For a certain type of adventure game fan, there’s no harder sentence to hear than this: “You learned the secret of Monkey Island before you did.” But I can say it now. I played, I finished, and I fell crazy Back to Monkey Islandsequel More than three decades in the making. This is a game filled with laughter, whims and carefully crafted puzzles like the stories that surround them.
But I’m not here to spoil any of your upcoming hacking fun. I’ve been writing reviews long enough to remember how great it was to read about a new video game before playing a minute of it. This is how we did things while saving enough money to get our old copies packed monkey island games, then open them and discover files Pirate copy protection puzzles.
Back to Monkey Island It’s pretty much everything I could have hoped for in a recent return to the series. Its interface and controls divide the difference between the expectations of hardcore genre fans and those of novices with point-and-click. The presentation and voice acting are well done to set a fun, friendly tone. And the game’s full journey, from rough waters to smooth, silly sailing, always feels personal and vulnerable and reflects its creator – meaning, it’s the opposite of nostalgic money.
More accessibility, fewer actions
I’d like to start not with spoiling the game’s plot (you’re safe here!) but with applause RtMIIt’s a smart update to the point-and-click adventure concept. In fact, this game offers some of the best things that the genre has seen in years.
As the game title suggests, players return to Monkey Island. The setting and characters are familiar, with wannabe pirate Guybrush Threepwood insisting he has unfinished business on the titular island, and much like what he does in the first series games: solve puzzles, choose from lighthearted dialogue options, and pick between jokes to find useful clues for the next target.
Like other point-and-click classics, RtMI On a PC, it supports the use of a mouse to do almost everything. Click on the ground to move the Threepwood around. Click to talk to the people you see. Click to check or pick up objects (as long as Threepwood can walk to it). Click again to see a list of things you’ve found, then click More to either combine these objects in smart ways or to use these objects in things around you. Classic example: Find a key, walk to the door, and use the key on the door. Why, you are a bona fide master of conquest!
Unlike the first installments of the series, RtMI Skips the dated “verb” interface. Instead of having to state that you want to “look at”, “use” or “talk to” something in the game, you now get one or two actual action suggestions as you mouse over anything. Most modern adventure games have gone this route, so it’s no surprise to see it here, and the results feel natural and relaxing enough.
The same goes for other quality of life adjustments. If you want to help identify objects in an area that can be interacted with, press and hold the “Tab” key, and any interactive items will have a faint highlight. (If that sounds bad to you, don’t touch that button.) And if you want to have an overall easier time interacting with game worlds, replace your mouse and keyboard setup with a standard gamepad, which also includes shortcut buttons for highlighting and navigating useful items automatically. If not, don’t plug in a console – although the system runs smoothly and normally if you’re using only a gamepad platform like the Nintendo Switch or Steam Deck.
Back to the era of friendly computer clubs
RtMIIts biggest highlight comes from a built-in hint system, which I found myself more intrigued than I expected. Before I explain why I love the hint system, pro gamers can breathe easy: this optional system includes no witty jokes, no malicious chain references, and no other reasons to peek if you have the ability to solve the puzzles of this game without help.
my time with RtMI It reminded me of the old computer gaming community: the society where just owning a gaming class computer connected people to one another. Computer clubs have had a common language of unique software and games, which means you can expect peers who will want to research the aggravating puzzles of particular games. When I played two early monkey island Of the games, you had a play item that wasn’t shipped in the box: a nerdy support group. Tips from these groups came in gentler forms than those found in modern day SEO-obsessed tip guides.
After a brief period RtMI You begin, a character presents you with a hint book with a vague acknowledgment that something like a game is happening behind a fourth wall. (This book is not the same as the Guybrush Threepwood quest list, which does not contain any spoilers and remind players of their next objectives at any point in the quest.) Whenever you get stuck or slow down, tap on the hint book in the inventory, and the screen will fill up with reminders of the tasks in the quest list. your own. Choose any of those, and the hint book will open with a vague suggestion, usually in the form of a light paraphrase whatever the task. Perhaps this paraphrase is a wake-up call to allow you to close the hint book and try again.
Still stuck? Flip the page for an additional clue, and the hint book will ask players a helpful how-to question. Perhaps this will move the gears in your mind, or perhaps it will remind you of a character or a place you encountered previously. If that’s not enough, turn the tip page over again, and you’ll get a more consistent suggestion, often in the form of “Go to this place and look more carefully.” From here, one or two more tips are available, which usually end up telling you explicitly what to do.