return to monkey island: typo

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Wouter Groeneveld 2022-09-27 09:11:43 +02:00
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@ -19,15 +19,15 @@ Sadly, "The Internet" happened when the team revealed the art style---Rex Crowle
Before you jump into the game, there's one thing you need to know: _Return To Monkey Island_ is a love letter to the original. It doesn't say "Return To" in the title for nothing. You'll revisit plenty of previous locations, talk to old acquaintances, and remember an awful lot of fond memories. There's a scrapbook to flip through with memories in case you didn't play any Monkey game. There's even a museum in the game that displays iconic objects of _The Secret_ and [LeChuck's Revenge](/games/pc/lechucks-revenge)---if that doesn't scream nostalgia, I don't know what does. You will miss out on a lot of jokes and throwback moments, so I highly recommend everyone to first play Monkey Island 1 and 2.
![](mobtree.jpg "A... Mob Handle tree? I have a feeling this peaceful clearing is about to get wrecked.")
![](mobtree.jpg "A... Mop Handle tree? I have a feeling this peaceful clearing is about to get wrecked.")
I'll try not to linger with the story for too long, except that this time, Guybrush is telling the piratey story to his son, Boybrush (really?). That is, while you're playing, in-between scenes, you're frequently interrupted with the couple correcting mistakes in the story or asking questions. That is, _Return To_ is a very meta-like game with an even more powerful meta ending that will either please or infuriate fans. In-game---while you unfold the story for your son---you're _also_ learning to tell a story. Wow! The more I think about the setup and the way the Gilbert and Grossman sewed this to the ending of LeChuck's Revenge, the more I appreciate their efforts, even though I was quite upset about it at first.
I'll try not to linger with the story for too long, except that this time, Guybrush is telling the piratey story to his son, Boybrush (really?). That is, while you're playing, in-between scenes, you're frequently interrupted with the couple correcting mistakes in the story or asking questions. _Return To_ is a very meta-like game with an even more powerful meta ending that will either please or infuriate fans. In-game---while you unfold the story for your son---you're _also_ learning to tell a story. Next-level fourth wall breakage! The more I think about the setup and the way the Gilbert and Grossman sewed this to the ending of LeChuck's Revenge, the more I appreciate their efforts, even though I was quite upset about it at first.
The thing I very much _do not_ appreciate, though, is the way the game spoon-feds puzzle hints to the player. You can choose between normal and hard more (okay) and there's an in-game hint book that provides UHS-style progressive hints that is completely optional to use (okay). But what's not optional, is the new "tap-UI", that automatically highlights points of interest. Try to identify small circles in the screenshots below and you'll see what I mean. Furthermore, the label ("Tomorrow's dinner") appears without clicking and most of the time gives away whether or not the object is of any use.
![](kitchen.jpg "Can you spot the 5 intractable objects? Also, why am I a zombie?")
This system completely removes the sometimes obnoxious "pixel hunting" mechanics of classic adventure games---but it also does away with goofy interactions, red herrings, and the overall enjoyment I get out of discovering things in adventure game scenes. Even worse, if you get out an item from your inventory, a bright red cross immediately reveals whether or not an object can be combined or used with something else. No more _I can't use the skeleton arm with that_---great. But also, no more "hmm, perhaps this belongs to this? No wait, can't I do that?": the game tries to be too newbie-friendly and ends up spoiling both a lot of frustrating and funny moments in games such as these.
This system completely removes the sometimes obnoxious "pixel hunting" mechanics of classic adventure games---but it also does away with many goofy interactions, red herrings, and the overall enjoyment I get out of discovering things in adventure game scenes. Even worse, if you get out an item from your inventory, a bright red cross immediately reveals whether or not an object can be combined or used with something else. No more _I can't use the skeleton arm with that_---great. But also, no more "hmm, perhaps this belongs to this? No wait, can't I do that?": the game tries to be too newbie-friendly and ends up spoiling both a lot of frustrating and funny moments in games such as these.
Consulting [a few gaming forums](https://www.resetera.com/threads/return-to-monkey-island-ot-the-secret-revealed-or-your-money-back.633608/page-11), I discovered I wasn't the only one complaining about the lack of "false clicks". However, the original director of one of the _Tales of Monkey Island_ episodes had this to say:
@ -39,7 +39,7 @@ That's a fair point, but it doesn't say anything about the decreased difficulty
On the Nintendo Switch, these small circles automatically highlight when facing certain directions, while on Steam on the PC, you're still more or less clicking your way through. On the console, you control Guybrush directly with the C-stick just like in [Irony Curtain](/games/switch/irony-curtain), leading to a more action vibe, although I suppose it's more appropriate than emulating the mouse input like in Dexter Stardust. It didn't feel nearly as out-of-place as the awkward "tank controls" of _Escape From Monkey Island_.
_Return To_ was a very pleasant surprise this year, and I'm very sad that we've already finished it. I'm sure it'll keep us busy now and then when replaying the adventure in the future. The jokes and atmosphere were as expected but not as gritty and dark as in LeChuck's Revenge. The game even throws a few really emotional moments towards the player! People complaining that _Return To_ is leaning too much on the nostalgia card might be correct, and I the few original/new locations don't shine as much as they could have.
_Return To_ was a very pleasant surprise this year, and I'm very sad that we've already finished it. I'm sure it'll keep us busy now and then when replaying the adventure in the future. The jokes and atmosphere were as expected but not as gritty and dark as in LeChuck's Revenge. The game even throws a few really emotional moments towards the player---despite Guybrush's sometimes overly destructive nature and Elaine's lack of emotional response raising a few eyebrows. People complaining that _Return To_ is leaning too much on the nostalgia card might be correct, and I the few original/new locations don't shine as much as they could have.
Yet I wonder why so many reviewers call this game "a swan song to the genre"---it's not like it's dying, on the contrary. Time and time again, predictions of adventure games dying have been wrong. If anything, I hope this new breath of Monkey life also does wonders for the genre. This was developed with a small team, and [as Dexter Stardust proves](/games/switch/dexter-stardust), it's even possible as a single-man team!