If the above video seems unfamiliar to you, then stopeverythingyou are doing. Put down the Hot Pocket. Stop pretending to work on spreadsheets. Just sit back, relax, and lose yourself in this week’s edition ofGames Time Forgot.Why? Because this week is a very special week: instead of watching me lazily hamhandle a single forgotten game I have only faint recollections of, Aaron Linde and I have walked — nay,skipped— down memory lane to remind you of one of the greatest forgotten game franchises of all time:The Neverhood.

The brainchildren of Douglas “I createdEarthworm Jimand all I got was fired” TenNapel, theNeverhoodgames were and are notable for their incredibly detailed and unconventional claymation style, along with their downrightfantasticsenses of humor. Though there are technically fourNeverhood-themed games, one (Klaymen Gun Hockey) was a Japanese spinoff made without TenNapel’s permission, and the other (Boombots) is almost completely unrelated to theNeverhoodmythology.

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As a result, Aaron will only tackleThe Neverhood, the series’ adventure-style first entry, and I will fill you in onSkullmonkeys, its platforming sequel.If you don’t know whatThe Neverhoodis, then you don’t know what you’re missing. Or you won’t, until you hit the jump.

The Neverhood

Doug TenNapel is out of his Goddamn mind, and you’d best thank your lucky stars that he is. Within his brief romance with the gaming industry, jack-of-all-trades TenNapel (known on thestreetsas “Dougie Ten”) has given us two of the most inventive franchises that you likely aren’t very familiar with:Earthworm Jimand theNeverhood. While neither of these series are necessarily top of the class in their respective genres, it was the presentation, the sense of humor, and thestylethat sold these games. Oh, not to say that they.. y’know,soldall that well. But to those who have encountered and enjoyedThe Neverhood, the value was in the complete package — the claymation visuals, the ecclectic music, and thehumor, which was sewn deep into every element of the game. This level of presentation and dedication to a project is really rare nowadays, but we’ll lament that fact a little later.

Story:

Not really much to speak of.The Neverhooddrops you square on your ass in a bizarre world full of bizarre stuff andreallybizarre music, and leaves the figurings-out to you and your protagonist, Klaymen. A couple of things pop out at you, though: the world, fascinating and strangely beautiful, is awfully empty. Despite the various signs of civilization throughout the Neverhood, you’ll spend a lot of time wandering around empty hallways, empty courtyards, empty rooms — well, with the occasional giant monster chasing you around and such, as you might expect. For the bulk ofThe Neverhood, it’s just you, Klaymen, and a handful of clues that eventually reveal the fate of the world around you and what exactly happened. In the mean time, though, there’s pointin’ and clickin’ to be done!

Gameplay:

The Neverhoodboils down to what is essentially a point-and-click adventure game, once a dominant species in the gaming world and now hunted quite close to extinction. But keeping in line with the game’s design aesthetic — an odd cataclysmic mishmash of minimalism and overdrive insanity — there’s not much by way ofMonkey Island-style specific interaction. You lead Klaymen around with a click, and where you click, he goes. If you click something with which he, in any circumstance, might be able to interact, Klaymen will do so; this includes buttons, switches, doors, stuff, plants, sticks of dynamite, et cetera. You have an inventory, but you can’t really lookintothat inventory at any given time. If you have the item necessary for an action, Klaymen will use it.

You’re given no explicit direction as you set out on your quest; however, a series of disks left by Klaymen’s cousin, Willie Trombone, that will fill in the details. If you’rereallyhurting for narrative, you’re in luck: the Neverhood Chronicles, a Bible-like story of creation, is laid out upon the walls of a38-screen-longhallway in the city. It’s a really, really long story, and proof positive that a hell of a lot of thought had been put into the genesis of this world. More than that, it’s a testament to the game’s romance with well-timed excess — well, that and Klaymen’s two minute belch.

Football Manager 26 promo art

As you’ve probably already guessed, the heart ofThe Neverhood— or any adventure game — isn’t so much in the gameplay itself, but the advancing of the story, experiencing the world, and solving the puzzles. It’s a slow-paced journey, but you’ll appreciate that while you’re taking in the scenery.The Neverhoodis absolutely beautiful, and makes up for every crime ever committed in claymation (Clayfighter,and.. uh, Gumby) with its stunning animation (particularly in the cutscenes) and incredible character designs.

TheNeverhoodCD-ROM includes a making-of video in hilariously low resolution — hey, it was 1996 — that illustrates a great deal of the work that went into realizing a world entirely out of clay. Playing the game, there are moments when you’re looking at a room or an object and you can see tiny indentations that youknoware fingertips, and it strikes you that every object in the game was sculpted by hand. Believe me,The Neverhoodis a game that will never, ever happen again — the production of such a work is way, way too expensive and took far too much manpower to put together. It’s much easier for a team to slap together something that looks vaguelylikeclay out of polygons and call it “clay-shaded” or somesuch than create a game like this. It’s a shame, especially when so much creativity and humor can be wrung from such a concept.

Cover for Max Payne

Andholy crap, this game is funny. One of the funniest games ever made, beyond any doubt. And like I said earlier, it’s something that permeates every element of the game’s design, from the visuals to the music — the game never, ever takes itself too seriously. If you liked the music inKatamari, you’ll absolutely adore composer Terry S. Taylor’s work inThe Neverhood. Not only is it uproariously silly, it’s actually pretty damn good, like other elements of production throughout the game.

The Neverhoodis a card-carrying adventure title and, as such, has many of the same flaws as most games in the genre. Lots of the puzzles are a bit obtuse, requiring, say, a hieroglyph from one end of the game to be somehow reproduced on the other. If you’re lacking in photographic memory as I am, you’ll want to bring a pen and paper along for the ride, but to be honest, you shouldn’t be playingthis game for the puzzles. You ought to playThe Neverhoodfor the complete experience, the style and the imagination of the game and its creators. Despite some major faults as an adventure title,The Neverhoodremains a fine example of the genre as well as one of the most astounding visual odysseys you’re bound to see in gaming. Just take my word on this one. It’s f*cking amazing.

Black Ops 7 key art work

Why You Probably Haven’t Played It:

The Neverhoodis a victim of terrible, terrible timing. The first chapter in Doug TenNapel’s saga came out in 1996;Super Mario 64had come out a month earlier, ushering in an industry obsessed with 3D graphics. Meanwhile,Diablohad just landed on the PC, itself shifting the platform’s focus in a much different direction. Adventure gaming, then, became niche almost as quickly as 2D or otherwise unconventional (clay) graphics did. Many of the traditional genres were shuffling loose their seats of power, and despite its fairly positive critical reception,The Neverhoodgot shuffled to the bargain bin pretty quickly.

Not long after, the game was systematically snatched up by a very, very dedicated fanbase that had elevated the game to a quirky cult sort of status. The game now commands somewhere around $50 on the aftermarket, which is a bit pricey for those unsure of the sort of game they’re buying. The game has since been relegated to a number of abandonware sites, but you won’t see me linking to ’em — not because I think it’s akin tostealing, mind, but because the version you’ll often see on abandonware Web sites are stripped of their cutscenes and a good deal of the music is either missing or appears in greatly-reduced quality. I’d rather someone steal the game outright than commit the sin of piecing it up.

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Rev. Anthony’s Take:

Even ignoring the lovingly detailed clay environments ofThe Neverhood, it’s still a true classic of adventure gaming. It combines the lonely, puzzle-based gameplay ofMystwith a surreal humor that many would be quick to liken to a LucasArts adventure game without considering just how individual the game’s sense of humor really is. It’s an ironic, slapstick, borderline-religious slice oftrueimagination in video gaming. As Aaron said: we’ve never seen another game like it, and we probably never will. Some may be hesitant to plop down 50 bucks for a decade-old game that may or may not be your cup of tea, but I have to insist: if you care atallabout adventure gaming, you owe it to yourself to pick upThe Neverhood. And get some Kleenex while you’re at it; once you’ve finished, you’ll have no choice but to mourn the death of such a truly original adventure franchise.

Skullmonkeys

GivenThe Neverhood’s relative failure, the boys at the Neverhood studios decided to make a compromise for their next title: they would keep the world and protagonist they loved so dearly, but they’d switch from the PC to the PSOne, and they’d change out the vastly underappreciated point-and-click adventure genre for a more typical platforming title.

Skullmonkeys, an extremely flawed yet endlessly charming side scroller, was the result.

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After Klaymen hands Klogg’s ass to him at the end ofThe Neverhood, the banished villain flies through space, aimlessly, until landing on the planet of Icthys. A world that just happens to be inhabited by a race of thuggishly strong creatures, known as the Skullmonkeys.

The Skullmonkeys look exactly how you’d think they would: apelike bodies with a skull for a head. Klogg quickly and easily convinces the stupid Skullmonkeys to worship him as a god and follow his orders without question. His plan, he tells them, is to build an evil engine (“Evil Engine Number Nine,” he calls it, though it’s never explained how evil can be used a fuel source, or what could have possibly happened to Evil Engines One through Eight) which he will then use to fly back to the Neverhood and bomb it into oblivion.

CoD BO7 The Guild robot

One intelligent Skullmonkey, watching from afar, decides to summon Klaymen for help.  Through methods that need not concern the average reader (the Skullmonkey sends a robot-bird-thing that fetches Klaymen and brings him to Icthys), Klaymen arrives on the scene and begins his journey to reach and destroy Evil Engine Number Nine.

Skullmonkeys’ gameplay style could not be more dissimilar from that ofThe Neverhood, even thoughSkullmonkeysis its sequel. WhereThe Neverhoodwas a point-and-click adventure game,Skullmonkeysis a straight-up platformer. In the time betweenThe NeverhoodandSkullmonkeys, Klaymen evidently did a lot of exercising: he can sprint and jump and do all manner of things that would have made the originalNeverhooda hell of a lot easier, if only he’d used his athletic skills back then.

Drag x Drive passing

Apart from his ability to run and jump on enemies to dispatch them, Klaymen also has a few items at his disposal. He can collect and fire energy balls, release homing birds, shrink, use a pterodactyl backpack to glide around, and use a nuclear bomb to destroy every onscreen enemy. Yet while Klaymen can use all of these destructive items, don’t assume thatSkullmonkeysis an action game. These items are fairly rare, and they only exist to make the platforming easier. The game never throws more than four or five enemies at the player at one time, thus making these items of mass destruction something of a last resort.

But, again, that’s not to say the player won’t be forced to use these items constantly. Why? Why is it that, even though the player rarely has to deal with more than half a dozen baddies at one time, the player will still be using homing birds and energy balls whenever possible? Because the game is really, really,reallygoddamn hard, that’s why. Klaymen can only take one hit (unless he collects a rare halo item, which, even then, only allows Klaymen to sustain one more attack before dying) fromanythingin the game.

A ruined police station in Raccoon City in Resident Evil Requiem.

Touch a Skullmonkey? Death. Get hit by a projectile? Death. Miss any one of the thousands and thousands of insanely difficult jumps, or make a mistake in a timed jumping puzzle? Death, death, and more death. While extra lives are plentiful and the game operates on a password system,Skullmonkeysmay literally be the single hardest side-scroller I have ever played in my life. It is absolutely unforgiving, and simultaneously forces the player to be extremely patient (in choosing when and how to jump) and very quick (in avoiding enemies and jumping at exactly the right time). That’s not to say the game isn’t fun as hell, though: once you finally beat a level you’ve been replaying for the past two hours, you get a kind of satisfaction that has been all but lost in the modern world of automatic  checkpoints and manual quicksaving.

Structurally,Skullmonkeysis very similar toDonkey Kong Country: the player faces an (admittedly anticlimactic) boss every few levels and each level is large and linear, yet filled with many secrets. Each stage is filled with numerous bonus levels, which are unlocked when the player collects three squiggly-looking icons. Interestingly enough, the bonus rooms themselves often had secrets of their own: it’s not uncommon to reach a bonus-room-within-a-bonus-room, if you look hard enough.

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Graphically,Skullmonkeysis pretty much identical toThe Neverhood, necessary side-scrolling changes notwithstanding. The game consists almost entirely of clay characters and backgrounds, and the cutscenes are rendered in lovely stop-motion claymation. Even thoughSkullmonkeysandThe Neverhoodare exact opposites of one another from a gameplay perspective, their graphical styles make themfeelvery, very similar.

Oh, andSkullmonkeyshas the single best soundtrack ever composed for any game in the history of mankind. Ever. It’s composed by Terry S. Taylor, the same man who scoredThe Neverhood, but no game soundtrack willeverreach aSkullmonkeyslevel of genius.  If you don’t believe me, just listen tothe song that plays when you enter a bonus room.

Seriously.

Listen to it.

UPDATE:Because I’m a complete jackass, I forgot to mention that the Bonus Room song, along with all of the other Skullmonkeys songs, are available atWorldofStuart.He also includes a much more indepth Skullmonkeys review than I’ve posted here.

Even if you were one of the lucky few to get your hands onThe Neverhood,Skullmonkeyswas intentionally marketed as if it were a completely self-contained game with no real connection to the Neverhood universe. Just look at the cover art:

No Klaymen, no Willie Trombone, no Klogg. Even to a Neverhood fan, this would have looked (from the front) like a surreal puzzle game or something. Sure, if you turned over the box you’d get a synopsis of the story and a picture of Klaymen, but it’s not a stretch to say that most people wouldn’t make the effort. Hell, I boughtThe Neverhooda year ago, and I didn’t knowSkullmonkeysevenexisteduntil last month.

Not to mention the fact thatThe Neverhoodwas a PC title andSkullmonkeyswas a PSOne platformer – say what you will about brotherhood in the video gaming community, but those two systems had (and still have) two very different sets of fans. Adventure gamers may not have wanted to see the series turn into a side-scrolling platformer, and side-scroller fans didn’t give a rat’s ass about the Neverhood universe.

Add to this the insane platforming difficulty, and you’ve got a side-scroller with a very small niche audience. If you were one of the few who could handle the unusual style and difficulty,Skullmonkeyswas a conventionally rewarding experience. If you were anybody else, this was just another game to ignore in the considerably massive PSOne library.

Aaron’s Take:

Similar toThe Neverhood,Skullmonkeysis the kind of game that you shouldn’t play because it’s a great platformer. It’s a stylistically incredible game wrapped in the body of a platformer, and that platformer isn’t necessarily verygood. What time I’ve spent with the game seemed like a challenge to see moreNeverhood— to watch the cutscenes and see more of TenNapel’s world, I had to play this somewhat shitty platformer and get my ass handed to me every step of the way. Don’t let that deter you if you’re a fan of the series, though — if you, like us, were heretofore unaware thatSkullmonkeyshad anything to do with the Neverhood, you might be interested in taking a second look.

And that’s all for those titles. As said earlier, an unlicensed Japanese spinoff was made a few years after the release ofSkullmonkeys, andBoombots, a claymation fighting that somehow managed to be evenworsethanClay Fighter,  only included Klaymen as an unlockable character. And, what’s more, it’s not even available to torrent:

No, I most assuredly didnot.

And with that, so ends our ode toThe Neverhood: an admittedly flawed, but wonderfully detailed franchise whose games remain far too few in number. If you’re in desperate need of a TenNapel fix and you’ve already playedEarthworm Jima hundred times over, then it’s really worth giving theNeverhoodgames a shot.

Oh, and you can always watch TenNapel’s goddamnamazingsci-fi/kung fu short film trilogy,Sockbaby. You don’t even have to search for them, either: we’re happy to provide, dear readers. We’re happy to provide.