

He has a scouting mission similar to the one Matthew McConaughey undertakes in Interstellar, and he constantly encounters ants dressed like American presidents. It seems to see its world as something to merely travel throughĪrmikrog is about an astronaut who looks identical to The Neverhood ’s Klayman, but with bug-eyes instead of coin slots and a do-rag instead of a pumpkin stem. Armikrog never reaches those peaks-it never feels like that snowglobe, because it seems to see its world as something to merely travel through, not appreciate. I loved the first-person segments where you just walked around, turning the camera to see walls and shapes, noises echoing from the nameless distance and the starless veil of darkness that wrapped around you. Moreso than many games before or since, you felt the reward of physical cause and reaction. Entire boroughs of The Neverhood shifted and clamped on to another, and even if this entire universe fit on a table in a Dreamworks funded studio, you could feel the weight of the clay on the other side of a computer monitor. Many mechanics transformed the world, its rooms and platforms. Few of the puzzles were tricky, but they often relied on grasping a sense of the realm’s aesthetics-you had to feel familiar with the zany cryptic logic to play along, like Sworcery or Hohokum. A Genesis story in the void, a floating kingdom with walls, dangers, rooms, radios and switches. The Neverhood is the game that cared about its craft as animation and as a game, and has stuck with its cult audiences deservedly. Though not as inherently goofy as FMVs, it was still mostly tacked to undercooked games with telling names like ClayFighter, Claymates, Platypus. The only physical, malleable material that could be constructed and utilized for interactive worlds. This was the hook to videogame claymation. The ‘90s had plenty of out-there adventure games, but only The Neverhood had a literal sense of volume.

SAMOROST 3 CULT GAME MOVIE
Any movie about rendered action figures bopping each other will lose its allure over time. I am not advocating risking the safety of Melanie Griffith for the sake of making your audiences squirm, but I am saying human perception has a natural instinct to tune out illusions. In one film I was watching CG reptiles tear up a CG resort, and another I was watching real humans fear for their safety against a drove of untrained big cats. While Jurassic World is the better movie (a terrible movie that is better than Roar ), I felt more engaged with Roar. I saw this summer’s megahit Jurassic World and the recently rediscovered Roar, in which director Noel Marhsall endangered his entire cast and crew with the presence of actual fucking lions, in the same week. In that vein, Armikrog is the boring, belated sequel to The Neverhood that Skullmonkeys declined to be Turning a puzzle game into an action game isn’t exactly a commercial risk, but it’s at least a different game. Even if Skullmonkeys lacked all the muted mysticism of The Neverhood, it was a smörgåsbord of charm. The two games, released in 19, respectively, were unmistakably in the same family, with the same characters, same levity, same poop jokes, and same creator, in designer Doug TenNapel. Taking a lonely, surrealist, clay-animated point and click adventure and reworking it to be a frantic, though relatively basic 2D platformer was an unexpected transformation.

Skullmonkeys was a weird sequel to The Neverhood.
