Any time a player is killed, the movement direction is set against that player, making the game a constant tug-of-war. All the arenas are symmetrical, consisting of five screens, with only one goal: kill your opponent and run all the way to the end of the stage, where you will be devoured by Nidhogg for… reasons unexplained. If the player on the left kills his opponent, an arrow appears allowing the player to run to the right, and vice versa for the player on the right. Every match begins with two sword-wielding figures battling to the death in an arena. Nidhogg is most easily explained as a Zorro simulator. Quite the contrary: every moment of the game was and adrenaline-fueled duel for victory, and a truly fantastic one, at that. However, I never felt cheated or or that my death was unfair. Since then I have suffered hundreds-if not thousands-of stab wounds, broken necks, and terrible falls. ![]() It didn’t come after a prolonged struggle or a cunningly-placed strike by my opponent, but rather I ran myself through on their sword. ![]() It took me less than three seconds to die in Nidhogg for the first time.
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