Aug
25
2016
0

Armikrog Review For PS4

Developer: Pencil Test Studios

Publisher: Pencil Test Studios, Versus Evil

Release Date: August 23, 2016

Platforms: PlayStation 4 (Reviewed), Xbox One, Wii U, PC

Armikrog, which first appeared on the PC when its Kickstarter succeeded back in 2013, has finally launched on the PS4, Xbox One, and Wii U in which the title begins with such promise. Your introduction to this claymation world is a long and wonderfully weird theme song which serves as a prologue of sorts, and it leads into a beautifully animated cutscene which really showcases the talent on board. Many of the minds behind this Kickstarted adventure game are also responsible for The Neverhood, a cult classic from 20 years ago, and a game which informs much of Armikrog’s gameplay, style, and sense of humor. Unfortunately, when the gameplay officially kicks in after such a strong preamble, it seems Pencil Test Studios might have followed mid-90’s design a little too closely.

The title, which is centered on a protagonist named Tommynaut, and his trusty sidekick Beak-Beak; have found themselves crash-landed on the planet Spiro. The game takes on quite a unique style, something you don’t see often, being designed in clay for the most part. It takes on an almost stop-motion experience, something which should remind you of the old Celebrity Deathmatch videos, but way more family friendly. As you find yourself on this strange new planet, you’re abruptly attacked by the local fauna, which chases you into a fort of some kind called Armikrog. You and your trusty dog must then find a way out of this fortress using each other’s skills to solve the various puzzles.

There are a couple of things worth mentioning if you are planning on giving Armikrog a try. The first is 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 glance. While this might be what you are looking for, it can be pretty jarring to those expecting a little more cohesion. The other point is it might be handy to have some scratch paper and a writing utensil handy, as the game doesn’t mention you will 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.

Unfortunately, the gameplay itself hasn’t fared quite so well. Puzzle rooms are mostly static and often practically empty, which wouldn’t be as noticeable if there wasn’t so much backtracking to do. Many of the puzzles require you to go to specific locations to find symbols and sequences to memorize, which isn’t a huge problem, but it does mean a fair amount of going back and forth. Some areas, objects, and symbols are only accessible using Beak Beak, who can travel through trippy, color-inverted tunnels, as well as sit on certain buttons while you progress as Tommynaut. This, again, is not an issue, but the game does a terrible job of communicating that you can switch control between the characters in the first place.

Many of the oddities in Armikrog just don’t work. It doesn’t offer much feedback, positive or negative, leaving you to bumble your way forward. Perhaps it was a purposeful decision to further associate the game with its inspiration, but the end result just feels old fashioned and perilously obtuse. You don’t even have an inventory you can access; instead, Tommynaut stores key items in his chest and pulls them back out when they are needed, robbing you of the chance to figure out which items belong where. Certain buttons can only be pressed by one character or another, the game refusing to co-operate unless you have the right one selected.

One puzzle in particular is especially annoying, involving a baby which will supply you with magic crystals. This does not come easily as you will have to appease the crying infant by assembling a mobile. The mobile, being a puzzle in itself, requires you to attach small furry animals to make sure the music goes on without interruption. While you’re doing this, there will be a baby crying in your ears, and you will find your blood pressure steaming during this distressing period; and there are several of them.

One saving grace, along with the great soundtrack, is the wonderful art style which even gives Wallace and Gromit a run for its money. The claymation looks really good in Armikrog, and every character looks unique and different. The cutscenes are also well done, as they have the nice stop motion look which is satisfying to watch. The art styles often change too when you enter some specific rooms and tunnels and they help to keep things interesting and fresh. A really bright color palette and lots of weird and imaginative creatures, like a bug with pincers which is also Abraham Lincoln, do make the world of Armikrog interesting to be in at least, it’s just a shame the monotonous puzzles let it down.

Final Verdict:

Pencil Test Studios has created a fantastic claymation setting and fun characters with Armikrog, but in terms of gameplay it sticks too closely to the old-school point and click formula for its own good. Armikrog could have been really good, especially with the people behind it, but a complete lack of logic in the puzzles and the little reward for actually completing them made it frustrating and ultimately unrewarding to play.