![]() Still, these are games where there has been a single driving force (auteur) willing their creation into existence. Coding, designing, creating art, writing music, recording dialogue. Although, as the discussion surrounding this list has uncovered, almost all games have some contribution from other people. These games often stand out because of their singular vision and focused scope. Or is it? We have found a swath of amazing games that have been driven into existence by just one person. The era of a lone developer making a hit game in their bedrooms is long gone. "We want to go as wide as possible," Essen tells me.Video games are complicated. #NIDHOGG XBOX ONE PC#Nidhogg 2 is currently coming to PlayStation 4 and PC sometime this year, but Essen says the team is open to other platforms. The entire game is the original blown up, but the visual style and expanded levels give Nidhogg 2 its own identity. We want through a few iterations of art styles and it just didn't feel right to have super-barbarians going at it."Įssen also promises twelve music tracks from various artists for Nidhogg 2's soundtrack. When we first started out, we made more realistic versions. He had this real goofy Ren and Stimpy/Earthworm Jim kind of vibe. "I found on Twitter and I really liked his work. "I didn't want anything super-serious," says Essen when I ask about the new visual look. ![]() ![]() The basic Nidhogg warrior looks like a naked, sexless, wacked out Homer Simpson, but the PAX demo had alternate characters as well. Essen tells me the change allows the team to create multiple characters, while still sharing animations. The characters are made of multiple sprites, instead of the single sprites for the first game. #NIDHOGG XBOX ONE FULL#The levels are longer in either direction and are full of alternate routes, like tunnels and homes. There's a new version of the Castle stage and I also had a chance to play a swamp level. ![]() While the first Nidhogg had spartan, single-color pixel art, the sequel has expressive characters and detailed backgrounds. One change that jumps out at you immediately is the change in art style, care of new Art Lead Toby Dixon. These weapons had a lot of variations too." Weapons, you could throw low, but that just didn't work. We had a battle axe that could cut through any other weapon. "We had a few different weapons that we ended up scrapping. We'll have four weapons and ten levels at launch and hopefully more later," says Essen, confirming to me that the team hopes to have post-launch content for Nidhogg 2. The first game had four levels and one weapon. "There's a lot more level and weapon variety. You can also viciously stomp on a downed foe for a weaponless kill! The weapons cycle through as your die, so there's a certain amount of strategy in dying to get a preferred weapon. There are more weapons this time around: the classic Nidhogg fencing epee is joined by a wicked sword, a dagger, and a bow. Nidhogg's combat remains mostly the same in the sequel, so if you've played the original you'll feel right at home. We didn't want it to feel like a better version of Nidhogg, we want it to feel like a different version of Nidhogg. "Part it was I just wanted to try a different style for the fun of it. ![]() "We wanted to change a variety of things in the game," explains Messhof co-founder Mark Essen. ![]()
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