Hmm... two questions at the top of my head. Sorry for long post btw
Q1:
I heard the driving minigames would not be present in this season. I think this is a good thing as the minigames felt very tacked on. They where fun and all, but kinda ruined the atmosphere in some cases.
But I was wondering if there still is a chance of us seeing a "real" car chase in season 3. I always liked the small action sequences we got to play ourselves as they did add lots of drama. In fact I have been a big fan of these sequences ever since the very first desert chase in Out from Boneville.
So is a real Sam & Max car chase, guns blazing, something we may get to see in the new season? If only in one of the episodes?
Q2:
This is just a thought, and not specifically related to season 3 in any way, but...
You see, I love the ideas behind Max`s new powers. Especaly because they are meant to spice up the puzzle gameplay. But have you guys (in your, I'm sure, many brainstorm meetings) ever considered puzzles with multiple solutions? You know, the kind of puzzle where you realize you need to open a sack of flour for some reason and you can use both the screwdriver, the scissor and the gun in your inventory to achieve that.
The idea is to focus the "Puzzle Gameplay" on exploring, chatting and analyzing the environment in order to figure out what you're supposed to do, but then let how you're doing it be a bit easier by adding multiple "use item on object" solutions where it makes sense. (Kinda like detective work

)If used correctly the proses shouldn't require much more work on the designers part as animations and cutscenes would almost always be the same, just switch the object used.
Another way to do "open ended puzzles" is having critical items being obtainable at several locations. So if I figured out I needed a knife I could get it both from the kitchen and from the office drawer (plus maybe from the back of a dead guy in the alley)
Of course, it would require some pretty clever puzzle planning to make sure "guessing" your way to the solution wouldn't be too easy. But puzzle planning is one of telltales major expertices, so that should go fine I think
As you probably have discussed this kind of puzzle gameplay at some stage, my question is: Why have you chosen not to go with it? Surprisingly few adventure games do and I would like to know if there is some kind of industry wide reason for this