One thing is that for this kind of research, the goal seems to be "learn to play a game from scratch without any prior knowledge of the rules, physics, map, etc.". If you just wanted an AI that could beat Montezuma's Revenge, you could probably write one quite easily by giving it explicit knowledge of physics, hazards, goals, and strategy.
For example, last year an AI beat NetHack (an incredibly complicated game that I think gamers can agree is "harder" than Montezuma's Revenge, although it's turn-based rather than real-time) for the first time. But the NetHack-winning AI didn't learn to play NetHack like a human would, and the prospect of that is incredibly remote.
Instead, the NetHack AI was hard-coded full of extremely detailed domain knowledge about NetHack items, maps, commands, monsters, goals, etc., and used search strategies to explore the dungeon and perform specified tasks given that knowledge. So it was barely doing any learning at all (although the dungeon map, starting inventory, and item descriptions are randomized on every play, so it did have to learn those things each time, and had explicit strategies for doing so).
The from-scratch success at video games is what most impressed people about DeepMind's original work; they were able to beat a whole lot of Atari games without telling the AI how to play. But if you see the level of complexity of those Atari games, writing an AI to play them would not have been such an impressive feat in itself. Although Montezuma's Revenge is a lot more complicated than something like Breakout, I think exactly the same consideration applies here. A computer could easily be the best Montezuma's Revenge player in the world already, but getting it there without encoding knowledge of the game calls for substantive new research.