We'd like to expand our renderer out to do cooler stuff, and in fact have already made some enhancements on the console side for CSI, like per pixel shading for cleaner environment/specular maps (if you look at the mobile crime lab vehicle on the 360 and then compare it to the PC, the new tech that made it into the 360 version is a noticeable improvement) and generally making things look nicer. We're always improving basically everything ... if you go back and play Out From Boneville then jump into the last few Sam & Max episodes it's obvious that things are always slowly building. One big difference between Telltale and the standard game company, though, is that we don't sequester ourselves in the back of the office for two years writing a new rendering engine for every game we ship -- the updates to the visual side get snuck in slowly either as we need them, or when a programmer has time and is tasked to spend it on that sort of thing in between shipping episodes, or between seasons. There's always progress going on, and we're always discovering new things we can do even within the existing toolset (there are some effects in season two that people will probably be surprised by, and I probably nearly broke the engine doing some of the composing for the opening title sequence), but from a single episode or season to the next, there aren't a stunning amount of leaps forward in every arena. All that said, I think people will be surprised by some of the stuff we'll be churning out over the next year. Probably not Team Fortress 2, but, you know.