![]() 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. 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. ![]() 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. 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. Four minutes of crowd-funded optimism leads to about four hours of sub-Myst level dreck. 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. All of this was in the Kickstarter pitch video, which not too surprisingly helped the developers raise a cool million dollars. It's imaginative! Beautifully made! Exciting! Creative! Lots of other enthusiastic exclamation marks! You may have seen it already. 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 the wasted potential that hurts the most. Armikrog fails as an adventure, a story, a Neverhood successor, and on any other level you might have hoped for.
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