There's a kind of madness to it, in the speed and frequency and desperate rush. Falling into the void through your own mistake, or killing your opponent at the same time they kill you. Your deaths become very funny, very frantic. You die so quickly, so often, that you snap into this rhythm of constantly rushing, trying to make progress and maintain momentum. Nidhogg pushes players to a point of near hysteria. Is the feverish appearance part of the swordfighting and tension, or is it a charm separate from them? Does that make sense? For all its flat-colour and oozing texture, there's still something of the rotoscoped-style of Prince of Persia to it.Īdam: Do you think the trippiness, for lack of a better word, adds anything? I agree that there are lovely details, in the backgrounds as well with the chomping worms and droplets of water, but it's such a precisely controlled game that any distraction could be deemed unnecessary. In fact, I've fallen for every single animation: divekicks! Cartwheels! Swipe kicks! It all looks so fluid and, as you say, CLEAN. Not just the colour scheme and backgrounds, but little details in the animation: the way your swords flex and bend as you change stances the cute, Wildebeest crouchwalk the spraying blood and melting of corpses the way you can stick a guy with your sword, and keep moving the sword up and down ad infinitum. Punishment 2: The Punishing is a superb platformer, for example. Graham: Messhof has been quiet for a long time, until this proper release, but there was a while when he was turning out great, inventive stuff on a seemingly weekly basis. ![]() I wish it was called 'Randy Balma Municipal Abortionist (an actual game)' I remember Randy Balma Municipal Abortionist (an actual game) being particularly difficult to parse.Īdam: Wow - Google's second result for the phrase 'Randy Balma Municipal Abortionist' is a write-up by none other than Alec Meer Municipal Games Journalist, back in 2008. Graham: Have you played messhof's other games? Nidhogg is tame, as far as his normal warping, wibbling, psychadelic fever dreams go. It's mostly a very CLEAN look, which communicates events exactly as it should, I find.Īpart from the sky level, with the clouds, which hurts my eyes. I've seen lots of complaints about the style and apparent execution, most of which I assume comes from people who haven't played the game. Graham: That sounds very structured, but YES. Can we work through those first? With deviations permitted, of course. I have three main points of discussion that I'd like to raise. Mostly huddled around a keyboard rather than playing online. Graham: How many Nids have you Hogged thus far?Īdam: I have Hogged most of the Nids. ![]() Adam and Graham have been waving their swords at one another, fighting for the right to be eaten alive by the pink worm of success.Īdam: We have gathered here to speak of Nidhogg, a game that has been in development since men drew swordfighters on the walls of their caves and admired the illusion of animation caused by the flickering of the world's first flame. Do you Nidhogg? For years, only a few people could answer yes, but now the one-on-one swordfighting game has found its way into public hands.
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