Sam & Max: Freelance Police

Sam & Max: Freelance Police was a graphic adventure video game developed by LucasArts from 2002 until its cancellation in 2004. The game was designed as a point-and-click adventure game, but used a 3D game engine in place of the SCUMM and GrimE engines. It was based on the characters Sam & Max, who debuted in a 1987 comic book series created by Steve Purcell.

About Sam & Max: Freelance Police in brief

Summary Sam & Max: Freelance PoliceSam & Max: Freelance Police was a graphic adventure video game developed by LucasArts from 2002 until its cancellation in 2004. The game was designed as a point-and-click adventure game, but used a 3D game engine in place of the SCUMM and GrimE engines. It was based on the characters Sam & Max, who debuted in a 1987 comic book series created by Steve Purcell. The project’s development was led by Michael Stemmle, one of the original designers for Sam and Max Hit the Road, while Purcell assisted in developing the game’s plot and providing artistic direction. Lucas Arts terminated its adventure game development in 2004, and many of the design team left to create Telltale Games and continue development of such adventure games. In 2005, Purcell moved the franchise to Telltale, prompting a revival of Sam&Max video games. The development of a sequel to Sam &Max Hit the road was announced by Lucas Artts on August 27, 2002, but was never made into a video game.

It is the final game in the company’s adventure game era, and was intended to be released for Windows in early 2004. It would have been the first game to feature 3D computer graphics rendered in real-time. Little was revealed of the gameplay, other than that it would not follow the same control scheme used in 3D LucasArtts adventures Grim Fandango and Escape from Monkey Island, but would return to point- and-click mechanics used in the 2D Lucasarts games. As in Sam &max Hit the roads, the game would contain a mixture of optional and compulsory minigames, 19 in total. The player character could not die or reach a dead end in the game, which was designed so that the player character would be able to progress through the game without dying. The story was described as six stories, loosely held together by a thrilling über-plot, taking place in a variety of environments, including a space station and neopagan bacchanal.