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archived preview: Sam & Max: Freelance Police
Holy jumpin mother o' God in a side-car with chocolate jimmies and a lobster bib—Sam and Max are back, and this time they're in 3D! Fans of old-school LucasArts games were recently treated with a short trailer of Sam & Max: Freelance Police, the upcoming sequel to the classic adventure Sam & Max Hit the Road. While the trailer was specifically rendered for E3, it looks like a positive sign of what is to come. How would you characterize Sam & Max: Freelance Police's current state of development? We're deep in pre-production, and can see the looming specter of production on the horizon. We know what all of our sets and characters look like, we know how most of our mini-games and puzzles work, and we've written all of our significant cut-scenes. Now we just have to get our technological ducks lined up and pull the trigger. Repeatedly. Looking back, what aspects of Sam & Max Hit the Road's design would you do completely different this time around? I'd either make Highway Surfing a better mini-game, or chuck it altogether. Thank goodness we were smart enough not to make it an integral part of the story. Can you introduce us to some of the people on your team? I'd be happy to. Our lead artist is Derek Sakai, recently returned to LucasArts after an extended hiatus in the Great White North. Our programming effort is being spearheaded by Kevin Bruner, a crafty veteran who knows enough to keep me as far away from the code as humanly possible. Graham Annable is our lead animator and another LucasArts veteran, but he's less crafty and more wily. On the scene designing/mini-game implementation/making sure the game comes together front, Steve Chen has returned to LucasArts from parts unknown to ensure that the finished product is actually fun. Our music is being composed by Mark Griskey, ably abetted by our sound designer, Nick Peck. The whole shebang is being produced by Dan Connors, who's contributing much, MUCH more to this project than his usual bang-up organizational skills. And of course there's Sam and Max's creator, Steve Purcell, who's been feeding us story ideas, cut-scene dialogue, character concepts, free posters, and all-around creative guidance whilst simultaneously holding down a day job at Pixar. It's a seriously butt-kicking group of folks. What type of engine are you using for Sam & Max: Freelance Police? It's a point-and-click adventure game engine that's been cobbled together from parts of engines that are already lying around LucasArts. There's a little bit of the new Full Throttle game in there, along with a hint of Gladius, a smidge of RTX, and even a touch of Obi-Wan. We're trying really really really hard not to create "The Wheel, version 5.0" on this project. Will Sam and/or Max get to sing in the game? Sam sings a little. Max, not so much. He thinks singing's for sissies. What happened with your idea for an all-singing all-dancing musical adventure? It's day will come, believe me. Mwah-ha-ha-haaaaaa! Finally... how long is your beard? Right now my beard length is negligible, in preparation for the coming summer heat. I can't even store spare pencils in it. Sam & Max: Freelance Police is targeted for a spring 2004 release for PC/Windows.
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