Evo 2017 Player’s Choice: Nidhogg — No Glory for the Wyrm?

In what twisted alternate reality could Nidhogg be on Evo’s main stage…?

The voting has almost closed for the Evo 2017’s Player’s Choice game; out of the nine games competing for that coveted ninth spot, Nidhogg is perhaps the most unlikely, and most bizarre–and naturally, it has thus gathered little cash in tribute to the game and its namesake: the wyrm that gnaws upon the roots of the World Tree. Nidhogg is a beautiful, brilliant game–but this is almost certainly not the universe in which we’ll see a Sunday Evo final opened by this strange piece of dark art.

To know the wyrm

Is Nidhogg a “fighting game”? Players that have spent any time with this gem know the answer: “sort of.” But as a competitive game, Nidhogg’s design is so simple and elegant that it’s a shame it isn’t played more widely.

Among the heavy-hitters in the Player’s Choice lineup stand three “oddballs”: Nidhogg, Windjammers, and ARMS. Some have declared these three the “joke” contenders, as they have little-to-no hope of surpassing the feverish want for Pokkén Tournament, the fiercely-committed Ultimate Marvel vs. Capcom 3 community, the devoted followers for Super Street Fighter II Turbo or Skullgirls 2nd Encore, or prior main stage features Killer Instinct or Mortal Kombat XL. Windjammers makes no pretense of being a fighting title, and the argument will likely persist around Nintendo’s ARMS indefinitely. Nidhogg has all the components that make a great fighting game–but blended into a presentation that actively pushes it away from serious popular competition. However: the mechanics of a great game shine through brightly enough to support a dedicated casual community: ESL still holds online Nidhogg events on PlayStation 4, for example. The game has the guts, but has drawn minimal glory.

For those unfamiliar: Nidhogg is essentially a fencing game, but in the form of a “tug-of-war” of sorts. Opponents fight to make their way past (or through) each other and reach an end goal, through levels with similar structure and obstacles to “platform” fighters. Your swordsman can run, jump, crouch, climb, sweep, skip, cartwheel, and even divekick (see the inclusion of the “Fencer” in Divekick as a bonus character), providing a lot of mobility; this is paired with a three-level blocking/thrusting/disarming fencing mechanic at close range, as well as limited bare hand-to-hand combat–and even a projectile game, in the form of throwing your sword.

“You shall not pass–YEEEEARGGGH!”

The controls for Nidhogg are basic–just directional inputs, attack button, jump button–but those controls are smooth and responsive, and at close range the game has genuine neutral where spacing and simple–but deadly–footsies take place. A single stab is a kill, and allows your fencer to proceed closer to their own goal–but the fencers are effectively immortal and respawn within seconds, meaning you are constantly facing a new obstacle, and if you lose the next standoff your opponent will gain their own ground. It’s like sharing a single life bar, pulling it back and forth until there’s a winner. If you have the last kill, you can opt to even try and just outmaneuver your enemy to get closer to your end goal–the mix of combat and evasion plays fast and furiously. If you manage to reach your end goal, your fencer becomes meat for the glorious Nidhogg, devoured before a exultant crowd–that is your honor, and your reward.

nidhogg chomp
“I have fulfilled my destiny!”

To look upon its majesty

Nidhogg feels like a fighting game, simplified and condensed in the best ways. It provides easy-to-jump-into fierce competition, making it an ideal crossover game, and great fun in short bursts. Its design elements suit a tournament environment perfectly. However, its aesthetics are an acquired taste–they are both one of its strongest features, and one of the biggest hurdles to mainstream appeal.

Nidhogg merges a very old-school look–in the form of Atari 2600-style pixel graphics–with a moody, otherworldly electronic soundtrack, and uses these to present a grim, bizarre medieval world of immortal warriors battling for the glory of feeding a mythical monster. These elements will appeal to players in different measure–frankly, your enjoyment mileage with Nidhogg will vary based on how hotly these particular components fire your imagination, and how dark your sense of humor is: pixelated fighters screaming in agony as they’re stabbed in the face, spraying their pixel-blood all over the landscape, over and over again… if that makes you laugh, this game is your jam.

“Capering fool! Prepare to die–AAAAIIGGH!”

As a game, Nidhogg is “pure” competition, and perfectly balanced–the only difference between the fighters is their color. There are no elements that give one competitor an advantage, or any difference at all, except their own guile and experience. This sounds ideal, and for some players and viewers, it is–but it brings into relief a significant aspect of the games we play–our own personality, expressed through the characters we choose to play. The different appearance, movesets, and perceived tier position of characters… Ryu versus Chun-Li, Dr. Doom versus Zero, Pikachu versus Lucario, Sub-Zero versus Scorpion; they have an emotional hold that draws our investment (figuratively and literally), making us want to play them and watch them fight. So while Nidhogg as a game is still very entertaining, only those that are already seriously into the mechanics of this game–or are open enough to be drawn into the basic tug-of-war struggle–could be interested enough to watch it be played on a stage as large as the Mandalay Bay arena.

To honor its memory

Nidhogg is weird enough to remain a niche title, and well-built enough to maintain a cult following. If you haven’t tried this game, do so. It’s not expensive, and you can play it on PC, PlayStation 4 or PS Vita. Maybe you’ll come to love battling for the wyrm’s favor, perhaps not–but it’s a game that deserves recognition, in any case. The upcoming sequel seeks to expand the game’s mechanics, upgrades the visuals from Atari-era to something that looks more like Super Famicom/SNES level, and appears to take the tone in a more obviously comical direction. The wyrm may still find glory at Evo yet–but in the BYOC area, most likely.

It is very difficult to imagine Nidhogg actually opening Evo 2017’s Sunday finals, as the center of competition for a prize pool beefed up by a $10,000 bonus… The accessibility of the game could lead to some very exciting matches: top players, known for other titles–and maybe some new unknowns–could be battling it out in this remarkable indie title… but that’s a weird vision of another, stranger reality. It would be a sight to behold, but it would be madness.

If you would see that madness become our reality, it is not too late to pay the great wyrm the tribute it hungers for.

Vote for Nidhogg–and that strange vision of an alternate reality–on generosity.com here. Voting closes at 12:00 PM PST on February 8, 2017.

evo 2017 vote

Sources: Nidhogg (official site); ESL

Daigo Umehara “The Beast Unleashed” Statue Available for Pre-Order

We’ve seen game characters immortalized in statue form. Now, with the rise of fighting games in esports, is it possible that we’ll see a market for fighting game players being immortalized in statue form?

That’s what Kinetiquettes is banking on, as they have now created a Daigo Umehara collectible statue that is available for pre-order. Sized at 3.3″ x 3.3″ x 15″, it shows Daigo in a very natural pose, complete with his HyperX sponsor T-shirt.

If you are interested in this piece of art to add to your Street Fighter collection–perhaps propped up next to your copy of The Will to Keep Winning–it will cost you a pretty penny. But if you have the $162 to spend on this, go grab it now!

Source: Kinetiquettes

Master the Street Fighter V Training Room with This Two Minute Tutorial from PugilistPenguin

After a short break, PugilistPenguin has returned with another of his helpful Two Minute Tutorials for Street Fighter V, this time on using the Training Room correctly. Many newer players see the Training Room as just a place to practice flashy combos, but its real asset is allowing players to simulate certain situations without the fear of lag or a pesky opponent to interrupt their practice.

Using his main F.A.N.G as an example, PugilistPenguin works through a set up that doesn’t seem to work on paper, but works in live tests. His experimentation leads to a set up which leaves F.A.N.G plus on block and causes opponents to attack in the wrong direction if they attempt to get out with a Shoryuken. By using the training dummy correctly rather than just using trial and error, sessions in the Training Room become helpful learning experiences, as opposed to just mindless combo drills.

The tips PugilistPenguin imparts are for Street Fighter V, but proper use of a Training Mode is vital in getting better at fighting games as a whole, so give this a watch no matter what game you play.

Source: PugilistPenguin

Rumor: Helen (or Kolin) Is Street Fighter V’s Next DLC Character, Uses Ice-Based Attacks

Street Fighter’s Facebook page merges with a possible leak to reveal the next fighter’s identity.

Belief is growing stronger that the next Street Fighter V DLC character–set to be officially revealed at Lupe Fiasco’s DROGAS Light release party, February 15th–will be Helen, known from the game’s General Story mode, possibly under her second name Kolin. First, the changes to Street Fighter’s Facebook page caught attention:

sfv fb avatar
sfv fb banner

It was already thought that the second Season 2 silhouette resembled Helen, and the expanded banner reinforces this strongly. The ice motif in the character’s background (and in the SFV logo avatar) gave rise to speculation that Helen’s–if it is her–powers will be ice-based.

Secondly, an unverified leak, apparently originating on Reddit (but since deleted, naturally) lends even more weight; the leak is fairly detailed, discussing how Helen has a combination of ice-related projectile moves, rekka inputs, a 2-bar V-Trigger, and “feels like” Rose to play. VesperArcade and TheRedGambit discuss these rumors in more depth in their videos below.

While the evidence pointing to Helen/Kolin herself is quite convincing, these details of her play are–at this point–as good as speculation, until we see more concrete evidence, or an official reveal.

Sources: Street Fighter (Facebook); VesperArcade; TheRedGambit; EventHubs; PVP Live

BlazBlue: Central Fiction Clash Videos Ignite the Soul to Rebel

Clash Art videos are the lesser-known cousins of combo videos. Combo videos are known for not always being that practical, as they often focus more on style. If going all-out to look as flashy as possible is your thing, you’re going to love clash videos.

An actual hit rarely ever lands in a clash video. Rather, both characters cancel into consecutive blows by utilizing the clash mechanic from Arc System Works, often ending in a Distortion Drive or entering Overdrive. There’s a lot to appreciate–not only is it difficult to time this between two characters (or a recording in Training Mode), but it also takes talent to come up with the “choreography.”

The two videos from NicoNico below showcase the latest installment in the BlazBlue fighting game series, Central Fiction. The focus is on mimicking the story component from the game’s arcade mode, which was divided into Acts. Check out the incredible action provided by Hazamatsu. As Hazamatsu is teasing a video trilogy, more is likely to come in the future.


Source: NicoNico

Hit the Nail on the Head: Mr. Game & Watch Hammer Combos for Super Smash Bros. for Wii U

Mr. Game & Watch is peculiar character in competitive Super Smash Bros. for Wii U. He is lower in the tiers, and is hardly heard from in tournament play. Part of it can be attributed to one specific move: Judgment Hammer.

The move is completely random, and can either blast the opponent off the stage with a level 9 move, or hardly do anything with lower numbers. However, that doesn’t dismiss the hammer–or the character itself–as useless, as there are still setups and combos that work with Judgment Hammer. Check these out in the video below.

Source: Princess Poco!

Watch Daigo Beast on Japan and Korea’s Best in This Street Fighter V Online Compilation

Every time we turn around, we see more footage of HyperX’s Daigo Umehara’s progress in Street Fighter V. He is still slowly but steadily climbing the online ladder, and his improvements are showing in most matchups.

This time, we get to see him take on Galtu and Crusher from Japan, the best Bison and Birdie in Japan, respectively. We also see him square off with Korea’s 200won, a strong R. Mika who saw himself in the highlight reels of Street Fighter Crash last year.

Source: YogaFlame24

Watch Daigo Beast on Japan and Korea’s Best in This Street Fighter V Online Compilation

Every time we turn around, we see more footage of HyperX’s Daigo Umehara’s progress in Street Fighter V. He is still slowly but steadily climbing the online ladder, and his improvements are showing in most matchups.

This time, we get to see him take on Galtu and Crusher from Japan, the best Bison and Birdie in Japan, respectively. We also see him square off with Korea’s 200won, a strong R. Mika who saw himself in the highlight reels of Street Fighter Crash last year.

Source: YogaFlame24

Learn to Dance and Take the Lead with This Marth Super Smash Bros. Melee Tutorial

Marth’s Dancing Blade is a great mixup tool for Super Smash Bros. Melee players to learn. However, controlling it properly is a very difficult task–and could be the difference between getting a kill and getting punished yourself.

Fortunately, this video below goes over the various options you have for the move, as well as what it’s good for. It also covers delaying the follow ups of the move, in order to make your opponent mis-time their spot dodges.

Source: DeBO

GCYoshi Chimes In on Why Giants Would Be a Bad Choice in Marvel vs. Capcom: Infinite

Marvel vs. Capcom: Infinite is a definite departure for the Marvel Vs. series of games: having been more likened to Tatsunoko vs. Capcom–the Nintendo Wii exclusive title that preceded Marvel vs. Capcom 3–naturally, people will be looking to the older title’s roster for hints at what’s to come.

As such, one cannot talk about MvCI without considering the possibility that the game may contain giants–characters with large health bars and are triple the size of the main cast, but only allows you to have one character on your team–much like Tatsunoko did. Who better to discuss those characters than GCYoshi, a player who specialized in the giants in Tatsunoko.

In an interview he had with Red Bull, he talks about how the design actually hurts the Vs. series more than it helps. “Truth be told, I do not see reasonable solutions to large solo characters with permanent hyper armor in a 2v2 game. They are just too different.”

Further, the article goes on to detail some of the problems with giants in competitive play, such as having to play sub-optimal 2v2 team to counterpick the giants, leaving you at a disadvantage if you lose the first game and your opponent has a counterpick after the second game.

Source: Red Bull eSports