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Armikrog is a unique stop motion clay animated point and click adventure game from the creators of Earthworm Jim and the Neverhood. Follow the adventures of space explorer Tommynaut and his blind alien talking dog Beak-Beak, as they unravel the mysterie...
Armikrog is a unique stop motion clay animated point and click adventure game from the creators of Earthworm Jim and the Neverhood. Follow the adventures of space explorer Tommynaut and his blind alien talking dog Beak-Beak, as they unravel the mysteries of the fortress that holds them captive through exploration and puzzle solving!
Follow the adventures of space explorer Tommynaut and his blind alien talking dog Beak-Beak, as they unravel the mysteries of the fortress that holds them captive through exploration and puzzle solving!
Loveable characters designed by Doug TenNapel creator of the Earthworm Jim and developed by creators of The Neverhood, Ed Schofield and Mike Dietz.
Rich cast of voiceover talent brings Armikrog’s characters to life, including well-known actors Jon Heder (Napoleon Dynamite), Rob Paulsen (Pinky and the Brain) and Michael J. Nelson (Mystery Science Theater 3000).
This game was built upon a promise of return of the Neverhood. And where the original was quirky and funny, the new one is trying to be the same. But it doesn't look quirky or good. Armikrog doesn't respect your time. It doesn' t have appropriate linearity and - to say the least - bugs! There are a lot of bugs.
Steer clear of it and just replay the Neverhood.
As a huge fan of The Neverhood I was quite excited to play this game -- it did not disappoint! The attention to detail, artwork and soundtrack are incredible. A must-play!
BUGS, ISSUES
Game uses Windows mouse pointer. No context sensitive pointer to tell you the interactive hotspots. There is no way to know what is interactive, so you have to keep clicking on everything.
No inventory display.
Load Game is for some reason hidden under Options.
Switching between characters is done with left mouse click. But the dog always follows Tommynaut, so when the dog blocks an interactive hotspot this becomes a problem.
Switching from Dog to Tommynaut after giving Dog a command will cancel that command and Dog returns to Tommynaut.
There are many places where either subtitles don't display, or don't match the voice.
There are some animation glitches where characters instantly teleport to another point on the screen, skipping part of the animation. (This allowed me to solve one of the puzzles without doing one of the required things.)
There are no audio or video options in-game. The volumes of sound and music are both too low and not adjustable. The "Launcher" gives you some video options before the game launches, that's it. This is what you get for using crappy and buggy Unity.
The "wall of text" at the museum place (similar to the Neverhood Chronicles walls of text) is filled with typos. (Yes I actually read the entire thing.)
GAME IMPRESSIONS
Claymation is awesome. Cutscenes, animation and environment are top notch.
Cool story.
Puzzles are fun, but very repetitive. I don't get the puzzle design principle where all the puzzle solutions are given at locations in the game. What's the point then?
TOO SHORT. This is probably due to the difficulty of producing stop-motion animation and being a Kickstarter game.
Some puzzle solutions and mechanics are unintuitive. (SPOILERS: feeding the fly to the Dog apparently gives the Dog the ability to fly, but for the dog to launch in the air and spread wings, you apparently had to click somewhere towards the top of the screen. I could never figure that out so had to look up a walkthrough video.)
An excellent craft work. Time will give you the reason. Grat atmosphere and designed with the spirit of the old graphic adventures. Although it is short, it does not stop having difficult puzzles and a story that engages. It shows the hand of the grat Doug TenNapel. Thanks to the people who donated in kickstarter!
With Armikrog, the guys at Pencil Test set out to make a successor to their cult adventure game The Neverhood, and that is exactly what we got; no more, no less. If you go into this game with that mindset, there is no way you will be disappointed.
This, honestly, could be a game out of 1997. Now, if that's something that you think you'd have a problem with, or you feel that it's a waste of time/talent/money/a game to develop something so rigorously retro and ignore 15+ years of game design, then you might have legitimate complaints. But this was the mission statement from the beginning for this game, so *nobody* should be surprised.
The game is old-school in ways that might upset some people (obtuse puzzles, little feedback in the interface, etc.), but that is just how adventure games were back in the day, and a lot of us wanted another one of those. We got it. Another point of contention is the length. For an experienced player of games like this, it'll probably take you about 4-5 hours...just about exactly as long as The Neverhood, and not coincidentally, almost all adventure games of that vintage.
You see what I'm trying to say. If you liked the style, storytelling, worldbuilding and characters of The Neverhood, you are going to love Armikrog. It is a truly great follow-up that captures the spirit of these creators' previous work perfectly.
One caveat: Maybe the only way in which this game is lacking in comparison to The Neverhood is in the music department. Getting Terry S. Taylor back for this game was a big selling point, but his score is a little disppointing, and there are relatively few songs of it. For this, I think Armikrog loses a star.