The Neverhood | |
---|---|
Developer(s) |
|
Publisher(s) |
|
Designer(s) | Doug TenNapel Mark Lorenzen |
Artist(s) | Mike Dietz Ed Schofield Mark Lorenzen Stephen Crow |
Writer(s) | Dale Lawrence Mark Lorenzen Doug TenNapel |
Composer(s) | Terry Scott Taylor |
Engine | The Neverhood, Inc. |
Platform(s) | Microsoft Windows, PlayStation |
Release | Microsoft Windows PlayStation
|
Genre(s) | Point-and-click adventure |
Mode(s) | Single-player |
The Neverhood (released in Japan as Klaymen Klaymen: The Mystery of Neverhood) is a 1996 point-and-click adventure video game developed by The Neverhood, Inc. and published by DreamWorks Interactive for Microsoft Windows. The game follows the adventure of a claymation character named Klaymen as he discovers his origins and his purpose in a world made entirely out of clay. When the game was originally released, it was unique in that all of its animation was done entirely in claymation, including all of the sets. The gameplay consists mostly of guiding the main character Klaymen around and solving puzzles to advance. Video sequences help advance the plot. In addition to being unique, The Neverhood aimed at being quirky and humorous, as is evident by the characters, the music, and the plot sequence. The game has garnered a cult following. It received a sequel in 1998, Skullmonkeys , which was a platform game, abandoning the adventure format of the original.
The Neverhood is a point-and-click adventure game which emphasizes the solving of puzzles through character action rather than inventory usage. [2] Klaymen must use the available environment in order to advance in the game, with the standard inventory being quasi-absent. There are possible gameovers if the player is not careful enough, with one where the game cannot be restored from a previous save and must be restarted.
The titular Neverhood is a surreal landscape dotted with buildings and other hints of life, all suspended above an endless void. However, the Neverhood itself is strangely deserted, with its only inhabitants being Klaymen (the main protagonist and player character), Willie Trombone (a dim individual who assists Klaymen in his travels), Klogg (the game's antagonist who resembles a warped version of Klaymen), and various fauna that inhabit the Neverhood (most infamously the 'weasels', monstrous, crablike creatures that pursue Klaymen and Willie at certain points in the game). Much of the game's background information is limited to the 'Hall Of Records' which is notorious for its length, taking several minutes to travel from one end of the hall to the other.
The game begins with Klaymen waking up in a room and exploring the Neverhood, collecting various discs appearing to contain a disjointed story narrated by Willie (which Klaymen can view through various terminals scattered throughout the land). As Klaymen travels the Neverhood, he occasionally crosses paths with Willie, who agrees to help him in his journey, while Klogg spies on them from afar. Eventually, Klaymen's quest directs him to Klogg's castle, and for this Klaymen enlists the help of Big Robot Bil, a towering automaton and a friend of Willie's. As Bil (with Klaymen and Willie on board) marches to Klogg's castle, Klogg unleashes his guardian, the Clockwork Beast, to intercept Bil. The two giants clash and Bil proves victorious, but as he forces open the castle door for Klaymen to enter, Klogg gravely injures Bil by firing a cannon at him. Klaymen manages to get in, but Bil loses his footing and falls into the void with Willie still inside.
Alone in Klogg's castle, Klaymen finds the last of Willie's discs, revealing the full context of his tale: The Neverhood itself is the creation of a godlike being named Hoborg, who created the Neverhood in the hopes of making himself happy. Realizing that he was still alone, Hoborg created himself a companion by planting a seed into the ground, which grew into Klogg. As Hoborg welcomed Klogg to the Neverhood, the latter tried to take Hoborg's crown, which Hoborg forbade Klogg from doing. Envious, Klogg managed to steal Hoborg's crown, rendering Hoborg inert in the process, and the crown's energies disfigured Klogg. With Hoborg lifeless, any further development of the Neverhood ground to a halt. Having witnessed this, Willie (himself and Bil being creations of Hoborg's brother Ottoborg) discovered that Hoborg was about to plant a seed to create another companion. Willie took the seed and planted it far away from Klogg, with Willie hoping that whoever grew from the seed would defeat Klogg: That seed in turn grew into Klaymen.
The story ends with Willie giving Klaymen the throne room key through the terminal screen, hoping that Klaymen knows what to do once he confronts Klogg. Afterwards, Klaymen manages to enter the throne room, with Klogg and a motionless Hoborg waiting for him. Klogg tries to dissuade Klaymen from reviving Hoborg by tempting him with Hoborg's crown.
From here, the player may choose to take up Klogg's offer or take the crown to revive Hoborg:
Doug TenNapel came up with the idea of a plasticine world in 1988, creating approximately 17 structures. [3] Due to his dissatisfaction with the way David Perry ran Shiny Entertainment, TenNapel left the company in 1995. Two weeks later he announced at E3 that he started his own company, The Neverhood, Inc., which consisted of a number of people who worked on the Earthworm Jim game and its sequel. [4] Steven Spielberg's DreamWorks Interactive, which had recently started, needed fresh and unusual projects and TenNapel approached Spielberg with the idea of a claymation game, with Spielberg accepting it for publication. [3] The Neverhood, Inc. made a deal with DreamWorks Interactive and Microsoft, and the game went for development. According to the developers, creating the game's characters and scenery used up over three tons of clay. [2] The Neverhood was shown at E3 1996 under the title The Neverhood: A Curious Wad of Klay Finds His Soul. [5]
After a year of work, The Neverhood was finally released to the public in 1996. [6] The game elements were shot entirely on beta versions of the Minolta RD-175, making The Neverhood the first stop-motion production to use consumer digital cameras for professional use.
The game's soundtrack was composed and performed by Daniel Amos frontman Terry Scott Taylor and went on to win GMR magazine's "Best Game Music of the Year" award. Tom Clancy's video game composer Bill Brown called The Neverhood Soundtrack, "The Best of any of them (video game soundtracks)." [7]
A PlayStation port of the game titled Klaymen Klaymen: The Mystery of the Neverhood was made and released to Japanese audiences only. [8] The game had some minor changes to the PC version such as longer loading times between rooms and the removal of The Hall of Records area. [9] The Japanese release of Skullmonkeys , in turn, was titled Klaymen Klaymen 2. [10]
In June 2011, it was announced via Facebook and Twitter that some of the original developers of The Neverhood were negotiating for exclusive rights to release the game on modern platforms such as iPhone, iPod Touch, iPad, Android phones, Android tablets and Windows Phones. [11] [12]
As official support had ceased, e.g. updates for modern OS and hardware, a fan group created new compatibility fixes in the "Neverhood restoration project" in 2013. [13]
On July 21, 2014, ScummVM version 1.7.0 was released by the ScummVM project which added support for The Neverhood, allowing it to run on many supported platforms including Linux, OS X, Windows and Android OS. [14]
According to Leslie Helm of the Los Angeles Times , The Neverhood "won rave reviews" but was commercially unsuccessful. [15] In early 1997, that paper's Greg Miller reported that the game's "sales have been slow and [it] isn't even carried by all of the largest stores, including Target." This came at a time when big-box stores were increasingly important for securing sales, as many specialized video game retailers had closed due to competition with these outside companies. [16] By August 1997, The Neverhood had sold 37,000 copies in the United States. [15] Sales in the region had risen to 41,073 copies by April 1999, a figure that CNET Gamecenter's Marc Saltzman called "embarrassing". [17]
The Neverhood's total sales ultimately surpassed 50,000 copies, and "hundreds of thousands" of OEM copies were purchased by Gateway and pre-installed on its line of computers, according to Mike Dietz. [18] It also received a huge fan base in Russia and Iran as a result of the massive bootleg copying and distribution of pre-installed games on computers. [19]
Publication | Score |
---|---|
Computer Gaming World | [20] |
Famitsu | 29/40 (PS) [8] |
GameSpot | 4.9/10 (Windows) [21] |
Next Generation | [22] |
PC Gamer (UK) | 29% [23] |
PC Gamer (US) | 40% [24] |
Computer Games Strategy Plus | [25] |
Entertainment Weekly | A [26] |
PC Magazine | [27] |
Publication | Award |
---|---|
Computer Games Strategy Plus | Adventure of the Year [28] |
CNET Gamecenter | Best Adventure Game [29] |
Computer Gaming World | Special Award for Artistic Achievement [30] |
Computer Game Developers Conference | Best Animation (finalist) [31] [32] |
A Next Generation critic was pleased with both the visual style (which he said is essentially unprecedented on PC) and the execution of the graphics, but found the game is held back by unexciting puzzles and a generally slow pace. [22] GameSpot likewise stated that the game has endearing visuals but is held back by the puzzles. However, rather than being dull, they judged the puzzles to be unfairly difficult and frustrating, remarking that "Clues are so abstract they will lead you to despair." [21] GamePro contradicted, "While some of the puzzles are perplexing, none of them have solutions so obscure that you'll burst a blood vessel trying to solve them." However, they agreed that the graphics and the personality of the characters are the highlights of the game. [33] Weekly Famitsu gave the PlayStation version a score of 29 out of 40. [8]
The Neverhood was named the best adventure game of 1996 by Computer Games Strategy Plus and CNET Gamecenter, [28] [29] and was nominated for the latter publication's overall "Game of the Year" prize, which ultimately went to Quake . Gamecenter's editors wrote that it "went beyond anything seen so far in this genre". [29] The game also won the 1996 "Special Award for Artistic Achievement" from Computer Gaming World , whose staff called it "the coolest-looking game of the year." [30] While The Neverhood was nominated for the Computer Game Developers Conference's "Best Animation" Spotlight Award, [31] it lost in this category to Tomb Raider . [32]
Animation Magazine 's film festival "World Animation Celebration" awarded the game "Best Animation Produced for Game Platforms" in 1997. [34]
In 2011, Adventure Gamers named The Neverhood the 35th-best adventure game ever released. [35]
A sequel to The Neverhood was released in 1998 for the PlayStation, entitled Skullmonkeys . It was not a point-and-click adventure game like the first installment, but rather a platform game.
Following the sequel, another Japanese PlayStation game set in the Neverhood universe called Klaymen Gun-Hockey was made. A Japan-only sports action game, it was based on the characters of the Neverhood, but was not developed by the designers of the original games; it also did not feature the previous releases' distinctive Claymation design techniques. The game is a variation on air hockey, only played with guns instead of mallets. It was developed and published by Riverhillsoft, the publisher of Japanese releases of the Neverhood series.
Klaymen is featured as a secret fighter for the PlayStation game BoomBots , also developed by The Neverhood, Inc.
On March 12, 2013, TenNapel announced that he had partnered with former Neverhood and Earthworm Jim artists/animators Ed Schofield and Mike Dietz of Pencil Test Studios to develop a "clay and stop-motion animated point and click adventure game". [36] [37] While stating that the game would not be a sequel to The Neverhood, TenNapel reiterated that the game would consist of his unique art style and sense of humor, and have an original soundtrack by Terry Scott Taylor. The game was titled Armikrog , which was released on September 30, 2015. [38] [39]
In 2012, the authors of the original Neverhood released a musical novel, Return to the Neverhood. The story and soundtrack were written by Terry Scott Taylor, and the illustrations were drawn by Doug TenNapel. [40] [41]
On June 25, 2007, Variety reported that one of Frederator Films' first projects would be a claymation feature film adaptation based on The Neverhood. Doug TenNapel, the creator of the video game, signed on to write and direct the film. [42] However, the movie was cancelled due to a lack of funding. [43]
Maniac Mansion is a 1987 graphic adventure video game developed and published by Lucasfilm Games. It follows teenage protagonist Dave Miller as he attempts to rescue his girlfriend Sandy Pantz from a mad scientist, whose mind has been enslaved by a sentient meteor. The player uses a point-and-click interface to guide Dave and two of his six playable friends through the scientist's mansion while solving puzzles and avoiding dangers. Gameplay is non-linear, and the game must be completed in different ways based on the player's choice of characters. Initially released for the Commodore 64 and Apple II, Maniac Mansion was Lucasfilm Games' first self-published product.
Script Creation Utility for Maniac Mansion (SCUMM) is a video game engine developed at Lucasfilm Games, later renamed LucasArts, to ease development on their graphic adventure game Maniac Mansion (1987). It was subsequently used as the engine for later LucasArts adventure games and Humongous Entertainment games.
Indiana Jones and the Last Crusade: The Graphic Adventure is a graphic adventure game, released in 1989 by Lucasfilm Games, coinciding with the release of the film of the same name. It was the third game to use the SCUMM engine.
Douglas Richard TenNapel is an American animator, writer, cartoonist, video game designer, and comic book artist whose work has encompassed animated television, video games, and comic books. He is best known for creating Earthworm Jim, a character that spawned a video game series, animated series, and a toy line. He is also the creator of the animated television series Catscratch (2005–2007), which aired on Nickelodeon, and was itself a loose adaptation of TenNapel's comic book limited series Gear.
Script Creation Utility for Maniac Mansion Virtual Machine (ScummVM) is a set of game engine recreations. Originally designed to play LucasArts adventure games that use the SCUMM system, it also supports a variety of non-SCUMM games by companies like Revolution Software and Adventure Soft. It was originally written by Ludvig Strigeus. ScummVM is free software that is released under the terms of the GNU General Public License.
Leisure Suit Larry: Love for Sail! is an adventure game originally developed and published by Sierra On-Line in 1996. It was the sixth and last Leisure Suit Larry game written by series creator Al Lowe, and the last to feature original protagonist Larry Laffer as the main character until the release of Leisure Suit Larry: Wet Dreams Don't Dry in 2018. It followed the 1993 Leisure Suit Larry 6: Shape Up or Slip Out!.
From the late 1980s to the early 2000s, LucasArts was well known for their point-and-click graphic adventure games, nearly all of which received high scoring reviews at the time of their release. Their style tended towards the humorous, often irreverent or slapstick humor, with the exceptions of Loom and The Dig. Their game design philosophy was that the player should never die or reach a complete dead-end, although there were exceptions.
Discworld II: Missing Presumed...!? is a 1996 point-and-click adventure game based on Terry Pratchett's series of fantasy novels set on the mythical Discworld, and sequel to the 1995 video game of the same name. The story sees players assume the role of Rincewind the "wizzard" as he becomes burdened with the task of finding Death and coercing him out of an impromptu retirement and back into his regular duties. The game's plot borrows from a number of Discworld books, including key elements from Reaper Man and Moving Pictures.
Warcraft Adventures: Lord of the Clans is a cancelled graphic adventure game developed by Blizzard Entertainment and Animation Magic from 1996 until 1998. Set in the Warcraft universe after the events of Warcraft II: Beyond the Dark Portal, it followed the orc character Thrall in his quest to reunite his race, then living on reservations and in slavery following its defeat by the human Alliance. Assuming the role of Thrall, the player would have used a point-and-click interface to explore the world, solve puzzles and interact with characters from the wider Warcraft series.
Titanic: Adventure Out of Time is a 1996 point-and-click adventure game developed by CyberFlix and published in the United States and United Kingdom by GTE Entertainment and Europress respectively, for Windows and Macintosh. It takes place in a virtual representation of the RMS Titanic, following a British spy who has been sent back in time to the night Titanic sank and must complete a previously failed mission to prevent World War I, the Russian Revolution, and World War II from occurring. The gameplay involves exploring the ship and solving puzzles. There are multiple outcomes and endings to the game depending on the player's interactions with characters and use of items.
Zork Nemesis: The Forbidden Lands is a graphic adventure game developed by Zombie LLC, published by Activision, and released in 1996 for Windows 95, MS-DOS, and Macintosh. It is the eleventh game in the Zork series, and the first title not to be marketed under the Infocom label, while featuring a darker, less comical story within the Zork setting. The story focuses on players investigating the sudden disappearance of four prominent figures and their children to the hands of a mysterious being known as the "Nemesis", and uncovering a sinister plot during their investigations that they must thwart. The game features performances by Lauren Koslow, W. Morgan Sheppard, Allan Kolman, Stephen Macht, Paul Anthony Stewart, Merle Kennedy, and Bruce Nozick.
Simon the Sorcerer is a series of point-and-click adventure games created by British developer Adventure Soft. The series follows the adventures of an unwilling hero of the same name and has a strong fantasy setting similar to Sierra's King's Quest and Westwood's The Legend of Kyrandia series. The game varies in style, however, as it is more poised to be a parody of the fantasy genre than a member of the genre itself, with many renowned folklore characters appearing differently from what they are generally presumed to be.
The Virtual Theatre is a computer game engine designed by Revolution Software to produce adventure games for computer platforms. The engine allowed their team to script events, and move animated sprites against a drawn background with moving elements using a point-and-click style interface. Upon its first release, it rivaled competing engines like LucasArts' SCUMM and Sierra's Creative Interpreter, due to its then high level of artificial intelligence. The engine was first proposed in 1989, while the first game to use it, Lure of the Temptress, was released in 1992, followed by Beneath a Steel Sky (1994), Broken Sword: The Shadow of the Templars (1996) and Broken Sword II: The Smoking Mirror (1997).
Toonstruck is a graphic adventure video game developed by Burst Studios, published by Virgin Interactive Entertainment and released in 1996 for DOS. The game features hand-drawn imagery and animated characters, but the protagonist Drew Blanc is represented as a video-captured live action character interacting with the cartoon world around him. In the game, Blanc is transported into the cartoon world he created while suffering from a creative block. Blanc is accompanied by his animated sidekick Flux Wildly.
The Pandora Directive is the fourth installment in the Tex Murphy series of graphic adventure games produced by Access Software. After its creators reacquired the rights to the series, it was re-released on Good Old Games in July 2009.
Sanitarium is a psychological horror point-and-click adventure video game that was originally released for Microsoft Windows. It was developed by DreamForge Intertainment and published by ASC Games in 1998. It was a commercial success, with sales of around 300,000 units. In 2015, it was ported to iOS and Android devices.
Rama is a point and click adventure game, developed and published by Sierra On-Line, and released on DOS and Microsoft Windows in 1996; PlayStation version was released in 1998, but exclusively in Japan. The game is based upon Arthur C. Clarke's books Rendezvous with Rama and Rama II, combining elements of their plots with a story that sees the player assuming the role of a replacement crew member for an expedition to investigate an interstellar ship and uncover its mysteries.
Skullmonkeys is a platform video game developed by The Neverhood, Inc. and published by Electronic Arts for PlayStation. It is the sequel to The Neverhood, and rather than being an adventure game, it is a platformer. Players again take control of Klaymen, who this time must defeat a horde of creatures called Skullmonkeys under the command of his old foe Klogg.
Armikrog is a stop-motion point-and-click adventure comedy game by Doug TenNapel in partnership with Pencil Test Studios and Versus Evil for Microsoft Windows, OS X, Linux, PlayStation 4, Wii U and Xbox One. It is a spiritual successor to The Neverhood, and is developed by many members of the same team. Like The Neverhood, Armikrog uses clay animation.
BoomBots is a fighting game released in 1999 for PlayStation. It was created by Doug TenNapel, developed by The Neverhood, Inc., and published by SouthPeak Interactive. BoomBots features distinctive claymation visuals and various amounts of toilet humor. The game was both a critical and commercial failure. It was the third and final game made by the Neverhood, Inc. before the company folded in 1999 after the game's release.
{{cite web}}
: CS1 maint: unfit URL (link){{cite web}}
: |author=
has generic name (help)