Nosferatu

Nosferatu

released on Oct 07, 1994
by SETA

Nosferatu

released on Oct 07, 1994
by SETA

The player controls a young man known as Kyle, who rides to the vampire Nosferatu's castle in order to defeat him and save his beloved girlfriend Erin from his clutches.


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bro got some nerve fighting monsters bare fisted. no fucks given about zombie juice on the apparel

I've faced challenges, but this one has been, by far, the most INSANE. A game that separates the losers from the PSYCHOPATHS.

Like pretty much all Cinematic Platformers, Nosferatu can feel slow. Very slow.

Some of the puzzles will take you a few tries, and you probably will die in annoying ways many times. I highly recommend trying this on an emulator where you can either use save states or have a rewind function unless you're really into the grind - but it's a fairly solid choice for the genre.

https://m.youtube.com/watch?v=zOtOTHgROC0

(Please don’t report and delete my review of Nosferaru for the SNES. Yes, it is just a YouTube link, but that link leads the to classic sketch from Mr. Show that investigates whether Monster Party novelty songs are real. You get it? It’s a funny sketch about like Dracula drinking blood punch and doing the limbo with Frankenstein and the wolf man, kind of like this game, but silly. You get it, right? Please don’t report it. Please)

Nosferatu é um game que marcou muito a minha infância, a primeira vez que o joguei, lá em 1996, eu fiquei impressionado com os gráficos, com a jogabilidade q era pra mim na época bem diferente dos demais jogos q eu jogava e o tema me chamou muita atenção, o único game com o tema vampiros e monstros q eu já tinha jogado eram os Castlevania, por isso, Nosferatu foi amor à primeira vista. Obviamente o game sofre com algumas limitações, mas me diga, qual game em 1994 n era limitado? Enfim, recomendo demais a quem n conhece, jogá-lo. Tenho certeza que ainda hoje vc se surpreenderia como esse game é divertido.

Controles duros e pouco responsivos, trilha sonora terrivelmente repetitiva e com pouca inspiração, detecção de colisão problemática, decisões de design como tempo e checkpoints desagradáveis. Chefões divertidos, entretanto.