![]() The AI opponents become progressively more challenging and will force you to adapt and change up your fighting style and tactics in order to breakthrough their guard. The name, Nidhogg, is also believed to identify the role of a horrific monster that chews the corpses of those guilty of murder, adultery and oath-breaking.īut interestingly, the campaign takes on more significance the more often you play the game. The game takes cues from Norse Mythology, with Nidhogg roughly translating into a dragon that gnaws at the root of the World tree, Yggdrasill. To do that, you have to push your opponent back three screens, run your victory mile, then get munched up by a dragon. Your guy will face off against different coloured stick-men in the same repetitive level-cycle and the aim is to beat all your opponents in the fastest time possible. There’s no expansive campaign to hack and slash through. Sure, the keyboard interface isn’t best suited for a game of this type, but fortunately, full controller support has been added, making everything a lot more manageable. When you understand the tactics, learn the maps and see how games play out, itsoon starts to click. Nidhogg is not going to blow you away with visual quality, the levels in the campaign are repetitive and the concept will initially seem quite bland.īut the magic comes in the playing and the moment you get involved, suddenly time will start to fly. As a casual, first-time observer, you’ll probably switch off quite quickly. Basically, it’s two stick men duelling to the death with swords. You’ll also likely wonder what place a game like Nidhogg has on the modern-day market and why anyone would be willing to pay more than 69p for it. That’s where Nidhogg plays its part perfectly.Īt first glance, you’ll wonder how the hell this took four years to develop, but the physics, balance and intelligence that have gone into developing this game bring things into perspective And that’s fine, but every once a while, it’s important to be reminded of where we came from. It’s fair to say that many modern games lack a long-term ‘hook’ and rather are a showcase for developers to try to bring this industry more in-line with movies and TV with the quality of narrative and set-pieces. No matter how many New Game + or difficulty sets you add, one playthrough is usually enough to satisfy most people. Arguably, that’s something the modern day game lacks. ![]() It doesn’t get much more basic than Pong and even the likes of Donkey Kong and Pac-Man had simple ideas but immense replayability. Yet the early days of gaming offered something much lighter. Looking at the worlds created by the likes of Bethesda, Crystal Dynamics, Irrational Games, Naughty Dog and others, one would be forgiven for thinking that bigger is always better. ![]() Games have evolved into massive, expansive worlds, with incredible attention to detail, subtle features and intelligent characterization. All feedback on this concept is welcome.įor the video version of this As We Play, view here… This offers unique content for the reader so they can come to understand the conflicting feelings of the reviewer as they’re playing a game for the very first time. As we play offers the thought strands of the reviewer as they’re going through the game.
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