![]() ![]() And finally, it makes a round of Nidhogg tense from start to finish, because comebacks are only ever a couple of kills away. You rarely know quite how or when your pointy little opponent is going to respawn, either. It keeps fights fresh, because each one takes place in a different environment than the last, as you come skidding (or cartwheeling, soaring, rolling) to a stop in an area with a ledge, a gap, a chandelier, a door, tall grass, a travelator, a window, some squirrels, some fog. ![]() So you actually win by moving - snatching up a dozen more yards of the level before your opponent respawns. All attacks happens quickly but have an easy counter (thrown swords bounce off a medium or high sword, for example), which means every kill is something to be proud of, and every death something to be ashamed of, rather than annoyed about.īut killing is almost irrelevant, because you only win by sprinting all the way past the other player, through screen after screen, to the room where the titular Nidhogg - a vast, flying worm - resides and will gobble you up to the delight of a cheering crowd. I'm at the risk of sounding like a manual, so I'll stop being so specific, but players also get access to leaps, sweeps, rolls, flying kicks and showboating cartwheels. Swordplay has never been such an apt term. Every single fight is hold-your-breath tense, and fights that last more than just a few seconds take on an air of majesty. Most importantly, though, so much as brushing against a sword means instant death. The attack button sees you thrust with it, and changing stance while your opponent is thrusting to bring your sword up or down into their thrust disarms them. Tap up or down, and you'll swap to a high, medium, or low stance. Each player spawns with, but won't necessarily keep, a fencing sword. The first is that it's a thing of exquisite craftsmanship and sleight of hand, tucking a wealth of play into each player's directional arrows and two buttons. Nidhogg's shimmering reputation is deserved, and there are a couple of ways to explain it. I can't recommend boomerang swords highly enough. This commercial release is a robust thing, boasting four levels, rudimentary single player, mostly-functional online play, tournament mode and a host of comedic variants. The wait's over! Finally, after three years, confused PC gamers the world over can actually buy Nidhogg, the legendary 2 player duelling game first commissioned by New York University's Game Centre. Of course there is local play for a quick match between two people or a tournament for up to eight.The local multiplayer swashbuckler, which earned a legendary reputation at indie game parties, finally gets a generous commercial release. Even with a concerted effort to improve the awful netcode from the first game, playing online just isn’t the same as playing locally, and much of the magic that comes from instant vocal reactions is lost. The arcade mode can be completed in under 20 minutes (and there is an achievement for doing so), which only leaves online play. There isn’t much here to entertain those who don’t regularly entertain others in their home. ![]() Seriously, pick up the game and soundtrack combo on Steam because it is absolutely worth it. In fact, the music overall is worthy of my highest praise. The visuals and music for each level are wonderful. Some have more gaps than others, things to stand on top of, or moving floors, but each one feels unique and exciting. There are now ten maps, and I love each and every one of them. Perhaps the biggest downfall of the first Nidhogg was the paltry selection of maps. Another large addition comes from the new maps. ![]()
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