Since the release of Volgar the Viking in 2013, fans have been itching for a full sequel to the Rastan-inspired action platformer for over a decade at this point. Now the time has finally arrived. Thanks to a partnership between developer Crazy Viking Studios and retro specialist Digital Eclipse, we can step back into the boots of Volgarr as he embarks on a quest that will prove more deadly than any he’s faced. The result is a game that, frankly, feels improved in just about every conceivable way, making Volgarr the Viking II not only one of the best 2D action platformers on Switch, but one of the best of all time.
Let’s start with the obvious: Volgarr II is brutal. There have been several adjustments made to make the game more approachable to newcomers, which we’ll get into in more detail later, but you should know that this isn’t for the faint of heart. You will die in Volgarr II, and you will die a lot. Like the original, getting through each stage is an exercise in learning the layout, anticipating every enemy position, and observing their attack patterns and weaknesses. When entering each new area for the first time, attempting to storm through as quickly as you can is simply not an option; you can be sure that there will be something lying in wait to bring your journey to a swift and bloody end.
Veterans of the original will find themselves at a slight advantage since the gameplay remains relatively unchanged; why fix what isn’t broken, right? Volgarr walks at a brisk pace, can double-jump to reach greater heights, and can throw spears into walls to use as makeshift platforms. Your basic sword swing is adequate for dealing with most enemies, but utilising this with your other moves is crucial to progressing through some of the game’s more challenging segments. There’s nothing quite like jumping up, throwing a spear into a Draugr, and somersaulting to take out a foe below you with an arching sword swing before throwing a spear again to wipe out a third hapless fool - all before landing. Glorious stuff.
Unfortunately, Volgarr isn’t the most resilient of warriors and, in his basic form, just one hit that isn’t blocked by his shield is enough to tear the flesh from his bones and send him back to the last checkpoint. Like the original, however, handy upgrades can be obtained by breaking open chests littered throughout the stages. There are more of them this time, and each grants you an additional hit point to ward off your inevitable demise. In order, you’ve got boots, a flaming sword, a belt, and a helmet. The fire sword is particularly useful since it effectively doubles your attack damage; some of the bigger enemies, like the officially named ‘Chonky Chad’, require four or more strikes before dying, so halving this will make your task much more manageable.
One of the biggest changes in Volgarr II comes with the new checkpoint and continue system. Yes, you’ve got checkpoints now, which are a true blessing if you’re new to the game and need a helping hand. Veterans, meanwhile, can give themselves an extra challenge and destroy the checkpoints Shovel Knight-style to gain treasure and bonus lives. Additionally, in the original, you could die as many times as you like and not worry about being penalised (unless you take on the Path of the Valkyrie levels). This time, however, Volgarr now has finite lives, and if you run out, you’ll be given the option to either continue or quit out to the main menu. Choosing the former puts you right back to the start of the level (or the mid-point if you happen to reach it), but it also comes at a great cost.
Every continue used will rob Volgarr of a piece of his soul. This isn’t immediately noticeable at first, but you’ll come to realise that Volgarr becomes more and more pale with each continuation. Soon enough, his skin will be completely green and his hair will be purple; you’ve now entered ‘Undead Mode’. This is the game essentially acknowledging that you’ve died quite a lot and need a bit of help; you won’t take any damage while playing in ‘Undead Mode’ unless you fall down a pit or into a pool of slime, so you can proceed through each level quite safely, and it’s genuinely a great way to learn what’s coming up without fear of death.
Now, the real kicker to this is that there’s no way to reverse it. You’re stuck like that unless you decide to delete your save and start from scratch. See, this is where the multiple endings come into play. Completing Volgarr II in ‘Undead Mode’ will give you the worst ending, and which conclusion you receive is entirely dependent on how well you play. To get the best ending, you need to be exceptionally good at the game and die as few times as possible. Yikes.
It honestly took us a bit of time to come around to the idea of the ‘Undead Mode’; once we realised it was irreversible, it almost felt like an insult to our skills. 'Screw you, game,' we thought before promptly deleting the save file to start again. It’s only when we re-entered ‘Undead Mode’ for the third time that we realised it might be best to just embrace the help and use it to better ourselves and learn the levels properly. It's an inspired idea that, to our knowledge, hasn't been implemented quite this way in another game, but we suspect we'll be seeing a lot of copycats in the years to come. There is also a ‘Practice Mode’ available via the main menu that will let you replay each individual level as many times as you like once you’ve beaten them at least once. So if your preference is to just start from scratch and keep inching forward bit by bit without dying, you can do that.
That’s the beauty of Volgarr II. It’s not a game that’s designed to be beaten in one go. Gradually improving to the point where you can get through a single level without perishing is the whole point of the experience. It’s not here to hold your hand, and every success will be followed by failure just a short while later. For some, this will sound like a total nightmare, but the immense feeling of satisfaction when you finally manage to ace a level in one go is simply unmatched. In short, if you’re someone who relishes a challenge and yearns for the days when games made you work for your reward, then you’ll be in heaven (and once you’ve improved enough, you can toggle a speedrun timer to really test your nerve).
Graphically, the game has been improved drastically. It will still look familiar if you’ve played the original, but the environments and character design have been given a huge revamp. Levels range from snowy, Nordic mountainous regions to the very depths of hell itself, and this is conveyed with stunning pixel art that bursts with colour. You can adjust the visuals ever so slightly via the main menu, too, with a scaling filter offering ‘sharp bilinear’ or ‘point’. The former gives a subtle smoothing effect, and it looks nice, but we opted for the latter for a much cleaner, sharper image. It looks wonderful on the big screen.
The only issue we have with the visuals — and it's a small one, mind — is the UI. As you can see in the screenshots, you’re shown how many lives Volgarr has left along with which upgrades you’ve obtained in your journey. It’s great that it’s there, and we wouldn’t want it removed entirely, but it’s a touch too large and central for our liking. Shrinking it down slightly, or moving it further into the corner would be ideal. It’s not overly intrusive, but every time we look at it, we can’t help but think, 'Hmm, bit too big.' Maybe this can be tweaked in a patch.
Perhaps the most significant aesthetic improvement, however, comes with the music. Each orchestrated track is simply sublime, giving your journey through each stage a huge sense of purpose; like you’re on the way to Mordor to toss the One Ring into the fires of Mount Doom itself. It’s epic stuff, and frankly, the first game pales in comparison. We’ve been replaying every major theme in our minds ever since picking up the game, and honestly, if Crazy Viking Studios decides to release an official soundtrack, it would give our gym sessions a much-needed kick up the backside.
The last thing we'll mention is that load times in Volgarr II are snappy. Considering how often you'll die, quit out to the menu, and start a new game, we really appreciate how seamless it feels. We actually timed it to make sure our judgement wasn't being clouded by the wonderful gameplay; quitting a game and loading up a new one takes less than five seconds.
Conclusion
Volgarr the Viking II is, quite simply, one of the best 2D action platformers on Switch, or any other platform for that matter. It improves upon the original in just about every conceivable way, introducing neat ways to ease newcomers into its relentless brutality, vastly improving the visuals, and adding a soundtrack that is destined to go down as one of the all-time greats. Minor quibbles with the UI aside, Volgarr the Viking II is an absolute must-play if you can stomach the intense difficulty.
Comments 36
That really is a big honkin' UI 😆
"The UI is just a tad too large for our viking" , there, fixed your typo.
I never heard of this series before seeing the feature article and preview. Colour me interested!
Oh yay, thank you for reviewing this one. I was interested in this game but honestly didn't expect it to be this good. I'll definitely pick this game up at some point.
It’s not Volgar, it’s not Vollgar, it’s Völlgar.
Yeah that UI is kinda ridonc. haha
Definitely up for trying this, sounds like a satisfying challenge. Hopefully they patch that ginormous UI though—good grief!
Still need to get around to playing the first one. I've had it on Wii U and just never got to playing much of it.
Thank you for reviewing this, NintendoLife!
Never played the first one but this looks like something right up my alley.
Thank you so much for reviewing this game! I had absolutely zero knowledge of Volgarr (and its first entry), but this seems designed for me! Love retro old school challenge and the comment about yearning for those days where we used to work for our rewards was specifically targeting my tastes haha. I love getting to discover hidden gems like this game. Thanks again for reviewing it and sharing its joys with us.
It looks awesome, but not like something I'm going to bash my head against enough to get too far. I don't do action games that require memorization to get through. R type, a LOT of Souls likes, etc.
As I mentioned before I'm still not sure I'll ever play this considering its brutality, but it's certainly way, way more likely considering the additions compared to the original.
Regardless, so happy to hear it's such a good game and thanks for the review!
Both games on a Switch game card or it didn’t happen!!
Please, of course 😃
Looking forward to trying the new game
First game was brilliant and got me back into 2D platformers. Great to see the sequel lives up to the hype!
Sounds cool but looks like an old flash game.
Seems like a game that is difficult just for the sake of being difficult. Without a demo to guarantee it'll be fun, I will pass on this.
@Lightsiyd what else is difficulty for? Overcoming difficulty by honing skills is its own reward. Obviously it should be fun, but it's not like difficult and fun are mutually exclusive
@jake1421 They are definitely NOT mutually exclusive, that is not what I intended with my comment at all. Difficulty (in my book) is supposed to make the game fun, not get in the way of that fun.
For example, the EMMI sections of Metroid Dread are challenging to get through especially the first time, but a huge part of what makes it fun is the fact that if you die, you're revived right at the entrance to the EMMI zone (and the same mechanic is used for bosses) so, you can focus solely on the challenge and immerse yourself in it. If I had to redo the whole path from the last save point to the EMMI zone, then that's the game being an arse as well as not respecting my time. (difficulty for the sake of being difficult)
The same principle applies to filler side missions and fetch quests, especially when their rewards are pitiful in comparison to player needs (BoTW), grinding for several hours just to gain one level after which you're granted one stat point when you have 14 or more stats (Elden Ring), losing significant accumulations after death or dying twice (Soulslike), abysmal RNG systems (Have a Nice Death) etc. These all have no bearing on making the games fun but are professionals at multiplying frustrations.
I'm someone who has completed multiple difficult games and have absolute confidence in myself. But I play first for fun, not for frustrations or ego, and games that work by frustration philosophy are games I will always give a pass. I do acknowledge that there are those that thrive on it, but I have no desire to be one of them. There are rare occasions when a game can get away with it in part (Hollow Knight), but they are the exception, not the rule.
@Lightsiyd agreed about grinding. But I do think there is marathon difficulty and burst difficulty. Most game these days are difficult in short bursts, like your Dread example. And that can be very fun and rewarding.
Less common now is old school marathon difficulty, maintaining high quality play over long periods. Different skills exercised, different approach, both can be great if done well. Admittedly, marathon difficulty leads more often to rage quitting haha but the next time you play you might change your strat. I don't think it's necessarily the game not respecting your time, just that the game has to be higher quality for that type of difficulty to work well.
It's like playing Celeste normally and playing Celeste for golden strawberries. The game is fun enough for both, but the player's approach to each is very different.
As far as this game goes, looks cool but I already have ghosts n goblins resurrection in the backlog, I'll wait for a good sale price.
@Lightsiyd Well said, your take on difficulty mirrors mine. But you said it great—so I will say no more.
@jake1421 I completely agree with you in this small debate haha. The concept of a marathon is something that has been long forgotten in the era of auto-saves, rewind features and easy modes. There is a fine balance of joy/punishment that when you know that you cant get back that quick, you gotta try harder and really measure your actions and strategy. Nice explanation!
@Wisps I'd expect you'd agree with that profile pic ha, prime examples.
"No way I'm restarting Wily's Castle from the beginning again!!"
Good times.
@jake1421 Absolutely, I know there is a time and place for everything, but gems like Megaman, Ninja Gaiden, Castlevania, Contra, Battletoads and so many others would not have a special place in our hearts if not for their intended difficulty. For better or worse, it was neccesary for the NES games due to their small size.
@Diogmites FYI, the game has a launch sale of 20% off, but it's only active for another 15 hours. This brings the price down from $20 to $16.
Is there a rule that reviewers can't say "I" or "me"? This review is filled with instances of "we" or "us" being used in association with extremely specific feelings that likely only one person experienced. It just makes you all look like a hivemind, and it completely takes me out of the review. I think these reviews would be a lot more effective if the reviewers said "I" and "me" for once. It would more clearly represent their own thoughts and make the review more personally engaging. It's why I only listen to the "second opinion" segments at the end of Nintendo Life review videos.
wow didn't expect it this good.
now I think about getting it
@JCLKaytwo A fair point.
@JCLKaytwo Totally valid point - rest assured, the words in this piece are mine and mine alone.
Are there multiple characters as the artwork suggests?
The first game is terrific and I'm very happy that the sequel is here I might give it a try.
@Olliemar28 I appreciate your reply. I just feel that it's hard to take the review seriously as your words alone with all this "we" talk. It makes me have to suspend disblief... which is something that nobody should have to do while reading a review of all things. It also makes these reviews lack a personal touch that makes some reviews more convincing. Just my thoughts.
@Max_the_German It's not Volgar, it's not Volgar, it's not Völlgar. It's Völgarr
@SabreLevant F*ck, you’re right! A title most people can’t remember nor write with their keyboards is just bad.
Looks more like a 4 going by nintendolife standards. 5 max.
@JCLKaytwo Agreed. I cannot stand this website's obsession with "we" and "us" in reviews.
I (sorry, "we") often avoid reading them because of it.
This game was fun. Also for the love of God I don't mind the difficulty but add some more checkpoints the levels are way too long and Volgarr moved like a brick outhouse.
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