![]() Initially it's a shock, and not necessarily a pleasant one. It's better to run the opposite way so you'll respawn in their way quicker. Pro tip: Don't chase the player in the lead. Gone are the striking evocative 8-bit neon backdrops of old, and instead we're given excessively detailed, and often disgusting, animated environments that wouldn't feel out of place in a Ren and Stimpy episode. The most noticeable change this time around is the aesthetic, eschewing the first Nidhogg's classy pixelated sprites in favour of garish multicolored monstrosities that look like stretchy Play-Doh molds. 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. Messhof aced the basics, but had more to offer.Įnter Nidhogg 2. 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. Nidhogg wasn't lacking in complexity, but it was in variety and scope. For some, however, it was too bare bones. It was a beautiful ballet of blades and brawn, distilled into a scant four maps. Barring that, there was always the option to viciously rip your opponent to pieces with your bare hands. Based on timing, positioning and momentum, you could slide into foes, dive kick, stab, parry, disarm, deflect, and toss your sword. Ludicrously simple on its surface, the depth came from a multitude of context-sensitive movesets. 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. The original Nidhogg was a great example of minimalist elegance. ![]() It's not revolutionary, but it's the best Nidhogg has ever been. For a reminder of the intensity that the game could create, let's check out the original January 2014 gameplay video below.An already sterling fighter gets a new coat of paint and a few new tricks. ![]() Remember that a connection is only as fast as the slowest player! Matchmaking has also been sped up a bit and various graphical bugs that could crash the game have been fixed."Ĭredit to Chatty's pyide for the tip. The Nidhogg craze has since spread to PlayStation platforms, but there's also been quite an affinity for the one-on-one fencing game on PC. "Rather than having a set frame delay on the inputs, the new system sets the delay based on your connection. "We have been working with another programmer, Vadim Dyachenko to improve the latency and desync issues in the online multiplayer mode of Nidhogg," Messhof explained on Niddhog's Steam Announcements page. Fast-forward 18 months later and now it appears that developer Messhof has delivered on a fix for the game's online lag issues. As noted in our review, the online element had some severe issues, enough to take away from what was otherwise one of the best multiplayer experiences of the year. Shacknews was among the outlets that enjoyed the game, but with one major caveat. It's been well over a year since Nidhogg first debuted on PC.
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