Lord knows it took me long enough to realize my logic mistakes. Plus, it doesn’t hurt when the thought of the just how unimportant the three islands are finally crosses the mind. The flow disruption is annoying, but the chapter does gain steam in the latter half as the action rises after mini-goals are met. Like the last chapter and its pointless objects (the sponge necklace, for one), it’s possible that at least two of these islands won’t have their moment in the spotlight until the next (or next-next) chapter. The notable but pointless objects of interest on the islands - a skeleton or a rock outcropping - don’t help, either. When a puzzle stumps, a lot of time is wasted moving the Narwhal between these places with the silly hope that some new thing was triggered on them because an event triggered elsewhere. Telltale failed to relate when the three perimeter islands come into play. Three of the tiny islands are almost barren, which can lead to some confusion, especially when dealing with illogical puzzles.
Forgoing the tight and constricted narrative-led puzzles, Telltale Games created five islands to scour, giving this chapter a smidgen of an open-world feel.
Guybrush needs to collect three ‘summoning artifacts’ in order to uncover its secrets. It feels like time has barely passed since then, with the premise of its swashbuckling.
Indeed, the search for the fabled thing isn’t easy. Theres still plenty of such fondness to reminisce about in Return to Monkey Island, a point-and-click adventure game that hasnt lost any of its luster and immense charm since creator Ron Gilberts last Monkey Island game, which is close to 30 years old.