Nidhogg

released on Jan 13, 2014

Nidhogg is the award-winning fencing tug-of-war, full of graceful acrobatics and clumsy stabs. This is the ultimate two-player showdown of fast-paced fencing and melee attacks. Beware, advantages in Nidhogg are often fleeting, as new opponents continually spawn in your way. Use a variety of fencing maneuvers while armed -- lunges, parries, and even dirty tricks like throwing your sword. If swordless, press forward with punches, sweep kicks, dive kicks, rolls, and wall jumps.


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i like nidhogg 2 better but im reviewing this because messhof's earlier title "randy balma municipal abortionist" isnt on here

that game rules and i think about the phrase "i feel like i am drugged up on drugs" every day

Cute party game. If I had friends, I'd play it :D

I and the person I love most are nearly perfectly matched in this and it's brought some of the most raw, unfiltered joy I've experienced playing a video game. There's so much room for natural discovery and the actions are so dead-simple that you cut right through to the multilayered rock paper scissors and personal metagaming that make traditional fighting games so satisfying in their best moments. The levels pulsate and warp and sway in the most hypnotic ways and you're locked together running back and forth and back and forth in a dance that seems to never end and you are wholly consumed by the game and the person you're sharing it with and you approach that kind of momentary inner quiet you thought you'd never have again even as you're involuntarily shouting from impaling yourself again by diving in when your opponent was just standing still.

I'm 100% sure if I go out and look for it I'll find strategies, tech, and optimization which take away from that feeling of discovery and replace it with a tighter grasp on the mechanics bringing you and the opponent closer in a different way, but I'm not gonna let the optimization virus get this one unless I work my way there myself. There's something to be said for the maximum-information environment that is the default for any game nowadays, but there's also something beautiful about the high speed improv of a low information closed system of two players who don't have any idea how other people play it.

Ask yourself: in the past 15 or so years, how many times have you had the opportunity to feel like a multiplayer game is something between you and the people close to you, not really knowing or caring how others play it or what the "right" way to do it is?

Dá pra tirar uns x1 daora com seus amigos

Killing your friend throwing the sword will always be funny