The original Nidhogg was a great example of minimalist elegance. Messhof's two-player competitive fencing game shaved the one vs one fighting game to its core with only two buttons (jump and attack) and a single game mode wherein each player ran towards their goal on opposite ends of a seven-stage scrolling arena. Ludicrously simple on its surface, the depth came from a multitude of context-sensitive movesets. Based on timing, positioning and momentum, you could slide into foes, dive kick, stab, parry, disarm, deflect, and toss your sword. Barring that, there was always the option to viciously rip your opponent to pieces with your bare hands.
It was a beautiful ballet of blades and brawn, distilled into a scant four maps. For some, however, it was too bare bones. Nidhogg wasn't lacking in complexity, but it was in variety and scope. Lead developer Mark Essen spent three years refining Nidhogg's systems, so it would be a shame to simply let them run their course in a single cult hit. Messhof aced the basics, but had more to offer.
Enter Nidhogg 2. This sequel doesn't reinvent the wheel but it does add further depth and flavour to its predecessor's winning premise in a delightful, if inessential, way.
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It was a beautiful ballet of blades and brawn, distilled into a scant four maps. For some, however, it was too bare bones. Nidhogg wasn't lacking in complexity, but it was in variety and scope. Lead developer Mark Essen spent three years refining Nidhogg's systems, so it would be a shame to simply let them run their course in a single cult hit. Messhof aced the basics, but had more to offer.
Enter Nidhogg 2. This sequel doesn't reinvent the wheel but it does add further depth and flavour to its predecessor's winning premise in a delightful, if inessential, way.
Read more…
More...