the interview can be found here. You can't prove I'm not lying unless you click on it.

Update: There's also a Q&A with Dave Grossman and Brendan Ferguson here. Thanks JP!
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You might have noticed that for the past day or so you couldn't access the news archive for that Mojo research paper you're working on. We also couldn't update the news, which is only fair seeing as technical woes prevented us from covering the North American release as well. In any event, Culture Shock is out for everyone and it's awesome. In fact, there was really no loss seeing as if you were here that meant you couldn't have been playing the Sam & Max which you already bought and paid for, and if that's the case, well then I'm glad there was nothing new for you to see.

The night before, Telltale posted some awesome Halloween-themed entries for their Sam & Max giveaway contest. There's some really great stuff there, and for their efforts everyone received a free copy of the game. JP in particular apparently skipped work and ignored his wife for several days to accomplish this work of LEGO art. He and the other three lucky winners will be getting Season 1, and hopefully some sleep.

Aaand, page ten of Purcell's webcomic is totally up, and totally awesome.

So is Tim's game multiplayer or what!??
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The new Telltale site is up complete with much sexier looking everything, and the previously mentioned updated back catalog. Most importantly, Sam & Max Season 1 is now available for preorder for $34.95. They say this is a limited offer, but none of you need to be told to buy it right now.

You might also notice that there are a few new games available from Telltale Now. Indie adventures Ankh, Al Emmo and the Lost Dutchman's Mine, and Samorost have found homes there, as has Law and Order: Criminal Intent. Sweet!
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So Emily tells us in this forum thread:
We will be releasing a new version of Out from Boneville in a week or so, that includes all the improvements made to the engine in the past year.

Watch for a big redesign on our website - once that is up, new versions of our Bone games and Texas Hold'em will be available for download as well.
This presumably means that we'll get resolution options and shadows, and probably lots of more subtle improvements. The question is, are these updated versions of Bone related to It?
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... kind of. See, FTP is still not running on Mojo's ailing server, and we need FTP to post reviews. The stop-gap solution? Post the review right here, after the cut!<:MORENEWS:>

It was the solution worthy of an adventure game; the aging laptop I use for my limited PC gaming was overheating every twenty minutes, making it nigh on impossible to get any enjoyment out of the latest Sam & Max romp. The solution? Freeze a wet towel, wrap it in a dry blanket, and keep it under the computer while playing. Shockingly enough it worked, the laptop did not overheat.

As for Culture Shock, it's good. Very good. It's difficult to compare it to the ten hour long original Sam & Max game, but at this first step of season one I'd say it looks like the episodic treatment of the franchise might make up a better experience.

I'm not going to waste anybody's time with inconsequential fluff about the story, etc., seeing that most Mojo readers already knows what that is all about. In stead, I present the theory that there are three "obstacles" you will have to overcome to enjoy Culture Shock. They are...

One! The episodic format.

Yes, Sam & Max is even more extreme than Bone when it comes to short (though this time around more frequently released) episodes. This first installment will for most people take no longer than two hours to complete, largely because the puzzles are very simple, although you can certainly prolong the experience by interacting with everything multiple times, as well as driving around hitting stuff with the DeSoto. Some might label the latter an "action sequence" but I call it fun.

Anyhow, if owning a two hour game is something you consider a major problem, then fair enough; this might not be the game for you. For me it wasn't a big deal at all, as those two hours are full of humor and wacky characters. While I had some issues with lines in the Bone games falling flat, I really did not notice such a problem in Culture Shock where almost every punch-line delivers at least a chuckle or a grin. This is easily the funniest game I've played since Psychonauts.

I guess playing a game that is constantly entertaining for two hours is better for me than one that's fifteen hour without any entertainment value. And hey, the thing will obviously be out on hard media some day.

Two! The voices.

This is a rather subjective point, but Sam and Max's new voices grew on me quickly. Heck, Max is probably voiced better than he was in the original game. The supporting cast is, like in Bone, more of a mixed bag, but without ever detracting too much from the game play. Odds are that you will be too busy digging the fantastic soundtrack to notice the shortcomings anyway.

Three! Don't look now, but it's the 21st century.

Yes, it's 3d. Are anybody actually afraid of that anymore? I will admit that the screenshots looked a bit plastic-y to me, but everything seems to have been cleaned up nicely for the final game. Actually, "cleaned up" might be the exact opposite of what happened; "grunged up" might be a better expression. The engine seems to have undergone some improvements also, and moving around the environments feels more cinematic than it did in the earlier TTG games.

I'm fairly certain most anybody who can live with these three points will end up having a great time with Culture Shock, particularly if you are a fan of the slightly edgier tone of the comic-books. (I can only assume that LucasArts wanted a more family friendly game; Culture Shock seems to be more akin to the original material.)

This is really quite a good game, easily TTG's best. I have a feeling it will go down well with the thousands of people who lamented the cancelation of Freelance Police.

(Four skulls out of five.)

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Nice! The port was the work of Vanbrio. Hopefully for Mac users this is only the first of Telltale games that is made available to them.
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It seems that, as they've done with Bone, Telltale is releasing Jared Emerson-Johnson's soundtrack to the upcoming Sam & Max: Season 1 online. The first three tracks (including The Office theme, which is playing on the MySpace page) are up now for your listening delight. They're offensively awesome.
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Sure, we all know we can get the games by subscribing to Gametap, but how much are the individual episodes going to be when sold on Telltale's web site? Well, that question has been answered:
Without further ado, here is the pricing for Sam & Max: Season 1:

Individual episodes: $8.95
The entire season: $34.95

Buying the entire season gets you access to each episode as soon as it comes out on Telltale's site (we'll send you an email to let you know it's available), and next spring you can get a CD version of Season 1 for the price of shipping. Remember, there will be six episodes in Season 1, which means buying the whole season up front will save you almost $20. We'll start taking preorders for Season 1 in a couple of weeks.
So there ya go. The pay-one-price thing has been hinted at for awhile, and it seems like a sweet deal for those getting the boxed version down the line. $8.95 per episode sounds darn reasonable too, for the reluctant pansies afraid to take the plunge. Oh, and here's the press release for those of you who are too good for the blog version.
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Yet another Sam & Max preview! But this one is definitely worth looking at, seeing as it's by The Chris Remo over at Shacknews.

Keep 'em coming, I say! If there exists a Sam & Max preview we haven't linked to, we've failed.
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Check out the long-rumored official MySpace page for Sam & Max! Whether or not you're into these things, it's fun and (presumably) effective marketing. And most importantly, there's an awesome music track from the game playing on it. If the gameplay videos are any indication, this is the theme for the office. Anyway, go!
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Either termites are burrowing through my skull, or there are a couple new screenshots over at Just Adventure, including a shot of what seems to be a DeSoto-based highway crimestomping scene.

Go look, or don't. But do!

Source: Just Adventure

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Production on Sam & Max: Culture Shock has wrapped, only unlike three previous Sam & Max productions it's to get it ready for release. Check out Telltale's comments on the matter as well as a brand-spankin' new promo for the episode.
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Yes, we know you read TellTale interviews almost every day. But this new one with Dan & Emily at Joystiq changes the focus to encorporate more about the philosophy and marketing behind the episodic gaming model.
When Cow Race came back, though, the Cow Race sales were at launch level and then the Boneville sales actually equaled the Cow Race sales as well, so we saw the rejuvenation of the previous episode. So the idea that every time you're launching an episode, it's bringing value to the franchise and increasing the franchise presence is great. You know, if you look at Harry Potter, the first book has sold the most because every time a new one comes out, the franchise gets lifted up. So it's nice because you can spread out your marketing effort over six different episodes and continue to always be raising the level of the franchise as a result, increasing sales on six products instead of one.
And if that's not enough to entice you over for a look, there's a lovely small shot of Max dangling a rat off the office window-ledge.

Source: Joystiq

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Check out this new interview with Dan Connors up on IGN. Dan discusses the hot topic of late, Sam & Max's potential on the Wii. He clarifies the status of talks for a Wii port (very preliminary) and in general gives some interesting answers about the Wii and adventure games. Take them in.

More on Telltale and the Wii at Shacknews.
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It seems that in all the excitement last week this new 1up preview from the weekend was missed by everyone. Spoiler alert, as usual.
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Update: Telltale's updated their blog with the note "They took notice! We got a phone call from Nintendo this afternoon. We'll take it from here - please don't email them anymore!" Woo!

Telltale's latest blog takes some time to comment on Sam & Max's potential on the Wii. Why summarize when I can just copy and paste what Emily wrote?
We'd love to bring Sam & Max to the Wii. We already think it's a good fit (as evidenced by Dan's comment at PAX). In fact, Heather brought up way back in January how great the Wii controller would be for an adventure game (of course, back then it was called the Revolution... what kind of a dumb name is that?), and we're great fans of Adventure Gamers' recent article on the subject. Thing is, us thinking it's a great idea isn't enough. We need the guys at Nintendo to agree. And with a company as big as Nintendo, getting noticed by the right people can be tricky.

If you want to keep emailing us about how great Sam & Max would be on the Wii, please do. It's great to see how many people are interested in this sort of thing (and we know that for every mail we get, there are a bunch more of you out there who didn't write). But it would be even better if you'd contact Nintendo and tell them what a great idea it is. Maybe if enough fans write in, they'll take notice?
You heard her! Write your first e-mail in years that doesn't include "Eat me, LucasArts!" and do some good for the world.
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OMG! There's some more at the new Gamespot preview as well.

(Remember, if you consider previews and all this footage spoilers for what is supposed to be a two hour game, you might want to avoid them. The Gamespot preview article definitely contains puzzle solutions.)
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