I was never really one for point-and-click adventure puzzlers - more due to lack of trying than anything else. Maybe I should get into them in a bigger way - there are certainly some banger entries that have flown under my radar, but the ones I've earnestly attempted have been clangers, and I don't want to dedicate too much of this review to throwing namedrops under a bus (besides Deponia, that one deserves being nailed to the autobahn). Even as much as The Neverhood was a stylistically formative pillar of my life in my developing years and one that I swear by even now, I can never entirely escape the little conceit in my head that I know the game itself banks off of that style hard enough to leave actual design and writing by the wayside.
It's great, but is it Monkey Island 2 good? God no.

MI2 is a wonderfully transformative twist on the first game that understandably leaves many people behind. I personally adored its shift into a creepier, sadder atmosphere - where the first game's player experience is akin to a child discovering a new favourite theme park ride, excitedly exploring the sets in doe-eyed awe at the light and magic of it all. 2 is like finally stepping out of the funhouse and catching glimpses into the employee backrooms, seeing mascot characters take their mask off and putting out a cigarette on an animatronic. Everything here seems to just work in the game's favour; the puzzles are somewhat more streamlined and give me the impression of ride designers running out of ideas and budget. The palette's increase from 16 to 256 on screen colours at a time afforded the illustrators more licence to breathe some character into the environments, which funnily enough is the exact opposite of what they did - Monkey Island 2 feels downright dead to look at at times, even the vibrant front-end stages the amusement park designers want you to see have a sickly dingy grotty energy to them. The writing is just as funny as the first game but comes across far less comedic because of the dryness to the character delivery. These employees are here to pay their rent and go home, dead-eyed hucksters here to exploit the dream factory. Love it so much it all just works, and creates a uniquely textured feel to so many of the interactions in the game that for all intents and purposes should be childhood idyll. Which is what makes the ending so good to me, one of the few times I've seen "it was all a dream" handled so well because it recontextualises not only everything that happened earlier in the game, but the first entry too where the signs become strikingly obvious when pointed out. Without explicitly giving away too much, it's clear that Guybrush is an unhappy child coming to learn that his fantasy happy place is giving diminishing returns. The problem with dreams is that you have to wake up eventually.

I am dreadfully excited to see how Return to Monkey Island pans out. MI2’s ending hook has been prosperous for me in how effectively it made me think back on and contextualise the games up to that point, but there is something to be said about a complete package. I think I can trust Ron Gilbert.

Reviewed on Apr 16, 2022


1 Comment


2 years ago

absolutely nailed it!!!! the thing that was so striking about Monkey Island 2 is how little the world had changed, but through the eyes of a slightly older Guybrush who can't quite avoid seeing the cracks and seams behind the curtain, it has such an intoxicatingly different feel. cannot wait to revisit it.