
Kheops Studio’s Return to Mysterious Island came as something of a revelation in 2004. Flying well under the radar prior to release, the game looked to be much the same as countless others we’d already seen so many times before. Return to Familiar Island seemed more like it, and not just because it was set in the tropical locale first made famous by author Jules Verne. But anyone considering it nothing more than a “Myst clone with a health bar” was left eating their words – and a whole bunch of other self-prepared delectables – as the creative little adventure combined engaging real-world survivalist challenges with a clever use of inventory to make for one of the more delightful genre surprises in recent memory.
Now a half-decade later, the French studio is… uhh… returning to the… umm… mysterious island in Return to Mysterious Island 2: Mina’s Fate. Little did we realize that the young protagonist’s so-called “rescue” at the end of the first game would land her right back where she started, and more than a little worse for wear. But what of the game itself? Is it able to MacGyverishly build on the strengths of its predecessor, or is a sequel going back to the source once too often? The answer is a bit of both, as the second game shows flashes of the same charm while managing to introduce a welcome new feature, yet strays a little too far from the simple appeal of the original with an increasingly bizarre storyline that detracts from the overall experience.
The game’s primary addition is on display as soon as the action touches off. Or “splashes down”, to be more accurate, as a crash landing leaves players frantically seeking escape from a submerged helicopter while an unconscious Mina is helplessly oblivious of her impending doom. The playable character, you see, is Jep, the cute little monkey that Mina befriended in the first game. You won’t spend the whole game playing a simian, as you’ll control Mina alone on occasion, and the two pals together the rest of the time, but the inclusion of Jep as a second playable character does add some strategic twists and even an important narrative slant that gets RTMI2 off to a very promising start.
As you’d expect of a monkey, Jep is small, agile, has keen animal instincts, and is the only one that can communicate with the island’s other primates. His size is relevant, as only he can climb trees and fit into small spaces, and his nose alerts him to the presence of particularly important details. A small icon appears to indicate that a useful or dangerous object is nearby, coming into focus as you narrow in on its location. It’s an interesting concept, though it’s largely underused and only sporadically implemented, as most items don’t generate this sensory alert, and those that do can plainly be seen anyway. Still, it’s a nice touch to help create the illusion of playing a non-human character.
The ability to communicate with other monkeys is another such an attempt, though if my experience is any indication, Jep doesn’t understand his fellow creatures much better than I do. The animals’ basic emotions are indicated textually, such as “angry”, “saddened”, or “concerned”, and a reputation gauge appears onscreen to establish their current attitude towards you. To interact with each, a selection of pre-determined icons is available, allowing you to try such things as pacifying, grooming (yum, love those ticks!), offering gifts or even bullying them. However, there’s really no consistent way to predict the reaction, making the process seem like guesswork more than deductive reasoning.
There are limitations to being a monkey as well, most notably the inability to combine objects. As fans of the original game will remember, inventory connections were an essential part of the island experience, as Kheops introduced a unique interface that highlighted formulas for partially-completed combinations. This feature returns in RTMI2, but only when playing as Mina. This isn’t a significant hindrance, as the two protagonists (inexplicably) share all inventory anyway, but it does seem that complex experimentation is less emphasized this time around, often limited to the many optional tasks available to you. You can still bake cakes, paint cliffside murals with homemade paints, and go fishing for dinner with a makeshift rod, but you can skip these actions entirely if you so desire. I commend the developers for including non-essential activities, though having said that, I often found the side quests far more interesting than the required ones.
Survival is still the first order of business, of course, especially since Mina is wounded to start. As with the last game, an energy bar indicates each character’s health status, and you’ll need to scavenge for items so you can feed and sometimes nurse them back to full strength. It’s at these times where the game really shines. So many adventure game obstacles seem like blatantly contrived puzzles, and having players face real dilemmas with (more or less) real-world solutions is a welcome change. Stitching up Mina’s cut is guaranteed to be one of the more memorable inventory puzzle solutions ever, and chasing off a prowling jaguar is always satisfying. Even a little TLC goes a long way, as a hug between Mina and Jep is good for them and can’t help but warm even a jaded player’s heart a bit.
Along the way, you’ll need to successfully overcome a variety of minigames as well. These aren’t typically “win or lose” activities, but “keep trying until you get it right” types. You’ll need a quick hand to snag scurrying ants, a steady aim to fire a blowgun, and a proper sense of timing to navigate a series of tree jumps, to name just a few. You’ll also get to help Mina make some pottery, though even those who are all thumbs can’t fail at that. You’ll need more than thumbs to play a simple ocarina, however, if you plan to use tune-matching music to calm any savage beasts (there are other ways). None of the minigames are very difficult, requiring just a touch of patience more than anything else, but an “easy” option appears after a few failed attempts if you do have trouble. Regrettably, most of these activities aren’t overly engaging, either, and some are clearly better and more organic than others – slapping a rogue monkey’s thieving hands from your multi-tabbed inventory stops being fun the moment it starts – but they do add a bit of variety. No particular minigame is overused and some aren’t even required at all. There are occasions where you can “die”, but you’re instantly restored to the point before death, so it’s a very temporary setback.
Somewhere along the line, though, the focus begins to change, as if Kheops realized that a survivalist premise wouldn’t carry them through another complete game. The characters may be hungry, but will refuse to eat certain food types more than once, axes and knives won’t cut through thorny roadblocks, and Mina won’t even agree to carry Jep unless he cleans himself off each time. Such arbitrary busywork then gives way to even more abstract obstacles in the form of tile puzzles, circuit patterns, and other standalone challenges. You’ll even have to deduce a symbol code to open an underwater airlock. Who does that?! In the original game, the impulse to include these sorts of brainteasers was held off until the very end, but here it’s introduced sooner with a storyline twist that takes the game in an increasingly bizarre direction. Don’t get me wrong: while some are far too reliant on trial-and-error, the logic puzzles can be quite clever in isolation, but when conducting the latest scientific experiment, solving another mechanical breakdown, or interpreting strange runes, you can’t help but wonder when you started playing a different, far more traditional game altogether.
Continued on the next page...Return to Mysterious Island 2: Mina’s Fate
Platform: iPad, iPhone/iPod Touch, Mac, PC
Genre: Adventure, Science Fiction
Developer: Kheops Studio
| Territory | Date | Publisher |
Download |
July 1 2009 | Microïds |
United Kingdom |
October 1 2009 | Iceberg Interactive |
I don’t know. I have mixed feelings about these two games. On one hand, it’s a first-person experience and, furthermore, a solitary one. But this emphasis on real-life situations seems to me utterly intriguing. And I like animal companions in my adventures, so I’m sure that I will like Jep. I’m really conflicted: to buy it or not to buy?
You should go ahead and buy it Andrea.
I had a great time with it and loved just wandering around checking everything.
I particularly loved making vases and coloring them ![]()
If you’re only going to try one, I still recommend the first one over the second, both for background purposes and because I think it’s better. But both games have kind of a “third-person mind in a first-person body” kind of appeal. Still very solitary, but you’re usually too busy fiddling with stuff to notice. ![]()
Yes, the original game is awesome and a true Kheops classic. Like Jack suggested, I’d go for the first game too if you’re skeptical, Andrea. In fact, it’s interesting because most of their games released until now feature gameplay mechanics first introduced in Return to Mysterious Island and carried over (though slightly enhanced over time) from title to title, like the inventory system and interface for example.
Thanks for the review. This one’s a must-buy for me.
Reviewer has the point in most cases, but I simply can’t agree on everything. An example we can find in this statement “Sadly, when playing as both characters together, you never see the other (except in an onscreen icon showing which character you currently control),”.
This is not true. If Mina is fishing, you can see both Mina and Jep - plus each time Mina catches something, Jep does “the happy dance”, let me call it that way, hehe
Anyway, this game is so beautiful, it has the story, it has the puzzles, it has everything an adventure should have plus those sidequest you don’t need to do, but I bet you’ll want to replay it just to see everything you possibly missed.
To me this game is nearmasterpiece. As reviewer stated, the game “connects” in a way to another game called “Voyage”. And “Voyage” is the only adventure game I hate. What were they thinking? I almost trashed my PC when I saw Mich(a?)el Arden or whatever his name is here. Adding that here is a sacrilege if you ask me.
And just because of that, I give RTMI2 4 out of 5.
What are you waiting for? Buy it!
To avoid confusion (and the appearance of even bigger spoilers) about joxer’s comment, Michel Ardan is not in this game. He’s merely referenced in a secondary way, so knowing that doesn’t give anything away. And anyone who played Voyage to the end knows that connection isn’t new anyway. ![]()
I loved the first RTMI, and I expect I’ll like this one as well, although the deus ex machina element of introducing abstract puzzles will likely leave the same sour taste in my mouth that it did in the first one. Regardless, it’s so ridiculously difficult to write an adventure game with no fantastical elements that I’m just glad to see developers try—even if they fail.
Interesting and comprehensive review . While I am not exactly a fan of Kheops Studio and their excessive focus on sometimes seemingly frustrating puzzles, Return to mysterious island 2 may prove promising after all . I will certainly purchase the game as soon as I find the chance .

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