Return to Monkey Island
Thirty years is a long time to wait for a sequel, and Guybrush Threepwood's long-overdue return mostly justifies the patience - sharp puzzles, a self-aware story, and the best hint system in the genre make this the rare comeback that earns it.
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About Return to Monkey Island
My first impression of Return to Monkey Island was that Terrible Toybox had quietly solved one of adventure gaming's oldest frustrations before I even noticed. The old SCUMM verb-soup interface is gone, replaced with a context-sensitive click system where hovering over any object surfaces a plain-English suggestion of what Guybrush will actually do. The inventory works on drag-and-drop. There is no pixel hunting. For anyone who bounced off 1990s point-and-click games because of obscure interaction rituals, this is a genuinely different proposition - modern enough to be comfortable without losing the core loop of exploring locations, gathering items, and combining them in ways that reward lateral thinking over brute-force clicking. The structural backbone is five chapters, with the first three serving as a focused, breezy setup before chapter four blows the doors open into a wide multi-island sandbox that is easily the largest and most satisfying section of the game. Puzzle design splits across two difficulty settings: Casual Mode trims the solution paths considerably, while Mega Monkey Hard Mode adds extra items to track down and additional puzzle steps that feel genuinely closer to the classic series. The hint book - an in-game item that doles out nudges incrementally rather than dumping the full solution on you - is one of the smartest accessibility designs in recent adventure games, and it means getting stuck is always a choice rather than a wall. The insult sword-fighting mechanic from the originals makes a cameo of sorts, and a collectible trivia scrapbook adds a light secondary objective for completionists. The art direction is the one area where the game arrived with baggage. Pre-release, the angular, stylized visuals designed by Rex Crowle attracted real hostility online - enough that Ron Gilbert closed his blog comments. In play, though, that controversy dissolves fast. The art is vivid, meticulous, and genuinely distinct from both nostalgia-bait pixel work and generic HD cartoons. Characters like the returning LeChuck and the perennial wheeler-dealer Stan carry visible personality in every frame. Voice acting is strong throughout, with Dominic Armato back as Guybrush and composers Michael Land, Peter McConnell, and Clint Bajakian returning to thread familiar musical motifs through the Caribbean environments. The criticisms that stick are fair but limited in scope. Early chapters lean heavily on Mêlée Island callbacks, and some players who lacked prior series knowledge found the fan-service density more alienating than welcoming - though the in-game scrapbook recapping previous entries does real work to close that gap. A handful of puzzle solutions veer into the kind of sideways logic that has always divided adventure game fans; they are funny on paper, less so when you have already burned ten minutes on wrong paths. The ending is divisive, and the game seems to know it, framing the whole story as Guybrush telling his son a tale and leaning into the ambiguity rather than away from it. Whether that reads as clever meta-commentary or as an unsatisfying dodge depends entirely on what you wanted from the reunion. For anyone who grew up with the LucasArts classics, or who has even a passing interest in what good point-and-click design looks like in 2022, this is the benchmark. Complete runtime sits around six to eight hours, and a second playthrough on the harder difficulty extends that meaningfully. The puzzle pacing, the writing, the hint system - these are the things worth buying it for. Alex, Scout Team
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Game Info
- Developer
- Terrible Toybox
- Publisher
- Devolver Digital
- Release Date
- Sep 19, 2022