Combine that with items you can’t interact with, and the game’s determination to give you zero hints as to why you can’t interact with them yet (like a very obvious red button that for some reason you can’t press yet) and Armikrog can get pretty frustrating. Especially if you’ve never played classic adventure games or if you’ve gone soft in the intervening years.
I mainly wish the cursor situation were improved because Armikrog doesn’t need any more help being obtuse. If you’ve played Doug TenNapel’s previous game The Neverhood then you should have some idea of what to expect. Armikrog is hard as hell, with most puzzles based around arcane symbols and audio cues. Expect to keep a notebook handy.
I look forward to eventually completing this game with a walkthrough, because after two days I feel like I’ve barely scratched at it.
4) It’s gorgeous
And those walkthroughs can’t come soon enough because what I have seen of Armikrog, I adore. The game opens with a killer animated theme song, reminiscent of 1990’s cartoons, and then segues straight into the Claymation style used for the main game.
It’s incredible to look at, like something I would’ve discovered on Nickelodeon late at night sandwiched between reruns of Action League Now and KaBlam. Armikrog is so charming I’ve persisted past some annoying bugs and even brute-forced a few puzzles to get further in. I honestly don’t even care about the puzzle sections at this point; I just want more environments, more goofy lines of dialogue, more, more, more.
Is that an official endorsement? No. I won’t be able to give that until I’ve completed Armikrog, to make sure there are no game-breaking bugs waiting further on. But it’s already clear this is one of the most stylish games of the year, and I hope by bashing my head against the wall long enough I can eventually make my way through these puzzles.
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