![]() There are some issues with the game's interface as well that need fixing. Armikrog was in the oven for a full year longer than its 1996 predecessor but came up relatively short. The Neverhood took a year to create and had significantly more puzzles, animations, and areas than Armikrog. I went into Armikrog knowing that there would be a lot of scavenger hunting for clues, so I was able to cut out a lot of time from backtracking, but I feel like after this game was given so much funding on Kickstarter, there could have at least been more content. I was able to beat it in 4.2 hours and only had to use a guide for 1 puzzle that I was stuck on- this is already a lot easier than the Neverhood was and I was expecting it to be at least as challenging. To start, this game is certainly much shorter than the Neverhood. There is certainly a reason that the Neverhood was a cult classic for a lot of people, but that doesn't mean Armikrog couldn't have built onto the foundation that had been laid down for it already. Having said this, I feel that this game feel short in a lot of areas that would have otherwise made it as classic as the Neverhood was for a lot of people. The claymation cutscenes are beautiful and well-voiced, and the characters are as lovable as Klaymen. This game is a cute spiritual successor to the Neverhood that has kept a lot of the same charm that I remember enjoying so much from Doug TenNapel. I played the Neverhood numerous times as a kid, so when Armikrog was announced, I knew I had to pick it up.Having finally sat down and beaten it, I wanted to give it the review that I felt I owed it.
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