I don't think Telltale has really even aimed to elevate adventure gameplay. For them, it's always been about storytelling and doing the best job they can at either building good characters or expanding well on existing characters. The writing in their
Sam and Max games and in
Strong Bad's Cool Game for Attractive People is meant to match the humor of previous media from both franchises without simply retreading old jokes, and it succeeds. The writing in
The Walking Dead and
The Wolf Among Us is meant to incorporate everything that made their franchises great while remaining accessible to new players, and seeks to show believable characters who are worth caring about. They succeeded on all these counts. They may not have expanded much on the puzzle side of things, but they have taken major strides in adventure storytelling.
On the other hand, I fully expect
Armikrog to be just the evolution on gameplay that the genre needs. Doug TenNapel already proved himself once with
The Neverhood (IMO the true pinnacle of puzzle-heavy adventure games), and if his new game is even half as good it'll be a good deal more challenging and have gameplay a good deal deeper than what's currently popular in the genre.
P.S. Thanks
Edit:
Alcom1 said:
The whole lock-and-key item chain isn't unique to point-and-click adventure games. I'm look at you, modern Legend of Zelda!
To be fair, at least you have to aim your arrows at that eyeball to open the door. Not that this is hugely difficult, but at least it's
slightly more involved than choosing "use thing" out of a menu.
P.P.S. Thanks