![]() ![]() Nidhogg II’s great gameplay and level design make it a joy to play. Additionally, the online mode seems to work well and is largely lag-free, but the servers seem relatively barren from players such that my sample size may be too small for an accurate assessment. Seeing the computer opponent use various strategies teaches the player, but it falls short of the knowledge required to fully enjoy the complexity. This is slightly mitigated by the arcade mode, which is a single player mode that takes the player through all of the levels in Nidhogg II while slowly adding in more weapons. Further, these controls don’t explain many of the advanced techniques of the game, like air kicks, bullet-deflecting, or rolls. While a simple menu may be boring, it becomes problematic there is a single screen that displays the basic controls buried deep within the menus, and the game does not feature a tutorial. The menus are minimalistic, with simple sound effects and options. While Nidhogg II’s gameplay is robust, its presentation is not. ![]() The beat-heavy electronic music clashes with the mostly medieval or natural environments and feels like it belongs more in a club like setting (there is a level set in a contemporary club), but it doesn’t feel out of place with the action-heavy, weird and funny art style, and the wacky gore. This style is further enhanced by the exceptional soundtrack by Mux Mool. Additionally, the player characters are similarly customizable in odd fashion choices, adding more to the personality of each character. This oddness goes well with the fluid mechanics and is a fun, distinct, and memorable style. Characters move with an awkward gait and have similarly exaggerated animations for all weapon uses. When the player jumps, they see the weight and bounce of the jump reverberate through the character. The characters are animated with an unnatural bounciness to them. Nidhogg II has a weird, slightly demented art style that is a joy to watch on screen. The weapons, the levels, and the different moves come together to create a high level of strategy to the game, even when each encounter might be only for a few seconds. Knowing the environment of the levels allow for the player to fully appreciate the situation they are in and find a strategy that takes these factors into account. Small thin tunnels force players to face each other head-on, doors that separate rooms limit the effectiveness of throwing weapons and using projectiles, and platforms of different heights will create interesting matchups. At first, levels seem basic, but upon repeated play, the player starts to appreciate how the different level designs affect the gameplay. The cleverly designed levels affect the strategy as well. If the player is unarmed, they could try and disarm the opponent, dodge the opponent, or try to get the opponent to accidentally kill themselves. Likewise, the dagger and bow are better for ranged attacks. The rapier is best when you are facing the opponent head-on, whereas the broadsword is great for defending against aerial attacks. There is a fun bit of strategy in weighing up the strengths and weaknesses of your opponent’s current weapon and positioning while deciding the best way to advance past them. Unarmed? Roll over a weapon to pick it up without breaking stride. There are only a few basic actions, move, jump, and attack, but these actions can be combined in various sequences and combinations that go a fair bit deeper. The game exemplifies the “simple to learn, difficult to master” idiom that has defined addictive gameplay since arcade games in the late 70s. ![]() ![]() Each game plays like a tug of war match, with players advancing against each other to try to break free and gain momentum to get to the end of the level. Because of these frequent respawns, the game never feels totally out of hand and allows for the tide of the battle to shift quickly and effortlessly. When a player dies or falls behind, they are respawned in front of the advancing player with a new weapon, creating a new battle that may require a new strategy. Each player works to block their opponent from advancing past them while simultaneously advancing past their opponent and making it to the far end of the level. Players are placed across from each other, given a weapon, and tasked with killing (or getting past) the opposing player. Nidhogg II places two players in a sword fight in the center of a long horizontal level. The game is named after the Nidhogg, a Norse mythological serpent that eats people in torment, which is featured in the game. The original Nidhogg was created for a show at New York University, before eventually being released for the PC and Mac in 2014, as well as PS4 and PSV later in the year. Nidhogg II is a one-on-one fencing game by Meshoff games for the PC, XBOX ONE, PS4, and the Switch. ![]()
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