In the first two Monkey Island games Elaine never fights with a sword. Her strength comes from being one step ahead of everyone. She doesn't need to conform to the male power fantasy trope to be strong and that is what I have always found interesting about Elaine.
#MonkeyIsland

@grumpygamer Some people believe that Monkey Islandℒ️ is "just a good game", but there is so much more... the self-references (no poodles were harmed), breaking the fourth wall (Herman speaking to the player), setting own rules and playing with it ("please please please [...]" to get the cloaking necklace).

This serious silliness, the incredible graphics (which still look good today), the music - This is so much more than "just a good game". This sparked my love for the whole adventure genre. 🧑

@grumpygamer having played the first two games as a little girl she was always very important to me - thank you for adding a great female character that stood on her own
@grumpygamer: Not only she doesn't conform, but on face value; the first whole game (from Guybrush's perspective) turns out seeming to be just an exercise in absurd pointlessness. Elaine didn't "need" saving from LeChuck's clutches... She got it all under control.
BTW, Loved RtoMI, thanks a lot!!!

@grumpygamer Are you allowed to call a game character interesting when you had a large part in making them?

Just kidding. I played the first Monkey Island game on a Black and White laptop in the 90's, and she was probably the most interesting character in the game. It's been 20+ years, and the three characters I remember are Guybrush Threepwood, Elaine, and the boat salesman.

@grumpygamer I think Elaine deserves her own game, or at least a Monkey Island game where she could be playable. BTW, are you working in the same game than Dave Grossman nowadays? Just curious
@TorreznoEntertainment Dave and I are working on different games, but we do pick each other brains.
@grumpygamer I really want to know which are (and play) your new games! πŸ€“ Keep the great work

@grumpygamer swordfighting wasn't about strength in those games anyway, though. The way you implemented 'combat' was utterly brilliant all round. Both because it was so different to any other game and came as a complete surprise the first time you invoked it as a player, and because it emphasised that you shouldn't take anything too seriously, which tied in so perfectly to the way the whole game played out and especially the endings.

Honestly, MI swordfighting was pure genius 😁

@grumpygamer The ending of the first one was a big inspiration for the end sequence of King of Dragon Pass.