Review – Sam & Max: Night of the Raving Dead

I’ll be honest with you. When I started writing this review, I was only doing it to get this game out of the way. I really wanted to review episodes 4 and 5, and it just didn’t seem right to skip this tale of the emo undead, no matter how mediocre I may have found it upon first playthrough. As I began writing, however, I realized that this game taught me something. It taught me why I play Sam and Max. Not a deep, meaningful life lesson by any means, but a lesson nonetheless.

To catch people up who haven’t played the game already, New York is invaded by hoards of zombies, and Sam and Max must travel to Stuttgart in order to stop them at their source: a castle-turned-goth-club called “The Zombie Factory.”

“I will go this far and no further.”

As a number of reviews have pointed out, this game should have been brilliant. The designers are growing accustomed to the new hint system and introducing more complex, interesting puzzles without fear of alienating players. →  Mr. Gorbachev, tear down this post!

EA: Level 10 alchemists, Level 1 Tech Support Part 2

When we last left our heroes, they were encountering fucktardery of the highest order at EA while trying to get a replacement Rock Band guitar. After muddling his way through their horrible tech support, my roommate managed to talk to a real human being who was able to fix the problem. Days later, a new guitar showed up. Even better, there was no accountability attached to the guitar to indicate we needed to return the foot pedal they had mistakenly sent. Gleeful, we were in the process of trying to figure out how to scam EA. Our thought was that we might install the new foot pedal and attempt to return the old one for a SECOND new foot pedal. This would arm us with a spare in the event of a foot pedal malfunction.

I got home today and asked my roommate what the guitar shaped box in our living room was – was it the old guitar box from our replacement? →  Finger lickin’ read.