Where is this summary written? I can’t find that statement.
Here you go: Return to Monkey Island | Coming 2022
Last paragraph.
“The exciting conclusion to the Monkey Island series marks the return of the iconic series’ creator Ron Gilbert, joined by game co-writer/designer Dave Grossman, art director Rex Crowle (Knights & Bikes, Tearaway) and composers Peter McConnell, Michael Land, and Clint Bajakian (Monkey Island, Monkey Island 2: LeChuck’s Revenge).”
It’s also on the Steam page: Return to Monkey Island on Steam
Oooohhhh…
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That’s marketing, it doesn’t mean there won’t be followups. this depends on the sales, I think ![]()
From a UI standpoint, Stan says we’re going to see:
“context-sensitive interactions, reactive dialog trees, easy to use inventory system”
Do you see something new with respect to Delores?
That ain’t working, that’s the way you do it
You play RTMI on the Switch or PC
I will have to get used to the graphical style RTMI. I think if the faces were just a little bit less cartoony, I’d be fully on board already. But I feel positive about this game.
In any case, I see it already as an improvement over the style of COMI, EFMI & TOMI, plus the style of the special edition graphics of TSOMI & MI2.
So in other worlds, it’s the 3rd best out of 7, graphic-wise. That’s not so bad, hehe.
What does “reactive” mean in this context?
Not at the moment.
I’m racking my brain but no idea.
Same for “context-sensitive interactions”. I can think of nothing new that matches this definition.
(These are supposed to be innovative features, I assume)
I’m guessing it’s all just conditional logic, but the conditions are maybe more… nuanced?
Hmm… “reactive”… “reactive”… ![]()
Maybe the dialog trees have an attitude and they react badly to the player’s interaction?
“What are you DOING with that mouse pointer!?”
“Stop waving it like a feather duster!”
It’s got electrolytes.
Unless… since it’s Stan talking, it’s possible that he’s trying to sell ordinary features as new things, describing them in fancy ways ![]()
maybe it reacts to how long you’ve been stuck, or your mood based on facial expressions.
This.
It’s interesting to see how everybody is trying to interpret each word that the developers are publishing about the game. Ron and Dave are creating a funny game. They are joking continuously. So I’m just leaning back and enjoy it. ![]()
Which reminds me of…
Why it’s an extraordinary adventure with an interface on magic… stunning, high-resolution, 3D landscapes… sophisticated score and musical effects. Not to mention the detailed animation and special effects, elegant point ‘n’ click control of characters, objects, and magic spells.
NOW I know what it reminded me of!

Guybrush now has a phallic nose. Once seen, cannot be unseen.
I wonder if Guybrush will be able to ask the NPCs questions based around where the player is at that point in the game. So, for example, say the player currently had to locate a map, the questions he could ask the NPCs would relate to that quest. Then later, after Guybrush finds the map but now needs to find a coin, the question for that quest would be an option with the NPCs.
If that is the case, it would certainly account for the extensive number of dialog lines within the game, as revealed by Ron.
But isn’t it always like that?
(Or is your second name Stan?
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