What changed
0 fixes6 additions1 change0 removals
addedBefore Sam & Max Save the World launched, we were coy about some of the changes we’d made because we wanted players to be surprised by all the refinements and new Easter eggs. When you sat down to play the game, we wanted it to have some of the same “new game” magic that playing the original had back in 2006. So we talked in general about what we’d done, but we didn’t list it all out for fear of spoiling that experience.
changedWhat we didn’t consider was that some people wanted to know exactly what had changed in order to decide whether to buy the game in the first place. We can’t turn back time, but in this post we’ll detail all of the significant updates and the reasons behind them, to help you make that decision or just to satisfy your curiosity.
addedWe’ve spent the three weeks since launch working on this list to make it as complete as possible. We’ve also been working on version 1.0.3, which was just added to Steam and has several bug fixes and tweaks based on feedback we’ve received since launch. If you’re only interested in reading about those fixes, head down to the bottom of this post .
addedWhat’s changed between the new Sam & Max Save The World and the original 2006/2007 release?The lists below are by no means 100% complete, but are intended to give a breakdown of the work we put into the new release. If you’re curious about something we haven’t mentioned here, please write to us at support@skunkapegames.com !
addedThe big stuff:We re-lit the game from the ground up. This is probably the most apparent change, so it’s at the top of the list. This was partly done out of necessity (the latest version of the game's engine doesn't even support the pre-baked lighting from the original 2006/2007 release), but mostly because we knew the improvement would be huge. Lighting was one of the roughest parts of early Telltale releases, and updating it brings out the beauty and style of the original art while adding new features (like dynamic time-of-day shifts and moving shadows) and new ambiance. (Pay special attention to how the lighting in Sybil's office changes along with her jobs!)
addedThe big stuff:All environments and characters are higher resolution, in some cases with new added details. The original release was built to run on low-end Windows XP computers, and as a result the polygon count and texture detail was low even by 2006 standards. This was something we could finally fix! Some of the original source assets were higher resolution than what shipped originally, so we were able to use those. For other assets, we upped the detail by hand ourselves, in some cases (especially with characters) pushing the style further—sometimes going back and forth with Sam & Max creator Steve Purcell, sometimes referring back to ideas from the original concept art, and sometimes using our experience creating characters across all three seasons.
Sam & Max Save the World changes
addedBefore Sam & Max Save the World launched, we were coy about some of the changes we’d made because we wanted players to be surprised by all the refinements and new Easter eggs. When you sat down to play the game, we wanted it to have some of the same “new game” magic that playing the original had back in 2006. So we talked in general about what we’d done, but we didn’t list it all out for fear of spoiling that experience.
changedWhat we didn’t consider was that some people wanted to know exactly what had changed in order to decide whether to buy the game in the first place. We can’t turn back time, but in this post we’ll detail all of the significant updates and the reasons behind them, to help you make that decision or just to satisfy your curiosity.
addedWe’ve spent the three weeks since launch working on this list to make it as complete as possible. We’ve also been working on version 1.0.3, which was just added to Steam and has several bug fixes and tweaks based on feedback we’ve received since launch. If you’re only interested in reading about those fixes, head down to the bottom of this post .
addedThe lists below are by no means 100% complete, but are intended to give a breakdown of the work we put into the new release. If you’re curious about something we haven’t mentioned here, please write to us at support@skunkapegames.com !
addedWe re-lit the game from the ground up. This is probably the most apparent change, so it’s at the top of the list. This was partly done out of necessity (the latest version of the game's engine doesn't even support the pre-baked lighting from the original 2006/2007 release), but mostly because we knew the improvement would be huge. Lighting was one of the roughest parts of early Telltale releases, and updating it brings out the beauty and style of the original art while adding new features (like dynamic time-of-day shifts and moving shadows) and new ambiance. (Pay special attention to how the lighting in Sybil's office changes along with her jobs!)
Before Sam & Max Save the World launched, we were coy about some of the changes we’d made because we wanted players to be surprised by all the refinements and new Easter eggs. When you sat down to play the game, we wanted it to have some of the same “new game” magic that playing the original had back in 2006. So we talked in general about what we’d done, but we didn’t list it all out for fear of spoiling that experience.
What we didn’t consider was that some people wanted to know exactly what had changed in order to decide whether to buy the game in the first place. We can’t turn back time, but in this post we’ll detail all of the significant updates and the reasons behind them, to help you make that decision or just to satisfy your curiosity.
We’ve spent the three weeks since launch working on this list to make it as complete as possible. We’ve also been working on version 1.0.3, which was just added to Steam and has several bug fixes and tweaks based on feedback we’ve received since launch. If you’re only interested in reading about those fixes, head down to the bottom of this post .
What’s changed between the new Sam & Max Save The World and the original 2006/2007 release?
The lists below are by no means 100% complete, but are intended to give a breakdown of the work we put into the new release. If you’re curious about something we haven’t mentioned here, please write to us at support@skunkapegames.com !
The big stuff:
We re-lit the game from the ground up. This is probably the most apparent change, so it’s at the top of the list. This was partly done out of necessity (the latest version of the game's engine doesn't even support the pre-baked lighting from the original 2006/2007 release), but mostly because we knew the improvement would be huge. Lighting was one of the roughest parts of early Telltale releases, and updating it brings out the beauty and style of the original art while adding new features (like dynamic time-of-day shifts and moving shadows) and new ambiance. (Pay special attention to how the lighting in Sybil's office changes along with her jobs!)
All environments and characters are higher resolution, in some cases with new added details. The original release was built to run on low-end Windows XP computers, and as a result the polygon count and texture detail was low even by 2006 standards. This was something we could finally fix! Some of the original source assets were higher resolution than what shipped originally, so we were able to use those. For other assets, we upped the detail by hand ourselves, in some cases (especially with characters) pushing the style further—sometimes going back and forth with Sam & Max creator Steve Purcell, sometimes referring back to ideas from the original concept art, and sometimes using our experience creating characters across all three seasons.
Music, sound effects, and voice were remastered, and new music was added. We were able to go back to the original master recordings for voice, sound, and music and re-encode them to modern standards. (Unfortunately, we didn't have access to the foreign language dubs’ source files to put them through this process, so we had to leave those out of this release.) Some existing music was updated with new instrument samples, or was split apart to create new variant tracks. Plus, five new pieces of music were added