Armikrog is a unique stop motion clay animated point and click adventure game from the creators of Earthworm Jim and the Neverhood. Unravel the mysteries of the fortress that holds Tommynaut and his blind alien talking dog Beak-Beak captive through exploration and puzzle solving!
User reviews:
Mixed (764 reviews) - 49% of the 764 user reviews for this game are positive.
Release Date: Sep 30, 2015

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About This Game

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).
• Original soundtrack created and recorded by American songwriter and record producer Terry Scott Taylor.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP+
    • Memory: 2 GB RAM
    • Graphics: Pentium 4 or equivalent
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • OS: Mac OSX 10.8
    • Memory: 2 GB RAM
    • Graphics: Intel HD 2000 Graphics
    • Storage: 2 GB available space
    • OS: Ubuntu 14.04 LTS or SteamOS
    • Memory: 2 GB RAM
    • Graphics: Intel HD 2000 Graphics
    • Storage: 2 GB available space
Customer reviews
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Mixed (764 reviews)
Recently Posted
0.4 hrs on record
Posted: August 17
The game is confusing and giving you a silent treatment. Call me stupid, but this game is confusing as heck. Also screw infant with lulaby puzzle.

And add the language option.

btw I regret backing it up on kickstarter.
Helpful? Yes No Funny
4.5 hrs on record
Posted: August 6
Well done, but short.
Helpful? Yes No Funny
8.4 hrs on record
Posted: July 31
I was extremely excited when I heard that this game was being funded, having almost beat the Neverhood before (I was stopped when my computer updated and wouldn't run the game properly anymore). To be honest, I wish that they could just remaster and re-release the Neverhood so that it wouldn't be so darn rare to find compatible copies! Still, I've played the game around 3 times and I can say this game isn't bad.

The voice acting is relatively ok, Rob Paulsen carrying a lot of it as Beak-Beak, but the setting and music both really give the game a lot of charm. The story is half of what It could've been. With more time, it could've been deeper and more complex. The characters, as a result, also fall pretty flat. There is little time devoted to them to allow the player to care much about them.

The game has little replay value except to see how fast you can run through it (about 1.5 hours for me the last run), so I would say this game is worth buying if it's on sale. Not very worth its full price. Find the Neverhood somehow. Even though the animation is much better in Armikrog, being newer, the Neverhood has a bigger game, harder puzzles, and more depth to its story.
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3.8 hrs on record
Posted: July 23

- visuals ok, but some obvious design shortcuts
- music is ok at first, rather bland near the end

Cons: (everything else)

- boring and repeating puzzles
- forgettable storyline
- visuals of mixed quality
- no humour
- characters barely speak
- bugged save system, lost progress twice because a) savegames don't overwrite or b) because saves are broken
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Dr. Kebin
4.0 hrs on record
Posted: July 16
This game was a huge disappointment for me. I may have set my hopes up much too high. However, this is not at all a bad game, but one that didn't live up to the standards that Doug TenNapel set when creating both Earthworm Jim and The Neverhood. I loved The Neverhood and in fact just beat it a month before learning that this game was being released. So naturally I preordered Armikrog and the Sound Track (which was phenomenal as expected).

The Good

  • The music was by far my favorite part of the entire game. Terry Scott Taylor's rambling vocals and the odd instrumentation help to give this game even more quirk than it already has.
  • The visuals of the game are beautiful--possibly even more so than that of The Neverhood. The mixture of clay (or plastic that is formed to look like clay), paper, and other craft objects is an art style that has never been pulled off quite as well as Doug TenNapel's projects have.
  • The cut scenes, which were often humorous (to an extent) were reminiscent of The Neverhood at times.
  • Of course, a good point and click game would not be complete without some good puzzles. They were quite a bit easier than that of The Neverhood.
  • The addition of a second character in a Donkey Kong Country-style fashion definitely added another dimension to the gameplay.

The Bad

  • The crying baby mini game felt monotonous. This was the only puzzle that threw me off at first. When I finally figured it out, it just became irritating to have to do several other times.
  • The ending was very anticlimactic. Compared to the The Neverhood, which had both a good and bad ending, the ending for this game was much too simple and boring. Vognaut was not a menacing villain like Klogg was. There was no buildup to his arrival and I wish that the story behind the three astronauts was explored much more.
  • The length of the game was a major issue for me. While The Neverhood takes between 6 and 10 hours to complete on average (took me 8 hours), Armikrog suffered in length. It took me between 3 and 4 hours to beat. However, this could be because the game had much less backtracking and scavenger hunting. That can be viewed as a good or bad thing.
  • Most of the puzzles felt too damn easy. The ones that were difficult on the other hand, were too damn difficult out of nowhere.
  • The characters never talk to one another during gameplay. It feels silent and awkward. Much of the cutscene dialogue feels forced.

Give the game a chance. I can't say it's not worth a shot. Wait for it to go on sale though.

If you have never played The Neverhood, you are in for a treat. If you are only here for nostalgia, this game will definitely fuel it. But if you're expecting something close to a Neverhood 2, you will be a bit disappointed.

(Sidenote, I missed the first-person views but I think that probably would've extended the amount of time it took to create by even more. I also would've liked to see a spaceship level or something along the lines.)
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3.0 hrs on record
Posted: July 6
While relatively short, this game is decent. If you don't mind the claymation style, which I think has a sort of charm. As for anyone and everyone expecting this to be some sort of grand masterpiece, IT'S AN OLD-SCHOOL POINT-AND-CLICK. Not everything can be Monkey Island. To those that panned the game, did you ever play all the old puzzle P&C's before? It's an older genre, maybe it hasn't aged the best, but this is it. Myst, The Day The World Broke, all the old titles that used very limited animated elements on a static set. It's done by the people who did The Neverhood, and that game came out in 1996. This wasn't supposed to be innovative, or amazing, or the next CoD, it's nostalgic. Pure and simple reminiscing. The tech may have gotten better, but they went with the old formula with new tools, by choice.
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6.3 hrs on record
Posted: July 4
Armikrog is a great game. Interesting puzzles, funny sceenes and good soundtrack.
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3.9 hrs on record
Posted: July 3
I'm honestly not sure about how I feel about Armikrog. On one hand, it perfectly captures the feel, style and quality of the neverhood, but on the other, I felt wanting. The game was very short, full of glitches and kinda ham-handidly handled its ending. But at the same time I'm compelled to recomend it, warts and all to anyone who enjoys old style adventure games.
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Guma # firewall
3.7 hrs on record
Posted: July 3
As much as I appreciate that they made a sequel I must say that it was to short. However it gave me this small comeback to my childhood when I played Neverhood! Thanks!
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3.8 hrs on record
Posted: June 30
This game gets a bad rap. Feels pretty much just like The Neverhood, only perhaps a little bit less slapstick/silly. Same style of puzzles, gameplay, and story. A little disappointed by the music, as it's more ambient and less goofy than in the past, but perhaps Terry Taylor isn't as wild in his old age. Regardless, it was still a nice revisit to Doug TenNapel's art and game design style. I wouldn't recommend paying full price, but when it's on sale, I think it's worth every penny.
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Most Helpful Reviews  In the past 30 days
2 of 2 people (100%) found this review helpful
8.4 hrs on record
Posted: July 31
I was extremely excited when I heard that this game was being funded, having almost beat the Neverhood before (I was stopped when my computer updated and wouldn't run the game properly anymore). To be honest, I wish that they could just remaster and re-release the Neverhood so that it wouldn't be so darn rare to find compatible copies! Still, I've played the game around 3 times and I can say this game isn't bad.

The voice acting is relatively ok, Rob Paulsen carrying a lot of it as Beak-Beak, but the setting and music both really give the game a lot of charm. The story is half of what It could've been. With more time, it could've been deeper and more complex. The characters, as a result, also fall pretty flat. There is little time devoted to them to allow the player to care much about them.

The game has little replay value except to see how fast you can run through it (about 1.5 hours for me the last run), so I would say this game is worth buying if it's on sale. Not very worth its full price. Find the Neverhood somehow. Even though the animation is much better in Armikrog, being newer, the Neverhood has a bigger game, harder puzzles, and more depth to its story.
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Most Helpful Reviews  Overall
193 of 231 people (84%) found this review helpful
7 people found this review funny
Not Recommended
6.0 hrs on record
Posted: September 30, 2015
I finished this game, so I feel like i can give it a review. I was a big fan of The Neverhood and Skullmonkeys. I was hyped when Tennapel said about the movie, then I heard about Neverhood sequel and I was hyped even more. Even helped to kickstart the game. But today, when I finally managed to play it i was...dissapointed.
The story is just dull, the world isnt shown at all, unlike in the neverhood. You see some rooms, some creatures pop sometimes, but it just feels forced and like the creators were just putting stuff into the game so it would not feel empty. The main antagonist is dull, his story, motives and transformation are not explained. Cant even dare to compare him to Klogg.
Also, given the time and money, it should be longer. Feels like I just finished the episode 1 of the 6 part series, like Wolf Among Us or The Walking Dead.
I really expected something greater and better storywise. In previous games I loved the world, its humour and sadism. There is almost none. If I wasnt The Neverhood fan, I would have never bought or played Armikrog.
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115 of 135 people (85%) found this review helpful
5 people found this review funny
Not Recommended
7.3 hrs on record
Posted: October 4, 2015
Such a disappointment. I didn't back this on Kickstarter because I didn't have the money at that time, otherwise I would have, just because I'm a big fan of Doug TenNapel works, like the Earthworm Jim franchise and The Neverhood. I did however pre-buy the digital copy via Steam 2 or maybe 3 months before release. I remember seeing the game pushed back over and over and thinking "Oh, this is getting so much work done, it's going to be amazing!". These are a few of my first thoughts while playing the game (I'll try not to spoil anything):

- The game starts with a cinematic with it's own soundtrack piece, telling us a little introduction to the story, keeping it brief and entertaining. Next, the first clay motion pictures start rolling. We see the main character and his sidekick, great animation, the voice acting is amazing, some jokes here and there, even the non-clay materials from the ship and wandering monsters look awesome. Great start! ...and sadly it all goes downhill from here.

- You are presented with the first room where you can actually interact with stuff. The first thing that caught my eye was the cursor, Windows default cursor. I mean, really? I know a fair amount of designing and programming, and I can tell you, making a custom cursor for a POINT AND CLICK GAME is a must and easy as f***! Do a friggin clay arrow and throw it in there! But at that time I was still hyped and didn't care.

- You can actually look out the window, which triggers a series of events going on outside that don't affect you at all, but are quite interesting and funny. You get to see multiple cutscenes of the outside situation. And that's it! Never again in the whole game you encounter such thing again. Come on! A point and click game feeds on these kind of "events" throughout the entire game!

- Moving on, you go through the next couple rooms, encounter some characters and your first couple puzzles. Now, I haven't played many games like this, but my first reaction when you pick up the first lever was "Ok lets open the inventory and see what I just grabbed". Hit I(nventory), clicked Tommy's body, hit Esc (more on that later)... nothing. Huh... You go up to the door and it's closed, so you click on the thingy next to it and he pulls out the lever and does all the action automatically. Would've been more exciting to at least do the thinking of "What do I use here?" right?

- Esc brings up the Menu, if you wanna call it that. You got the Resume and Quit button, of course, and Options. Go into Options to find some resolutions, subtitles and... Save?? WTH? Since when is Save inside the options of a game? I don't wanna sound like I'm ♥♥♥♥♥ing about everything here, but in my opinion these things make the game look unfinished and unprofessional.

- Next, lets talk about the puzzles. I've read people saying the game is super hard and that the puzzles are near impossible to figure out without a walkthrough. I don't think they are that bad. Personally I like getting handed a puzzle and figuring it out on my own. But here's the next thing that went wrong: the interactivity is terrible. You are not sure what is an object and what is just clutter. I am not saying "Make it obvious", but at least the objects could get highlighted when you hover above them. 15 minutes into the game, I was already stuck. I clicked everything, went back and forth, there was a point I even thought I had glitched something out. Apparently, when you control Beaky, he is blind or whatever, so he sees things differently. Once you go through a tunnel you come out on one of the previous rooms, where I had clicked everything a thousand times. Here you are supposed to "speak" to an octopus-like creature that is hanging from the ceiling and serves as the elevator. Tell me, how the hell are you supposed to know that, having clicked on it countless times as Tommy and Beaky, but only going back through the hole and doing it, works!?? AARGGHH!!! I don't think that is a hard puzzle, I think that is poor design.

- Last, but not least, game length. Finishing the game takes you from 2 to 4 hours, unless you get super stuck and decided to invest a whole afternoon just trying to get through the game without help. I even figured it out while I was halfway through it, since you are collecting some items and you already have half of them. This is the thing that hurt me the most. So much waiting for a couple lousy hours of entertainment. Even if they didn't add more content to the main story, they could've added more random stuff like the window event from the first room I mentioned earlier. And with these, you can add a lot more stuff. Doing certain random stuff unlocks Concept Art pieces, Interviews with the creators, Videos showing the creative process of the whole game which is AMAZING. The worst thing is all this already exists!! I've seen it countless times! And this also gives the game replayability. For f*** sake if I can think of this stuff how didn't they!!!???

Anyway... rant aside, I think the only positive side of this game is the art that makes it come to life (except for some areas where they decided to go with Photoshop, for whatever reason...). Did they dump all the money on the creative process and were left with very poor programming? It makes me wonder how bad it was before they decided to push it back. I'm not mad, I don't think this was done neither on purpose or due to lack of interest, you can clearly see the creators working on the game with passion for what they do, but somewhere between that and the release, something went terribly wrong. Again, I'm not mad. I'm just terribly disappointed :(
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187 of 252 people (74%) found this review helpful
14 people found this review funny
7.3 hrs on record
Posted: September 30, 2015
WAIT. Dont Click buy yet. Hear me out.
---------------------------updated review: 08.Oct-15-------------------------------------------------------
Now that I've had a week to reflect on this game, I'm finally ready to review it. Patch 1.1 and 1.2 is out. fixed alot of my problems.
So... This game isn't a Neverhood sequel. It's Not even close to Neverhood but I will judge this game on its own, but I will compare it to it.
And I wont lie, I did buy it in hope of a sequel in the spirit of The Neverhood. Lets do this quick.
I did finish this game, twice. And I'm Really done with the game.
Now I'm gona sum up the game:

-gameplay: 9/10
-Cutscene: 9/10
-End Cutscene: 5/10

Story: Its completely fine. It got the humor of Doug Tennaple(who worked on The Neverhood and Earthworm Jim). I think it falls flat in some places.

Voice acting: Great. Huge fan of Rob Paulsen(voice of Pinky, Yakko Warner, 2 of the turtles of TMNT and Spike from Land Before Time)

Puzzles: This is where I'm really sad to say. Alot of it are too easy, some is confusing.

AND THE MUSIC: F**K, S**T, F**K. Im so disapointed, BUT the music in this game fits this game.
If anyone Remember The Neverhood, You know the music was memorible, also those small jingles. In this game It was REALLY disapointing.
Theres a video out of Terry S. Taylor playing a song that was for this game. its called "Boo hoo Hah". Its just like The Neverhood. And Its amazing. I WANT THAT SOUNDTRACK.

Final thoughts: Short game. Fantastic Animation. Great voice acting. Okey Music. MEhdiocer music, Fine story. NO replay value.
Recomend waiting for a sale. But by all means buy it and experience it. Its a great game.
Okay. This is fantastic game as far as I've played. Got a great Claymation and grafics thats good. Steady FPS, no lagg spikes or anything, but the cutscenes seems to be in a different resolution.

BUT the reason I stop right now, is the release build has a couple problems. Menu screenS(both the ingame and menuscreen) text aren't there... Trying to save? Grafic settings? Load? Where to click? well I guess Thats the first puzzle of the game, to find the right one to click. I dont f**king know.
I've had a couple of crashes too. Currently according to the devs twitter they are working on it and investigating the problems. Give them some time. (Ok. text problem is fixed)

So as of right now(1hour after the game was released) the game has some problems. As soon as they have fixed these problems I will remove this review, and put up another one. Why? Because I Want to play it so I can get the right experience. I've waited 10years for The Neverhood sequel that we never got(I rediscovered it, play it in 99)(Also Yes I know, Skullmonkeys. It was a platformer so its is as much of a sequel as Nut and Bolts are to the Banjo Kazooie/Tooie.) so Ofc I'm going to give it a posetive review. Just wait a day or two to you see the reviews/devs say that its fixed. If you like Point and/or Clicks, buy it.

I cant give it a negative reivew. Because I want it to be good, it is as far as I've seen. But give them some time to fix up the release bugs. like a couple days.

now from the information you've gotten: you can decide if you want to buy it.

Do it. Its gona be great as soon as everything is fixed.
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77 of 90 people (86%) found this review helpful
2 people found this review funny
Not Recommended
10.0 hrs on record
Posted: October 5, 2015
I pledged for this game back when they did their kickstarter. A big fan of Dougs work on Earth Worm Jim and calling this the spiritual successor of the Neverhood I couldn't say no to this.

I will get the pros out of the way first. Animation and voice acting is stunning. The visuals pop and you can see that charm we have grown to love.

The backstory is amazing. If you read the hall of records and learn the tale of Armikrog its an amazing story.

It made me feel like I was back in the computer shop playing my childhood all over again.

But as for the negatives. The main characters do feel like they are out of place in a story that is so much grander. Its almost as if they dont connect too well. The back story is well versed but when trying to play the game you feel its overshaddowed by characters that dont belong.

I love the writing dont get me wrong its amazing. But when Klayman was a part of the Neverhood he was a part of the story. Here it just feels like a side note to a grand story.

The game even though Ive heard is the same length in screens seems way shorter. I beat it in two days over an hour a day. And the ending is clear they want to continue with the story but Im not invested in Tommynaught as a character.

The puzzles are repeated alot. The Neverhood mixes them up. Having not just button pushing or slide puzzles but puzzles that have a different look and feel to them. Some may operate the same but they physical appearance changes which keeps it fresh. Here it just felt filled in.

Some of the assets seem repeated besides the puzzles. In particular stretching a character to make him seem taller instead of making a new one seemed cheap. Same with mixing cartoon eggs with animated ones. The styles clashed alot.

The soundtrack was something I was looking forward to the most but the game decided that instead of theming rooms with songs that it would just pick and choose what to play. Id like to think this is a glitch. Because I dont know what the hell they are going to put on the soundtrack. Honestly each rooms music made it. Here it doesnt even function.

There was a lot less cutscenes. Even quirky ones that made the Neverhood fun to play. The ones that just stick out and dont mean anything but are just plain funny to watch. Even in SkullMonkeys they had that down easy!

And last. The glitches are so high! From my save file being erased. Passing through doors I shouldnt. Clicking something that doesnt work only to leave or move slighty to the right and clicking it again until it does. Crashing the game and seeing the hotspots not even mash with the mouse. The Unity engine almost seems like a last thought in making this work.

To delay the game an extra month makes me wonder what they did. Not in a rude way but Id like to know what went wrong. The bug testing team didnt do a damn thing. And the other night someone from the team said there wasnt too many issues and they were happy with it.

I can accept everything else. If it wasnt for the glitches. A month is enough time to fine tune it. There should be no issue.
Again I love the game itself and can ignore the rest if it wasnt for that. But this falls short of The Neverhood and trying to recapture it. And does make you want to come back for more. But the question is....will they make things right if they decide to continue the story?

I hope that my kickstarter gear is amazing as they said because it breaks my heart to say that I feel a bit let down.
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99 of 127 people (78%) found this review helpful
10 people found this review funny
Not Recommended
6.8 hrs on record
Posted: October 1, 2015
Warning: contains spoilers.
Review version: 1.01 (updated)

I cannot help but compare this game to “The Neverhood”, since it was advertised as a spiritual successor to it and I don’t think it’s wrong in any way.

• Some parts of the game are made of clay, which is a rare thing.
• Nice overall design, somehow rich visuals.
• Made me replay and realize the beauty of ”The Neverhood” for the third time.

• Lots of technical issues revolving around:
1) localization (some of them fixed as of 1.01, but you still cannot choose the language via options menu or launch parameter / config), 2) subtitles, 3) cursor, 4) controls, 5) sound, 6) music, 7) transparency masks.
• Lacks polish and feels like an unfinished low-cost product, which is unacceptable for an adventure game which lacks branching plot and has almost none to zero replay value.
• Easy, boring, uninspired puzzles, some of them are recycled three times.
• Not heavy, but noticeable recycling of the assets.
• Inconsistent background resolution.
• Inconsistent use of clay, there is clay animated in PS.
• Not enough quality claymation sequences.
• “The Neverhood”s humor is not included.
• The story is dull, has no closure. Ending sequence is so ugly, it’s cringewothy.
• Generic music which hardly creates any mood. Truly disappointing work, Mr. Terry S Taylor. No lossless OST in the Deluxe package, low-bitrate MP3s only:
• The resolution of the assets could have been higher, last time I checked it was 2015.
• Protagonist’s sidekick exists purely for gameplay purposes, there is no smart or funny dialogues between him and the protagonist.

Even though the game has no game-breaking bugs and could be played through, the release version still feels like a deep beta, looks like the QA was either non-existent or made by deaf and blind people.
If you’d like to see some of the rough spots, check this album: (updated with some other screenshots I took during the playthrough)
I counted the total amount of unique screens in “The Neverhood” and even though it’s roughly the same as in the “Armikrog”, “The Neverhood” was a small interconnected world made of clay, “Armikrog” is just a bunch of screens.
If you would like to see for yourself, check out the screens of “The Neverhood”, here you go, all of them:
Most of the Armikrog’s screens, compressed by Steam:

Verdict: spiritless successor of “The Neverhood”, the world would have been better without it.
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58 of 65 people (89%) found this review helpful
1 person found this review funny
Not Recommended
3.5 hrs on record
Posted: November 6, 2015
I just had a lengthy debate with myself over whether or not I could recommend this game. Ultimately, I can not.

I grew up in the heart of the adventure game era. I am very forgiving of the pitfalls of most adventure games as long as I feel like I had fun at the end of the day. As a fan of Neverhood, Earthworm Jim, and adventure gaming in general, I was quite excited when this popped up on Kickstarter. I dropped WAY more cash than normal to get art books, signed prints from Doug, and other swag.

I've learned to temper my expectations from kickstarter, I've also learned to not expect these games for several years and even then, not to play them when they are first released. I picked up Armikrog the day after a patch which added context sensitive cursors, and several other minor fixes.

Right off the bat I was thrown into a static menu screen. I immediately missed the lively, animated title screen from Neverhood that set the tone for he rest of the game. Unfortunately, this static screen was setting the tone for this game as well.

A majority of the game is played across sparse rooms. Some are simply a few walls made of clay with a couple fingernail lines drawn into them. Others have gorgeous set pieces using found objects. But even the gorgeous scenes typically revolved around a single item. In the intro we get a glimpse of this planet, it's wildlife, the slapstick style 'klayman' humor we loved in Neverhood, and a glimpse at the relationship between Tommynaut and Beak Beak. And then the game starts and we might as well throw all that out the window. It becomes painfully obvious that after the intro, the minds who developed Neverhood stepped out and the clay jockeys stepped in.

The game itself takes place fully inside a fortress. So the organic puzzles that inhabited Neverhood are nowhere to be found. The fortress itself is composes of 3 towers (4 technically, but the final one is *very* limited).

Each tower has the exact same setup. Get the main door open, get the power on, get some more doors open, move to the next tower. Even the puzzle types repeat themselves, almost always relying on "find a symbol somewhere else and type it in here".

One puzzle in particular has a baby crying until you solve it. The puzzle itself happens to be an audio puzzle. It requires careful listening and patience. After several minutes of having a baby cry over your the sounds of the puzzle and then having to sit there while the tune plays to verify you got the puzzle right.... well, let's just say that it can drive a person nuts. And like most puzzles in the game, you will get to redo this multiple times.

On top of the above complaints, and in spite of the repetition, the game is quite short. If it takes you more than a few hours, then it is simply because you are trying to figure out what to do next based on X number of symbols you have and Y number of cryptic devices you can type them into. I never felt particularly smart after solving a puzzle in the game. I actually accidentally solved 2 puzzles just by messing around with the mechanics of them to see how they worked. Only later did I accidentally stumble across the clues that I was supposed to find. Speaking of the "clues", some of them are so obvious they might as well just solve the puzzle for you. Need to find 3 colors? Walk one screen over and push a button. Look, 3 colors! Walk back, type in 3 colors. That's not a specific puzzle in the game, rather it is indicative of the game's puzzles in general.

What about the soundtrack? Terry S Taylor was brought on to do this, and that alone should have added a huge bright spot. Yet many of the tracks were short and, hey it's the word of the day, repetitive. I swear some rooms appeared to be on a 15 second audio loop. Where were the full length background songs from Skullmonkeys and Neverhood? Other times there was absolutely no background music at all. Just silence. I'm not sure if this was a bug or not (sometimes the sound effects simply dropped out as well). But then a few minutes later a seemingly random background tune would suddenly fade in. And by random, I mean random. Right after a scene that should have been quite sad, a funky little upbeat jazz tune kicked on. What? Where did this come from? It doesn't match a single section of the game, let alone this particular moment.

So after all was said and done, I felt a little empty. I felt a little let down. I felt that if this game wasn't built out of clay, then it really wouldn't have anything going for it at all. And the medium should be a tool that simply enhances the game.... not provide it's defining characteristic across the board. And yet, when I read the games reviews they almost always praise the graphics... and then stop there. I lost count of how many suggested playing the game simply to "see it". At that point, would it not have been better as a non-interactive show or movie? Oh... wait, no, because that would have required a plot.

A plot. Yes, the games plot is pretty paper thin. One room has a novel's worth of text that gives background, however it is key to note here that high level backers were promised the ability to name items and characters in the game. Considering the only items that Tommynaut ever picks up are battery packs and levers, this means that every single named item, character place, and whatever else that came from kickstarter got dumped into this gigantic "history". The history can be skipped 100% as it has nothing to do with the games plot or puzzles. It literally exists simply so they could sell $200 tiers on kickstarter to folks and promise them they could name some item that is mentioned once in a throw away text that hardly anyone will ever read.

A lot of these reviews sum up whether or not to buy the game at full price, or sale price, or whatever. Ultimately, I don't care how much a game is if it's not fun. If you just want to see the graphics, go watch a youtube video of it. The reason to PLAY a game is to PLAY a game. And playing this game simply isn't fun. And it really pains me to say that. I wanted it to be fun. The world needs more creative, smart, funny games like The Neverhood.

At the end of the day, Armikrog is just another disappointing promise from kickstarter. A reminder that publishers actually play a very important role in the business, whether we like it or not.
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104 of 141 people (74%) found this review helpful
12 people found this review funny
Not Recommended
3.7 hrs on record
Posted: October 3, 2015
3 hours for whole game, i'm not sure at all. At some moments it's seems kinda funny, but that's not enough. I like soundtrack so much, kinda pity that it's bug around all the time. Playing hours right accurate for ppl to not refund it :D

I say yes, it's worth playing, but not buying for sure.

Not funny, not so interesting, too short.

18,126 backers pledged $974,578 to help bring this project to life. started at May 29, 2013.
2.5 years, 1MUSD for this? That's just hilarious.
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75 of 99 people (76%) found this review helpful
7 people found this review funny
Not Recommended
4.3 hrs on record
Posted: September 30, 2015
The Neverhood is one of my all time favorite games, so I've been hyped all year for this.
What a disappointment. Not only is it riddled with game breaking bugs, but a good chunk of the game is recycled content. Furthermore, it's full of general design problems that I just can't forgive. Ones that The Neverhood didn't have.

It often falls into the 'Why doesn't anything react to my actions' adventure game pitfall. This is mainly because you're controlling both Tommynaut and Beakbeak. For example, buttons that Tommynaut should realistically be able to press can only be pressed by Beakbeak. The problem stems from the fact that there's no negative feedback on elements like that. Clicking on something you can't use under that context just doesn't get a response, so you can't be sure if an object can be interacted with, or if it's a background object only. This becomes even more apparent when you're making a point and click game in an alien setting where puzzle elements aren't conventional things. This is where a tough brain teaser turns into a test of persistence. In my opinion, you should never have to brute force a puzzle because you don't even know what the components of the puzzle are.

The menus are unresponsive as hell. Again, an example of the lack of conveyance this game has in general. Turns out the game sometimes doesn't save over files properly. It has an autosave feature, but that's worthless if you load a file that isn't actually the one you wanted, since the game just autosaves immediately. Hitboxes on a lot of clickable things are rather finicky. It seems to improve as the game progresses, but holy moly is the first section a mess of bad hit detection. Basically it's all problems that should've evolved out of the point and click genre by now.

I have to cut it some slack on account of how well it is presented outside of the game design, however. It looks just like I'd want a 1080p Neverhood to look. The setting is interesting. I'm a little bummed that the FMV parts aren't in 1080p too though. The music is great when it actually plays. The audio often doesn't seem to trigger properly, including character dialogue. Terry S Taylor's music in this game is a lot more ambient this time around, which really fits the desolate and spooky kind of setting that the Armikrog fortress has.

Bugs and buyer's remorse aside, I'd give this game an average out of ten. To anyone who is a fan of puzzle games and point and click adventures, click away from this one (hur hurr) and save your money. It's most likely not what you're looking for. Now excuse me while I go hang myself.
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41 of 46 people (89%) found this review helpful
1 person found this review funny
8.0 hrs on record
Posted: June 25
Armikrog is a point and click adventure game releasing in September 2015 on PC, PS4 and WiiU. It is a spiritual successor to Neverhood, a game developed in 1996 by Doug TenNapel. Armikrog was created by the author of the original game who also managed to gather almost the whole team of staff back together for this project too.

You play as a lovable alien named Tommynauht, who crash lands on a strange planet with his companion Beak-Beak, as the story plays out you end up being captured and locked in the stronghold of Armikrog. The gameplay consists of wacky puzzles to solve which are sometimes so far out there that I am surprised anyone has even managed to complete this game without the aid of a guide. The puzzles which took my fancy over the others had to be the sliding block ones, normally these sort of side puzzles just drive me insane, but it felt rather relaxing here to be sliding blocks back and forth to recreate an image. The use of your companion in order to reach harder to reach places by flying was also a nice little touch.

Armikrog’s art style is probably the most distinguishing feature of the game. All of the characters and locations are made out of plasticine and animated in stop-motion style. The developers had to hire an entire team of puppet makers, sculptor, and animators to pull this style off and they have done a great job overall in making this game look as unique and very well presented. The game itself is created using the Unity graphics engine.

As with most point and click games you are going to spend most of your time figuring out puzzles and working out how to progress the story; and Armikrog is no different. I spent roughly seven hours completing the game but feel like this was dragged on a little bit due to the lack of any navigational aids or tools anywhere in the game. Unfortunately due to the linear storyline on offer, that also results in this only being a one playthrough pony – a lack of choices or any sort of variety on offer for a second play through is lacking sadly. Whilst all of the levels found within Armikrog are well designed, I feel as if the developers could have added a little more interactivity with the environment; it starts out well with having a few items and objects interactable but this dwindles after the first chapter which again was rather disappointing as I wanted to see more of the game’s slick art style and animation in action.

I found the mouse controls within the game to be somewhat unresponsive too; sometimes you had to click a few times in order for the characters to move; this becomes a little bit of an annoyance more than anything else. The game also doesn’t have much of a UI to contend with either; and even if you select subtitles in the menu, this is sometimes completely ignored and some voices are not turned into subtitles, again - another disappointing find. You’ll also get a fair amount of random frame drops which will result in a loss of immersion throughout too; this only happened a handful of times but was definitely noticeable.

I am amazed at how highly this game is priced, there is no way it warranties a £18.99 price tag. This is a game that you’ll only be able to play once, regardless of how nice the game looks, there just isn’t enough content on offer to warrant that type of price. I’m just glad I picked this game up on sale when it was 65% off, making it around the £7 mark which is a much better price point. If you too can get it whilst on sale, then I would recommend you pick it up, but do not purchase this game at full price – it’s just not worth it.

Tom's Score Card
1) Stay away
2) Not Recommended
3) Only recommended when on sale
4) Recommended
5) Highly recommended
6) This is a must play

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