Sam & Max: Freelance Police

Sam & Max: Freelance Police

The logo for Sam & Max: Freelance Police
Developer(s) LucasArts
Designer(s) Michael Stemmle[1]
Composer(s) Mark Griskey[1]
Series Sam & Max
Engine Proprietary
Platform(s) Windows
Release date(s) Canceled
Genre(s) Graphic adventure
Mode(s) Single-player

Sam & Max: Freelance Police was a graphic adventure computer game developed by LucasArts from 2002 until its cancellation in 2004, and the final game in the company's adventure game era. Freelance Police was originally intended for release for Windows in early 2004 as a sequel to the 1993 title Sam & Max Hit the Road. The game was based on the characters Sam and Max: an anthropomorphic dog and "hyperkinetic rabbity thing"[2] who debuted in a 1987 comic book series created by Steve Purcell. Freelance Police was announced in August 2002, and showcased at the Electronic Entertainment Expo (E3) in 2003. Like its predecessor, Freelance Police was designed as a point-and-click adventure game, but used a 3D game engine in place of the SCUMM and GrimE engines used in older LucasArts adventure games. The project's development was led by Michael Stemmle, one of the original designers for Sam & Max Hit the Road, while Steve Purcell assisted in developing the game's plot and providing artistic direction.

Although the game's development appeared to be proceeding towards completion without difficulty, LucasArts abruptly canceled production of Freelance Police in March 2004, citing economic and market conditions. The game's cancellation was received poorly by fans of the series, Steve Purcell, and the video game industry media. Many journalists viewed this move as a culmination in the decline of the adventure game genre. LucasArts later terminated its adventure game development, and many of the Freelance Police design team left to create Telltale Games and continue development of such adventure games. Steve Purcell moved the Sam & Max franchise to Telltale Games in 2005, prompting a revival of Sam & Max video games.

Overview

An anthropomorphic dog in a blue suit and fedora inspects an answering machine in a dilapidated office while an anthropomorphic rabbit looks out the window at the night-time street. A menu with a cursor is present, giving the options to either examine the answering machine or check it for messages.
Freelance Police introduced 3D graphics to the franchise, but retained the point-and-click gameplay of its predecessor.

Sam & Max: Freelance Police was designed by LucasArts as a graphic adventure game and sequel to the 1993 title Sam & Max Hit the Road. The game was to feature 3D computer graphics rendered in real-time. The game engine contained elements from other LucasArts games, including those from Gladius, RTX Red Rock, Full Throttle: Hell on Wheels and Star Wars: Obi-Wan.[1][3] Graphical features such as shaders, bump maps and lightmaps were used to give a 3D effect to 2D textures in the game.[3] Little was revealed of the gameplay, other than that Freelance Police would not follow the same control scheme used in 3D LucasArts adventures Grim Fandango and Escape from Monkey Island, but would return to point-and-click mechanics used in the 2D LucasArts games.[4] As in Sam & Max Hit the Road, Freelance Police would contain a mixture of optional and compulsory minigames, 19 in total.[5] The game was designed so that the player character could not die or reach a dead end.[5]

Few details were revealed about the game's plot. In a January 2004 interview, lead designer Michael Stemmle provided a rough outline: the game's story was "really six stories, loosely held together by a thrilling über-plot".[4] Each individual story contained a separate case for the Freelance Police, taking place in a variety of environments, including a space station and a neopagan bacchanal, and featuring "freakish bad guys".[4] Stemmle stated that the intention was to keep the "über-plot" concealed for a while, but noted that it contained "all the barely plausible grandeur that fans have come to expect from Sam and Max".[4] Steve Purcell, the creator of Sam & Max, assisted in the development of both the plot and the artistic direction, producing concept art of various characters and locales.[6] Besides the return of the titular characters, only one other character, Flint Paper, was confirmed for the game. Described by Stemmle as "the Freelance Police's rough 'n' tumble private detective neighbour",[4] Paper is briefly featured in Sam & Max comics and makes an offstage appearance in Sam & Max Hit the Road. Stemmle had Paper planned for a "critical role" in the game's plot.[4]

Due to the nature of the story, LucasArts considered releasing the game in episodic fashion and using digital distribution, an option favored by the development team but opposed by the management division, who preferred the more traditional methods of retail distribution. Post-release bonus content was also considered; Stemmle remarked that such content would include new power-ups, minigames and "maybe even entirely new interactive Sam & Max cases [the player] can download".[5]

Development

The development of a sequel to Sam & Max Hit the Road was announced by LucasArts on August 27, 2002. In their press release, LucasArts president Simon Jeffery stated that "the Sam & Max sequel, much like the recently announced Full Throttle II, perfectly complements LucasArts' renowned adventure game legacy and lends further support to the company's commitment to investing in and developing more of our original properties".[7] LucasArts revealed no additional details at the time beyond a projected release in the first quarter of 2004.[8] The game was officially announced for Windows at the Electronic Entertainment Expo convention on May 12, 2003, where the full title Sam & Max: Freelance Police was revealed.[9] LucasArts reaffirmed the projected early 2004 release date at the convention.[10] The game's trailer was also presented at E3,[11] reintroducing the characters and confirming that the original voice actors for Sam and Max, Bill Farmer and Nick Jameson respectively, were set to reprise their roles.[5] Over the following months, several minor media releases were made, revealing new information regarding the game's developmental direction and graphical style. The game's release was highly anticipated by journalists in the video game industry, who published various previews and interviews with the development team, particularly with lead designer Michael Stemmle, one of the original designers of Sam & Max Hit the Road.[3][5]

A bald man with a beard speaks into a microphone. A plaque with the Comic-Con logo on the table reads "Mike Stemmle".
Project leader Michael Stemmle was one of the lead designers on Sam & Max Hit the Road.

In August 2003, LucasArts halted production on the Full Throttle adventure game sequel Hell on Wheels,[12] leading the magazine Hyper to speculate that Freelance Police might suffer a similar fate.[13] LucasArts reassured the media that Freelance Police was still in production and was nearing completion, reiterating that the game would be released in 2004.[13] Media coverage continued; for example, PC Gamer US ran an interview with Stemmle as a cover story in February 2004.[5] However, on March 3, 2004, LucasArts abruptly announced the cancellation of Freelance Police. In a short press release, LucasArts' Acting General Manager, Mike Nelson, stated that "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".[14]

The reaction to the game's cancellation was overwhelmingly negative. Commentators in the industry media felt that the decision was representative of the diminishing relevance of adventure games, with many concluding that LucasArts was moving to maintain its position with low risk Star Wars-themed titles instead of the adventure games that had brought them success in earlier years.[15][16][17] Freelance Police's cancellation is often cited as the culmination of the adventure genre's decline.[18][19][20] The decision came so suddenly that some magazines accidentally published favorable previews of the game after LucasArts' announcement.[21] A fan web site named "Save Sam and Max" presented a petition of 32,000 signatures to LucasArts conveying the fans' disappointment.[6] Steve Purcell, the creator of the Sam & Max franchise, stated that he was disappointed by LucasArts' decision:

LucasArts' sudden decision to stop production on Sam & Max is mystifying. Sam & Max was on schedule and coming together beautifully. I couldn't have been more pleased with the quality of the writing, gameplay, hilarious animation and the gorgeous 3D world that Mike Stemmle's team has created. The rug has been pulled out from under this brilliant team who've so expertly retooled Sam & Max for the 21st century. I'm extremely frustrated and disappointed especially for the team who have devoted so much effort and creativity to Sam & Max. It's a shame to think that their accomplishments, as well as the goodwill that has been growing in the gaming press toward this project, will all go to waste due to this shortsighted decision.
Steve Purcell[22]

According to Stemmle, the cancellation decision was prompted by the report of an external marketing analysis group hired by LucasArts, which claimed that the European market for adventure games "had simply disappeared. Not shrunk, not cratered, just... disappeared".[23] A newly established German company, Bad Brain Entertainment, claimed to have entered negotiations with LucasArts to acquire the game, although nothing resulted from these talks.[6] LucasArts subsequently dismissed many of the designers involved with developing their adventure games,[17][24] and in 2006 stated that they did not intend to return to the adventure genre until the next decade.[25] Some of the former Freelance Police development team formed Telltale Games in June 2004 to continue developing the sort of adventure games that LucasArts no longer wished to produce.[26] Telltale Games later unsuccessfully attempted to buy the rights to Freelance Police from LucasArts, which would have enabled the team to finish developing the game.[27] When the LucasArts license expired in mid-2005, Purcell took the franchise to Telltale Games, where it was developed into an episodic series of games.[6] However, very little of the work done on Freelance Police was carried over by the developers to Telltale Games; LucasArts still held onto the game's assets and Telltale was wary about using similar design patterns.[28] The new series debuted in October 2006 with Sam & Max Save the World.

References

  1. 1 2 3 Bronstring, Marek (2003-03-17). "Sam & Max: Freelance Police". Adventure Gamers. Retrieved 2008-11-17.
  2. Purcell, Steve (January 2008). "Front cover flap". Sam & Max: Surfin' The Highway (Anniversary ed.). United States: Telltale Games.
  3. 1 2 3 Staff (May 2004). "Sam & Max: Freelance Police". GamePro (United States: IDG Entertainment). p. 74.
  4. 1 2 3 4 5 6 Staff (2004-01-06). "Interview: Sam & Max: Freelance Police". Computer and Video Games. Retrieved 2008-11-17.
  5. 1 2 3 4 5 6 Staff (February 2004). "Cover Feature: Sam & Max: Freelance Police". PC Gamer (United States: Future plc). p. 47.
  6. 1 2 3 4 Staff (2007-07-24). "After Darkness Comes the Light (Part 2)". The History of Sam & Max. Telltale Games. Archived from the original on 2007-12-31. Retrieved 2008-08-07.
  7. McNewserson, Newsey (2002-08-27). "Sam & Max Are Back!". IGN. Retrieved 2008-11-17.
  8. Staff (2002-08-28). "Sam & Max sequel announced". GameSpot. Retrieved 2008-11-17.
  9. Blevins, Tal (2003-05-12). "E3 2003: Sam & Max: Freelance Police". IGN. Retrieved 2008-11-17.
  10. Thorsen, Tor (2003-05-13). "Sam & Max: Freelance Police announced". GameSpot. Retrieved 2008-11-17.
  11. Staff (2003-05-13). "Sam & Max Freelance Police Trailer 1". GameSpot. Retrieved 2008-11-17.
  12. Parker, Sam (2003-08-07). "LucasArts cancels Full Throttle". GameSpot. Retrieved 2008-11-17.
  13. 1 2 Staff (February 2004). "Sam & Max lives: Still in development...". Hyper (Australia: Next Publishing Pty Ltd).
  14. Butts, Steve (2004-03-03). "Sam and Max Cancelled". IGN. Retrieved 2008-11-17.
  15. Reed, Kristan (2004-10-15). "Bone: Out From Boneville Review". Eurogamer. Retrieved 2009-02-23.
  16. Adams, David (2004-03-24). "Missing in Action: The Lost Games of the PC". IGN. Retrieved 2008-11-17.
  17. 1 2 Staff (2006-08-26). "A Short History of LucasArts". Edge. Future plc. Retrieved 2009-02-02.
  18. Dickens, Evan (2004-03-03). "Sam & Max R.I.P.: My Reaction". Adventure Gamers. Retrieved 2009-02-02.
  19. Staff (2004-03-24). "Roundtable #113: Choose Your Own PC Adventure". IGN. Retrieved 2008-12-22.
  20. Parish, Jeremy. "The Essential 50 Part 33: Myst". 1UP.com. Retrieved 2008-11-17.
  21. Staff. "The Kinda, Sorta, But Not Really Secret History of Sam & Max: Freelance Police". The International House of Mojo. Retrieved 2008-11-17.
  22. Rodkin, Jake (2004-03-05). "Steve Purcell comments on Sam & Max 2's cancellation". Adventure Gamers. Retrieved 2008-12-22.
  23. Staff (2010-04-08). "The Empire Strikes Out – LucasArts And The Death Of Adventure Games". GamesTM (United Kingdom: Imagine Publishing). Retrieved 2010-04-10.
  24. Feldman, Curt (2004-08-13). "LucasArts undergoing "major restructuring"". GameSpot. Retrieved 2009-02-02.
  25. Staff (2006). "LucasArts at E3". G4tv.com. Retrieved 2008-03-03.
  26. Jenkins, David (2004-10-04). "Sam & Max 2 Developers Form New Studio". Gamasutra. Retrieved 2008-03-21.
  27. Fahs, Travis (2008-05-07). "Beta Blues, Vol. 2". IGN. Retrieved 2008-12-22.
  28. Cifaldi, Frank (2006-07-26). "Telltale Tells All (Pt. 1) – An Interview with Dave Grossman". Gamasutra. Retrieved 2009-04-18.

External links

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