Originally Posted by RockNRoll
How do the puzzles compare with the old games, or are they more in line with your Sam & Max puzzles? Do you have an overarching philosophy on the challenge and gameplay aspect of TMI? Any new types of puzzling?
I personally really hope you are putting a lot of effort into nice, challenging open-ended puzzles that stand up to the old style and not making it really easy and hand-holding for the lowest common audience.
The puzzles will be more brain bendy than Sam & Max, but I can comfortably say you won't be using a monkey as a wrench to turn off a waterfall. Inventory combination is in, and you can go deep-diving in dialog trees to your heart's content. I don't know how it will end up comparing to the old Monkey games, but we are over the course of the series definitely pushing the tone of the puzzles a bit further back into the classic realm of hurting you a bit before they reveal their secrets than people who know us might expect.
Of course, the Telltale hint system is also there as it is in all of our games, so if you decide that in your old age you'd rather be entertained by a Monkey Island game without it crushing your very soul in the process, you can turn the hint frequency up.
(Alternatively, you can turn hints off, too, of course.)