where the forget is sam and max telltale
Steve Purcell is still snorting coke off stripper's belly buttons thanks to his earnings. When he runs out he'll write Season 4.
There's little replay value in these games.
In games before The Wolf Among Us, there was no such thing as choice. Everything was linear; instead, it was the amount of options you had at your disposal. Telltale had these big lists of everything you could try and do which would have a unique reaction. The replayability came from finding out about an interaction you didn't know about before, such as watching how calls on Sam's phone change before and after Max becomes President of the United States. The writing was/is golden too.
I don't know why people care about choices in story-driven gaming. Surely the point is that you're able to overcome the challenges to reach a satisfying ending? And why is replayability something people want in a story-drive game? Stories don't work the way they're supposed to if you read/watch/play through them a second or more times.
Very excited for this. Soundtrack sounded tops (if that is the game's soundtrack on display) and story looks golden. I finally might actually care about Minecraft.