
Return to Monkey Island
A witty, wistful return to Melee Island that scratches a childhood itch you forgot you had
Dad Score
9.0/10
A witty, wistful return that scratches an itch you forgot you had
I played The Secret of Monkey Island as a kid, hunched over the family PC with a notebook full of half-solved puzzles and rude pirate insults. Somewhere between then and now I lost that feeling entirely. Not the memory of the game, but the memory of how it felt: the patience, the silliness, the small thrill of a puzzle finally clicking into place. Return to Monkey Island handed all of that straight back to me. It scratched an itch I had honestly forgotten I even had.
This is Ron Gilbert and Dave Grossman, the original creators, closing the loop on a story they left dangling more than thirty years ago. It is funny, it is warm, it looks nothing like the game I remember, and it turned out to be one of the best things I have played after bedtime in a long while.
Back to Melee Island
Guybrush Threepwood is back, still chasing the secret of Monkey Island, still a mighty pirate mostly in his own head. Without spoiling anything, the setup picks at the famously odd ending of the second game and then runs off on a fresh island-hopping adventure of its own. Old faces turn up all over the place, and stepping back onto Melee Island, with familiar corners now full of things to poke at, hit me harder than I expected.
The writing is the star. I kept picking dialogue options just to hear what Guybrush would say next, and I laughed out loud on the couch more than once, which not many games manage. The voice cast leans into the silliness without tipping into pantomime, and for once I sat through the lines instead of mashing past them. Hearing the old themes again did something to me, and the new pieces sit alongside them without ever feeling like filler. This is a game made by people who clearly still love these characters.
Puzzles, Hints & That Art Style
Puzzles are what a Monkey Island game lives or dies on, and mostly this one lives. The answer is usually hiding in something a character said to you three screens ago, and the game trusts you to join the dots. It keeps you on a short leash early, then partway through hands you the whole map and lets you loose, which is when it feels most like the games I remember. Cracking a knotty chain of pirate nonsense is every bit as satisfying as it was when I was ten.
Two things make it far more bedtime-friendly than the games I grew up on. There is a Casual mode and a Hard mode, and there is an in-game hint book that nudges you along one step at a time. As a kid I remember being stuck on a single puzzle for days. Now, if I have twenty minutes and a foggy brain, I can take a hint and keep moving without feeling like I have cheated. Just knowing it is there takes all the anxiety out of a short session.
Then the art. I will be honest: when I first saw screenshots I was not sure about the new look. It is a long way from the pixel art living in my head. Playing it is a different story. The characters have real personality in how they move, the backgrounds are lovely, and within an hour I had stopped comparing it to 1990 and was simply enjoying it. A few weeks on, I would not swap it.
Where It Drags
It is not flawless. The opening hour is the weakest part of the whole game, and the version of Guybrush you spend it with is not the one I came back for. If you bounce off it, keep going, because it improves quickly. There is also a stretch built around chatting to the same handful of characters again and again, which is funny the first time and a chore by the fourth. Retrying a puzzle means sitting through the same animations again, which grates after a long day.
How It Fits After Bedtime
This is close to the perfect after-bedtime genre. No reflexes needed, no timers, no fail state. You can put the controller down mid-puzzle when a little voice calls from upstairs and pick up exactly where you were. The chapter structure gives natural stopping points, and most puzzle chains are short enough to finish in a single sitting.
Six to eight hours in total, easily spread across short evening sessions, and it never once felt like it was punishing me for playing it that way. If anything the slow, thoughtful pace suits a tired brain better than something fast and loud.
My daughter drifted in and out, mostly to laugh at the pirates and demand to know when he would finally find the treasure. The humour is gentle and the tone is bright, so there was nothing I needed to skip past with her on the couch.
Final Dad Verdict
Return to Monkey Island is a warm, witty, beautifully made adventure that gave me back a feeling I did not know I had lost. The writing is sharp, the cast is perfect, the puzzles are mostly excellent, and it slots into a busy dad's evenings better than almost anything else I own.
It stumbles out of the gate and repeats itself once or twice, but none of that dented how much I loved being back. If you played the original as a kid, this is a must. If you never did, it is still one of the friendliest, funniest point-and-clicks you can put in front of a tired brain after the house goes quiet.
Overall Dad Score: 9.0/10
The breakdown
Ratings
These are vibe checks for each area before you jump in, not maths. They aren't tied to the overall Dad Score.
- Story
- 8/10
- Gameplay
- 8/10
- Graphics
- 8/10
- Replayability
- 6/10
- DadFriendly
- 10/10
Certificate of Play
How long this one actually cost me, after bedtime.
