With the introduction of Telltale's The Walking Dead a few years back, the long dormant adventure genre came back with aplomb. Telltale took a curiosity of yesteryear and brought it back with the necessary accoutrements to make it more palatable for a broad range of modern day gamers. It worked out so well that there's a cottage industry of its own for the studio, cherry picking licenses left and right and making seemingly incompatible properties like Minecraft and Back to the Future fodder for plot-driven adventuring. Soon enough developers from said yesteryear were making new games of their own, using their knowhow and today's technology to tickle players' nostalgia for interactive storytelling.
From the creator of Earthworm Jim and - probably more pertinently - The Neverhood, comes a new Claymation point-and-click adventure game called Armikrog. Pitched and successfully funded on Kickstarter in 2013, it had a stretch goal for a Wii U that also hit its mark, hence this review. It follows one of three brothers named Tommynaut as he searches for a new power source for his dying planet. After crash landing on a random planet, he and his faithful pal Beak-Beak end up at the mysterious fortress known simply as Armikrog. It's presented in a strangely entertaining clay model style, replete with fingerprint smudges and carefully articulated animation.
There are a couple of things worth mentioning if you're planning on giving Armikrog a try. The first is that this is an old-fashioned point-and-click adventure through and through. It can be obtuse, with solutions not always being readily apparent at first blush. While that might be what you're looking for, it can be pretty jarring to those expecting a little more cohesion. The other point is that it might be handy to have some scratch paper and a writing utensil handy, as the game doesn't mention that you'll have to remember various symbols and possible clues over an extended period. For those coming into Armikrog with fuzzy warm memories this is a given; for those who are not it can mean the difference between being challenged and being frustrated.
You're given two control methods for the game. You can either use the analogue stick and A button for all your pointing and clicking, or you can go with using the stylus and touch screen in what turns out to be a far more intuitive way to play. Or you can go with the third and probably best option, which is using both in tandem. Most of your movement and exploring is doable with the traditional controller setting, as it's nice to see the wonderful art style on a bigger, brighter TV screen. For more precise puzzles that involve sliding pieces around or moving around in the gondola, a stylus feels better.
Unfortunately, for as bright and bizarre as Arkmikrog looks and for as much of an impetus there is to explore the imposing citadel, the story doesn't hold as firm. After a fun (and musical!) introductory theme song and a great vignette introducing us to Tommynaut and Beak-Beak, any type of personality beyond their idling animations is shoved to the side. Likewise, the story behind why Armikrog exists is left to short, quick explanations by some of the mysterious denizens of the tower. Even more so, the antagonist for the story is stilted by a lack of motivation on their reason for terrorizing the temple, compounded by Tommynaut's indifference. Those who play adventure games for the mystique or the personality of their protagonists and funny writing will be sorely disappointed.
Could Armikrog have benefitted from the streamlining methodology used by current day adventure games? Perhaps. It probably would have lost some of its charm, as being lost and scratching your head can be part of the experience. While old-fashioned point-and-click adventures are an acquired taste, what Armikrog is really missing is a reason to fumble though its imperceptive puzzles and esoteric world. If your avatars don't act like they care, why should the player?
Conclusion
Armikrog feels like a game for a different era, for good and ill. While point-and-click adventures can play to the nostalgia of some, they can feel mired in traditions that just don't translate to a more mainstream audience. If the former sounds like something you'd be into Armikrog will probably push your buttons. If the latter sounds like something you fear, Armikrog's lack of clear goals and an expectation of excessive patience means it's probably not for you.
Comments 36
I never really liked the visual style of this game. It's different, but not necessarily in a good way.
That said, Armikrog seems quite interesting.
Tulio Treviño from 31 minutos has his own game!!
@KoopaTheGamer I actually really like the graphics. They're perhaps the main thing compelling me to give this a try.
So this is the Wii U's Zack and Wiki? Wii may have had a lot of shovelware, but there were good games among the shovelware if you knew where to look. Elebits is still one of my favorite little known Wii games, and the 2 Boom Blox games, and the 2 DeBlob games. Wii U is sorely lacking in that department, though I suppose eShop is far more robust than Wiiware ever was.
I can definitely appreciate the sheer amount of effort that it's obviously taken to make this game but these types of games have never really been my thing.
A shame the reviewer gave it a 6. It clearly isn't something for him. To me the game still looks highly interesting, I'll give it a go someday when its cheaper!
Seems like my kind of game
Checked up on this when I wondered why it looked familiar. Now I know why, it was made by the same people that made The Neverhood and its sequel.
Skull Monkeys?
"With the introduction of Telltale's The Walking Dead a few years back, the long dormant adventure genre came back with aplomb"
How about no? At least try to not make stuff up next time like the other guy. Do your research next time, if you care that is.
6? Are you serious? You forgot to mention that the game is around 3 hours long (with backtracking), rehashes the same puzzles, which is pathetic considering how many puzzles are there (really low number). This game is not even funny and when it is, it's stolen from somewhere else. There was no effort put. None at all.
The biggest offender is the ending that teases the sequel. Considering how incredibly crappy and short this game really is, it's insulting and it's middle finger from developer to anyone who payed their hard earned money.
"With the introduction of Telltale's The Walking Dead a few years back, the long dormant adventure genre came back"
Uhh... have you guys ever heard of the Wii?
I recall enjoying The Neverhood on PC back in the day. It definitely had a handful of obtuse puzzles but the art style (very fresh at that time) kept me engrossed till the end.
Ah, The Neverhood. That's why I thought I'd already seen Armikrog back in the 90s.
Yeah, I had the same reaction to the review starting out with that comment about how The Walking Dead games from TellTale brought adventure gaming back.
Clearly that's not accurate - just looking at TellTales list of released games makes that obvious - but I think the reviewer meant that was the first adventure game in quite a while that became a significant mainstream hit (due primarily to licensing). As much as I love the Sam & Max series, among others, they didn't capture attention from a mainstream audience the way that The Walking Dead series did.
That said, it's still a bit of an awkward introduction.
I'd heard this game unfortunately isn't great. This review only reinforces that view. It's a shame because I really like the visual style.
Ahh, The Neverhood. The memories come flooding back...
Well this floats my boat! I'm 50/50 on the art style but curious to see more.
I simply LOVED point and click games as a kid. I've loads of fond memories of playing games like India Jones, Sam and Max,monkey island, full throttle etc.....
I was always hoping we'd get some telltale games on Wii u but this will do for me. The hardware is almost designed for this style of game after all!!
Actually, the adventure game never really died (and they certainly never faltered in Japan). While traditional point n' click adventure games did fall in popularity post-The Longest Journey, and have been in a resurgence for quite some time; as someone who kept playing them, I can say I had zero problem getting new and well-made adventure games throughout the years. What we see more of, is the return to the more traditional form of an adventure game, where studios aren't trying to reinvent the genre with every game. Even Telltale are sort of following their own tradition. Honestly though, some of my favorite adventure games have been those that were avant-garde; The Last Express, Grim Fandango, and yes, The Neverhood. But experiments are quicker to fail than to not, and boy were there lots of failed, often expensive experiments in the genre over the years.
Aye, look at me blather on...
I'd like to know how Armikrog differs from The Neverhood and in which areas they are similar? Particularly because I liked The Neverhood and will buy this if it's alike. The review alone without straight comparisons doesn't make me wiser. Could someone stress that out for me?
"With the introduction of Telltale's The Walking Dead a few years back, the long dormant adventure genre came back with aplomb. Telltale took a curiosity of yesteryear and brought it back with the necessary accoutrements to make it more palatable for a broad range of modern day gamers."
In my perspective, that means making it brain-dead easy and rely entirely on the story. I remember when Telltale Games had Bone and Sam & Max.
It's a shame to hear about this game's end result from some people because I was curious about it. Oh, well.
Doesn't sound like my kind of thing. I thought it was a 2D Platformer this whole time, and even then I was hesitant because of the visual style. P&C games can be good if done right, but the "old style" never, ever managed to accomplish that, in my opinion. There's testing my wits, and then there's testing my patience. This sounds very much like the latter. Oh well.
EDIT:
Skullmonkeys! That's what I thought this was! I want that instead.
Looking forward to it, backed it so long ago.
@Dave24
Backtracking is present in a lot of these sort of games.
@shaneoh But in those games when you backtrack, you get to solve new puzzles or something, here though? There are no puzzles. You painstaikingly backtrack through nearly the whole game to listen 4 piles of goo that tell you the boring story of Armikrog that you already don't care about.
Backtracking in Myst, Atlantis or Longest Journey led you to other puzzles, here it is only there to make the game longer than 2 hours and it couldn't be made more obvious that developers did not care to make a good game. There is literally nothing other than walking back to talk. And then more walking to embrace the ending - fart straight in your face. I'm not joking.
It's no Monkey Island...
I have to say that 6 is Way too low of a score. There also is a lot of story. Just like in the NeverhoOd with the "Hall Of Records" there is a huge room that tells the whole history of the fortress Armikrog. and the planet. Plus, this game takes as long as The NeverhoOd. We just now have the internet and other things that shorten the experience for us for help and cheats. Some of the best parts of these games is just being in the world itself. Each room is literally a work of handcrafted art. Also, there is the amazing music in the game as well.
This game is easily an 8/10 or higher.
I backed the game in 2013 for $20. Three years later, it's available to everyone on Wii U for $9.99... and I still can't play it. Pencil Test Studios didn't get Wii U backer keys in time from Nintendo. Got an email today saying they didn't know when they would be available.
Not a happy backer.
My sister had gifted me her old Play Station when she left for college. She barely touched it, and the only decent game she had was Skull Monkeys. It was the ONLY play station game I played until years later. I really grew attached to it, and no one ever seemed to have heard of it when I mentioned it. Many MANY years leter, I discovered the Neverhood for the first time and it made a lot of missing pieces of Skull Monkeys click for me. (I hadn't realized it was a sequel) It thoroughly blew my mind at the time.
I've been excited for Armikrog ever since I heard about it. While its not my favorite genre, I've played my fair share of Lucas Arts point & click games (Maniac Mansion for NES. Another obscure game none of my friends had usually heard of) Under normal circumstances, I wouldn't really give a game like this a try. But I think I might get more out of it than the average joe would.
@ejamer So "Tales of Monkey Island" wasn't a mainstream hit, either?
Anyway, I'm more turned off by the review's claim of a lame story and characters than any obscure puzzle solving.
@BulbasaurusRex
I don't think it was. Tales of Monkey Island, Sam & Max, and StrongBad were all too niche. Jurassic Park and Back to the Future didn't really get major attention either. Walking Dead is (I think) the biggest licensed game they had put out up to that point, and the critical response to that game was also much stronger.
That said, all of the games before Walking Dead that I've tried (ie: haven't tried Jurassic Park) were excellent and well worth playing. Point-and-click was alive and well, some people just didn't notice.
@JJtheTexan
Sad to say, but I honestly believe that backing video game development on KickStarter is a fool's game. If the game actually comes out, and if it's actually worth playing, then you are almost certain to see it widely available - and likely at lower prices than the KickStarter campaign went for.
There are a few exceptions - but unless you are backing to support the concept, without really being concerned about "getting what you paid for" then I'm strongly adverse to using KickStarter for video game purchases.
I've been interested in this game since I first saw the trailer, mostly for the style, and a little for the pedigree. It's unfortunate that the characters and plot aren't as entertaining as the graphics, but I'm still interested. I'll probably just wait for a sale.
@ejamer Well, it depends on what they're offering and at which level you back. If you've got the money for it, you can sometimes get some very nice extras at the higher tiers. Even if you're only backing at the basic tier, sometimes they'll hand out some backers only bonuses, anyway.
In any case, even if you wind up spending a little extra, the real point is that you want the game to get made and maybe reach some nice stretch goals. Sure, it's a risk, but sometimes it pays off nicely when we do get some stuff that wouldn't have otherwise been released.
@BulbasaurusRex
Eh, if you say so. Your tolerance for risk (and/or crappy games) must be MUCH higher than mine though.
KickStarter projects are worth supporting if you like the developer and feel like they deserve donations. Any expectation that you'll get something worthwhile in return should be held firmly in check.
I love the art style of this game. Its fun and worth the $9 to me. I can only image how much time setting up the art for something like this takes.
Definitely worth the 9 bucks.. I give it a 9.. loved the Claymation and all the different things on it.
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