Skullmonkeys
PlayStation
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If it had been released when the Super Nintendo and Sega Genesis dominated the 16-bit console market, Skullmonkeys would have been an incredible 2D platform game. But in the 32-bit era of videogaming, many platform gamers have grown accustomed to the genre's 3D titles that feature roaming cameras, unique and special moves, plenty of objectives, etc. The industry standard was set following the release of Super Mario 64 for the Nintendo 64.
That's not to say, however, that there is no more room for 2D games on the market; many old-school gamers prefer the second dimension over 3D. Only thing is, when a game like Skullmonkeys hits the market nowadays, it had better have unprecedented control, a fabulous presentation, and inspired levels, creatures, and objectives. A prime example of this is Konami's Castlevania: Symphony of the Night. Frankly, Skullmonkeys falls way short of these requirements.
While the above statement is true, Skullmonkeys isn't a terrible platformer; it's just average and leans towards the unoriginal. Fans of Claymation will be instantly mesmerized by the game's visuals -- each world, character, setting, and critter is built entirely out of clay. But in all honestly, there's only so much you can do with the substance. Because there's over ninety different levels, many settings and enemies look reused, bland, and repetitive.
More importantly, the gameplay suffers from an extreme lack of inspiration. The basic objective of each level is to reach the end while killing Skullmonkeys and picking up Orange Balls and other miscellaneous items. To accomplish this, one must traverse between still and roaming platforms while practicing precision jumping and timing; not the most original concept in the world. Repeat until the game is either finished or the player has been rendered bored beyond repair.
Skullmonkeys is not without some merits. Important to any platforming title, the controls are silky-smooth with responsive jumping and action movements. There are also some humorous bonus levels and computer/clay generated movie sequences. Bonus levels come in the form of 1970s flashback segments while the movies do a good job handling the story aspects.
But these things alone cannot save Skullmonkeys from mediocrity. Had The Neverhood thought up actual mission objectives, lowered the quantity of levels and increased the quality, and pumped some more detail into each Skullmonkey, then it could have been an excellent 2D side-scroller. Unfortunately, they didn't and the game is far too dull and repetitive for most platforming fans. ~ Michael L. House, All Game Guide
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Upon first glance, Skullmonkeys looks very good -- the clay figures and settings seem to be detailed nicely. But after extended play, everything begins to look the same; many of the simians look exactly the same and the backgrounds are a bit on the sparse side. Fortunately, the motion-capturing/animation of each character is very fluid. ~ Michael L. House, All Game Guide
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Like the visuals, the soundtrack is on the repetitive side. Some of the sound effects (such as flatulence) are both rude and humorous. ~ Michael L. House, All Game Guide
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The main problem with Skullmonkeys is that there's not enough things to do. Gameplay consists of going through each level, collecting items, fighting the same creatures over and over again, reaching the end, and moving onto the next level. Repeat this process over ninety times and you've got a very boring game on your hands. ~ Michael L. House, All Game Guide
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The sheer amount of levels doesn't extend the replay value, but hurt it. Because there is almost zero excitement found within this title, many players will become bored after only an hour of gameplay. ~ Michael L. House, All Game Guide
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The 25-page manual is an average one that explains controls, pickup items, and a little about each enemy Klayman will meet. ~ Michael L. House, All Game Guide