PSN Review: Sam & Max: The Devils Playhouse — Episode 2: The Tomb of Sammun-mak

Part of: PlayStation Network Games

Sam & Max: The Devil's Playhouse got off to a good start last month with The Penal Zone, but technical issues in the PSN version made for a less than enjoyable experience. Given the short time between releases there was some concern that The Tomb of Sammun-mak would suffer from similar issues, but fortunately that doesn't appear to be the case.Veterans of the first episode will immediately notice a vast improvement in performance as dropped frames and stuttering animations are a thing of the past. It is possible that this is due to the use of smaller areas and not a technical correction on Telltale's part, but either way it's makes for a better play experience. Load times, though improved, are offset by an increased number of load points, including load screens before long cut scenes. It's a tad disappointing, but overall the shorter, more frequent loads are much easier to bear and far less distracting.As for the plot, it’s a direct continuation of the previous episode’s ending. Sam & Max, having found dog and lagomorph shaped skeletons, begin to investigate and discover a film of their ancestors stealing the Devil's Toy Box from a tomb in Egypt. Max, not happy with the movie's lack of audio and Sam's explanation that "it's from before the invention of vocal cords", begins to muck about and suddenly discovers himself in control of what's happening on screen. From here the game continues as a regular Sam & Max adventure with players guiding Sammeth and Maximus from the boroughs of New York to the Disorient Express and ultimately the tomb of Sammun-mak. Once again the toys of power play a huge roll in both the plot and gameplay, but the selection has been greatly reduced and no toys from the previous episode are available.Astral Projection, the first and probably most important power, serves as the explanation for how Sam & Max are able to control their ancestors, but it also allows you to jump between the reels of the film. It may seem like a bit of a cheat, but road blocks are present in future reels that can't be bypassed without first doing something in the previous ones. A magic ventriloquist dummy, found in reel two, grants Maximus the ability to throw his voice. While there is some debate between Sammeth and Maximus as to whether or not this constitutes a real power, it proves to be an invaluable aid. Lastly there's a can of mixed nuts that allows Sammeth and Maximus to conceal themselves inside and pop out unexpectedly like a spring loaded snake. Again, it seems more mundane than it actually is.Telltale has taken a huge step forward in terms of presentation by using almost entirely new locations, rather just recycling and repurposing areas from past episodes. Though this is mostly due to the plot taking place in 1902, it's still a welcomed change that sets The Tomb of Sammun-mak apart from the rest of the series. Recurring characters are still repurposed, but as they are playing their ancestors, it feels relevant and natural, rather than tired and over-done.

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Article Author: Jason Westhaver

Jason Westhaver is your average beer swilling, hockey loving canuck, born down east on the south shore of Nova Scotia. As a life time gamer, avid cinema fan, and fierce Red Tory (think right of centralist), he has become known for his strong views, …

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