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!4
When I started playing Armikrog I didn’t know what to expect, and I’ve always said that when going into games that I have no knowledge about other than some screenshots, I should expect the unexpected, and I have to admit, that is exactly what I got.
The game starts up like a poor mans 80s/90s TV show, Fast paced music, lots going on, flashing images. It kinda took me back to watching cartoons as a child. For your viewing pleasure I have included the intro to the game below for you to watch in all it’s craziness… The opening sequence does tell the story of why we are going to Spiro 5, however I had to watch it a couple of times to get a full grip of it.
When I then took control of the characters I really liked that I saw, I loved the kind of cartoon style and how it looked. It kind of reminded me of an up to date Morph (RIP Tony Hart) and the music and ambience of the game was brilliant. There has been a lot of care and effort that has gone into the look of this game and the detail within the world and the animations for both of the characters as well as enemies on the Spiro 5.
There is a lack of dialogue throughout the game, however for me this wasn’t really an issue, there was enough of it to build an attachment to the characters, and get to know them on a deeper level.
When I did start playing the game, one of the first things that I noticed that I was rather impressed with was the loading times when going to each room, it was very quick, however the question begs to be asked that are the loading times necessary? Shouldn’t games me designed so that you can fluidly go from one room to another? If No Man’s Sky can achieve no loading screens, then any game can.
The puzzles throughout the game were OK, I found a lot of them though lacked direction and I found myself at times feeling rather frustrated and annoyed as there was nothing that informed me of what I had to do other than poorly scribed drawings on the wall, there wasn’t any intuition to the puzzles, and I found myself just moving the cursor around the screen until I found something and just clicking on it to see what it did, and whether it got me moved on or not.
Another thing that I was getting slightly irritated with was the use of the controller. There has been no effort made to make full use of the controller buttons, the potential is there for what the controller could have been used for, but it just simply wasn’t. All the developers did was changed over the mouse right click from the PC version to the A button on the Xbox controller…. There we’re some puzzles throughout the game as well which were more involved and could have done with the use of other buttons on the controllers. An example I can give for this is that 2 buttons X and Y I believe are used to change characters…. Why do we need 2 separate buttons for something that only requires one? Is it because all buttons have to be mapped out for use? Poor to say the least I’m afraid.
There are still glitches which haven’t been sorted from the PC version which unfortunately they have made there way across to the Xbox One version, I would have thought that this would have been put through testing and when porting it over to the Xbox One any bugs/glitches which were known about, would have been sorted before this was released on console. Again, poor.
The game is a very good looking one, however the poor controls, technical issues and the confusing intuitive puzzles leaves this with a little bit of a sour taste. For a game that looks good, and has some brilliant audio I was highly recommend it, and players who are familiar with the point and click type puzzles would probably love this, however I’m not a particular fan of this I’m afraid.