My best advice is to look around and take note of everything, then when you come across a problem rack your brains because something you have already seen will certainly be significant. Very likely that odd marking on a wall, or that squiggle that lights up when you press a button will be meaningful at sometime, and even the lonesome buttons that you don't know whether to press or not will surely help out somewhere. They include a familiar sliding tile puzzle, a musical puzzle where you must match the 'tones', a concentration game as well as an assortment of problems necessitating a lot of diligent observation. Although the puzzles aren't overly difficult, a fair proportion of them are not an absolute doodle either. So Klaymen does a bit of the thinking for you, you don't have to sort out which item should be used where, but don't imagine that this is a game without things to think about as there is plenty to keep you busy. Although, the all important bits that tell the story (where you slot the tokens in the VDU's) have no text translations spoiling the game for anyone with a hearing impairment. There is no text captioning in this game, but there is very little dialogue and Klaymen's face says it all. This is a little frustrating but, really, there is not all that much need for you to worry about inventory items because Klaymen will use them automatically when the time comes. Although there are a few items to collect there isn't even an inventory and neither is there much help for you when you pick up an item as it is not 'described' in any way (other than visually, of course), so there is a good chance that it will end up as a mysterious item in your equally mysterious inventory. The game interface could well be described as 'bare-boned', it's simplicity itself. There is only one cursor and no choice of actions, point to an exit and Klaymen will leave the screen or point to a lever, switch, or whatever, and he will use it. You control your character simply by pointing and clicking. I hope this isn't the last we see of Klaymen. And as for his facial expressions, well they had me in fits of laughter. Klaymen is a real sweetie, (just a baby, really) and he innocently raises his fingers to his mouth when confronted with a puzzle and plods along seeming without a care and with no respect for decorum.
But don't be alarmed, these sequences where you just have to sit back and watch are delightful and the animation can't fail to impress. The game is played out switching between a third person perspective where you can do things and solve puzzles and a first person perspective which consists of animated sequences which are used for some transitions as well as to reveal more of the story. Remember though, a quick scan of the entire saga (or the entire Hall of Records) might still be to your advantage. It's quite an entertaining read, but not crucial to solving any of the puzzles. I wouldn't recommend this, however, at least I wouldn't recommend that you try to do it all at once just in case it puts you off the game. To get some further information about the crazy land of the Neverhood you can also persevere in the Hall of Records and sit back and do a good slice of reading. As you move on you will find a number of 'tokens' that can be slotted into VDUs and it is here where the story emerges. Learning all about the story is an essential element of the game.
He hasn't a clue so nor should you but, hopefully, you will soon begin to pick up bits and pieces and eventually get it all together.
#The neverhood game manual
There is no background story in the manual to guide you, no expansive introduction to ease you in, but then how could there be because, as you will learn sooner or later, Klaymen himself is as innocent as a new born babe. You won't know what on earth is going on at this point, I said you were all alone and that's exactly what I meant. It's different, a little odd at first, but it grows on you very quickly. It sets the mood for this wonderfully entertaining game which, instead of featuring the usual cartoon-style graphics that we have seen in many adventure games, makes use of clay modelling to fashion both the gameworld and the characters.
Getting out is your first puzzle and though it isn't difficult it's bound to raise a chuckle or two. Review by Rosemary Young (January, 1997) You, or I should say your character Klaymen, begin this adventure all alone in a not so dingy prison cell. Publisher: DreamWorks Interactive/Microsoft