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KickStarter Armikrog - The Neverhood's spiritual successor

MRY

Wormwood Studios
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California
To be clear, I wasn't endorsing the RPS view, just passing it along!
 

toro

Arcane
Vatnik
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Apr 14, 2009
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14,090
I wonder how you managed to solve it.

I realized that I needed the symbols from the visions but I already forgot them by that point. This is pretty much guaranteed if you don't play the game in a single session.

Anyway, it was one of the instances where I used a walk-through (which I needed in like 3 places).
 

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Arcane
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John Walker:

2zdxg7t.jpg
 

Jack Dandy

Arcane
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Feb 10, 2013
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Divinity: Original Sin 2
And just for the record, there was nothing in the Nevehrood which was like the the beakbeak-octopus thing.
I didn't play it as a kid, so there's no nostalgia blinding me- it felt much more polished.
 
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Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Richard Cobbet doesn't like Armikrog: http://www.eurogamer.net/articles/2015-10-05-armikrog-review

Armikrog fails as an adventure, a story, a Neverhood successor, and on any other level you might have hoped for.

It's the wasted potential that hurts the most. Armikrog begins with a catchy song, a gorgeous claymation planet, and a hero facing off against a wonderfully designed monster with a tongue so long that its mouth comes fitted with a winch. It's imaginative! Beautifully made! Exciting! Creative! Lots of other enthusiastic exclamation marks! You may have seen it already. All of this was in the Kickstarter pitch video, which not too surprisingly helped the developers raise a cool million dollars.

The Armikrog we eventually got - the whole tedious thing - consists of walking around an almost entirely empty fortress, solving incredibly turgid logic puzzles, and often doing so in near-silence because the background music seems to decide at random when it's going to put in an appearance. Four minutes of crowd-funded optimism leads to about four hours of sub-Myst level dreck.

Not only is this one of the dullest adventure games in ages, it's also the kind that makes you question if anyone involved has ever even played one - including its spiritual predecessor, The Neverhood. It's almost impressive how poor it is as an experience, with only very occasional moments where the clay backgrounds are used as interesting scenery instead of just simple rooms full of random floopydoop, or a place to put floating sigils needed for the main puzzles.

There aren't any real characters to chat to either, you can't look at anything, and you can't touch anything that's not directly part of a puzzle. You don't even have an inventory screen, never mind a reason to care about Tommynaut's adventure through a world that is occasionally very pretty, but more often feels as though solid blocks of clay were slapped down here and there.

That's the most surprising part, really. Normally a game like this at least has a well of creative potential to draw from, and memorable moments worth thinking back and smiling on. The Neverhood certainly did, and while it wasn't an amazing game all told, it at least felt unique and made good use of its clay to create something that felt original and involving. Much can be forgiven in exchange for a beautiful world, for memorable moments, for the chance to step into a creative wonderland, and play around with ideas and delicious tactile impossibilities.

But no. What stands out about Armikrog is how happy it is to sit on its laurels and only get up occasionally to shuffle uncomfortably around. It's not a world, just a gauntlet of uninspired puzzles so short and padded with backtracking that it barely qualifies as a prologue. It has a story, but it's one so poorly told as to be completely forgotten about for most of the game. It has a hero, but he couldn't be more forgettable if his special power was amnesia. The villain barely bothers to show up.

Armikrob features Mystery Science Theatre 3000's Mike Nelson and cartoon legend Rob Paulsen voicing the main characters, yet it fails at giving either the occasional funny line. Additionally, Nelson's dialogue sounds like it was recorded in a cupboard as a way of passing the time while cooking a hard-boiled egg - with a script this short, you could record a sequel and it'd still be soggy.

Nothing is good enough here, really. There's not a single puzzle that can be called truly great from start to finish, and the majority of them amount to exercises in either backtracking, repeating something you've already done, or sometimes just plain clicking randomly. This stuff wouldn't be so bad if you were encouraged to click and explore the environment, piecing together the rules as you went.

Instead, Armikrog simply ignores anything that you're not meant to use at this very moment in time. It's so picky that if you have Tommynaut try to click on a button that companion Beak-Beak is supposed to press, literally nothing happens. No "Nope", no "Hey, let me try it instead, boss." Nothing. Nada. This isn't even close to meeting modern adventure standards, coming as it does in the wake of games like Machinarium and The Dream Machine.

From the perspective of the meagre soundtrack, there's nothing on a par with Neverhood composer Terry Taylor's past stuff - Little Bonus Room, for example, or the utterly crazy Neverhood theme in all of its babbling insanity. The closest you'll come to this sort of quality is when you reach a hidden room built to list a handful of high-tier Kickstarter backers, and even then the whole thing comes across as more of a tiresome obligation, now grudgingly fulfilled. At $500 per name, you have to at least hope the people listed enjoy the muddy, 160kbps music that's on offer.

Despite release delays, Armikrog still feels like a beta. The original launch was a mess, and while I didn't experience any major problems following the first patch, it's still full of annoyances such as sounds mysteriously cutting out, or finding yourself stuck on repeated animations. Other players have reported more serious complaints though, such as Tommynaut having items he shouldn't, or becoming trapped in rooms. In short, beware, and save often. There's more than enough backtracking in the game, and having to do even more of it isn't exactly going to improve your mood.

For the best experience though, you may as well avoid Armikrog altogether. Boring and bland, it's a dismal failure as an adventure game, and neither a worthy Neverhood sequel after all these years of waiting, nor a game worth bothering with on its own unambitious terms. Strange. You'd think a company working in clay would know better than most when a game is half-baked.
 

CryptRat

Arcane
Developer
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Sep 10, 2014
Messages
3,564
I agree with many things, for example that the game could qualify as a prologue, that the rooms are empty and that nothing is probably good enough. However I consider that the puzzles, the story and characters are correct (but the game is so short that it doesn't say much).
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,718
Shadorwun: Hong Kong
The Kickstarter room song was p. fun. But considering the ultra-super-ridicushortness of the game it's probably 20% of the entire gameplay time just listening to that. (I hope all you faggots that were praising the AAAAAAA+++ trend of shorter and shorter games are happy by the way.)
 

GlutenBurger

Cipher
Joined
May 8, 2010
Messages
644
I finished the game a couple of days ago, and only now, after deciding to watch the opening again, have I found that you can look out the window at the start multiple times.

The game would have been much more satisfying if there had been more stuff like that fleshing it out. The expense of the clay animation was probably the biggest drain on production, though, so I suppose that would have been totally out of the question.
 

Zarniwoop

TESTOSTERONIC As Fuck™
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Shadorwun: Hong Kong
You must be the only person in the world that didn't watch that demo video where they do it.
 

GlutenBurger

Cipher
Joined
May 8, 2010
Messages
644
Well, I'd already paid for the game on the basis of feeling guilty about pirating The Neverhood. There was nothing to gain from watching promotional material.
 

Lagole Gon

Arcane
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Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
I don't get the logic behind the Emerald Room symbols puzzle.
Was there a clue other than the octopus stories? Not all of the correct password symbols in them seem to be properly singled out IMO.
 
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Lagole Gon

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Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
I've seen somewhat recent Doug TenNapel interview where he claimed that his involvement in the game was somewhat limited, at least compared to Neverhood.

Maybe he wants to distance himself from the "eh, good enough..." quality of the game.
 
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