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Volgarr the Viking

in library

4/5

( 59 Reviews )

4

59 Reviews

English
9.999.99
Why buy on GOG.COM?
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Volgarr the Viking
Description
Volgarr the Viking is included in Volgarr the Viking I & II Bundle Remember when games were tough? Return to the Golden Age of arcades with an all-NEW hardcore action experience that pulls no punches. Volgarr the Viking possesses all the hallmarks of the true classics - simple controls, high cha...
Critics reviews
67 %
Recommend
User reviews

4/5

( 59 Reviews )

4

59 Reviews

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Product details
2013, Crazy Viking Studios, ...
System requirements
Windows XP / Vista / 7 / 8 / 10, 2.0GHz, 1 GB RAM, 256MB OpenGL 1.3-compatible, 200 MB available spa...
Time to beat
9 hMain
11 h Main + Sides
20 h Completionist
10.5 h All Styles
Description


Volgarr the Viking is included in Volgarr the Viking I & II Bundle


Remember when games were tough? Return to the Golden Age of arcades with an all-NEW hardcore action experience that pulls no punches. Volgarr the Viking possesses all the hallmarks of the true classics - simple controls, high challenge, and meticulous design - combined with hand-made pixel animation, an epic soundtrack, and buckets of blood. Flex your gaming muscles and step into the arena with Volgarr the Viking. We dare you.
  • Classic hardcore arcade action with support for Dinput and Xinput controllers!
  • Seven worlds to explore across 30 maps, all bristling with high quality handcrafted pixel animation.
  • Over 30 unique traps and enemies, including huge bosses that take up the entire screen!
Goodies
avatars manual wallpaper
System requirements
Minimum system requirements:

Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.

Mac notice: The game is 32-bit only and will not work on macOS 10.15 and up.

Why buy on GOG.COM?
DRM FREE. No activation or online connection required to play.
Safety and satisfaction. Stellar support 24/7 and full refunds up to 30 days.
Time to beat
9 hMain
11 h Main + Sides
20 h Completionist
10.5 h All Styles
Game details
Works on:
Windows (7, 8, 10, 11), Linux (Ubuntu 16.04, Ubuntu 18.04)
Release date:
{{'2013-09-13T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
Size:
157 MB

Game features

Languages
English
audio
text
Critics reviews
83
Top Critic Average
67 %
Critics Recommend
OpenCritic Rating

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User reviews

Posted on: January 9, 2025

great game

perfect!!!!! scratched a 2d action platformer itch I had


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Posted on: October 17, 2025

alwbsok

Verified owner

Games: 553 Reviews: 23

Excellent, but for one thing

I remember discovering Super Ghouls & Ghosts on the Wii virtual console (the SNES was a *little* before my time), and falling in love with it. My favourite feature was the double-jump, specifically how you had no control over your trajectory once you were in the air (other than to initiate the second jump). It just changed the flavour of the platforming, requiring more puzzle solving than muscle memory. It made me wonder why I hadn't seen it in more games. Fast forward several years later, Volgarr the Viking, wearing its influences on its sleeve (and store page), proudly rips off this jumping mechanic from SG&G. Indeed, playing through Volgarr often feels like playing through SG&G, but in many ways, done even better. I think the biggest, and best addition to Volgarr over SG&G is the spear. It's nice (and probably necessary) to have an unlimited ranged weapon, but using it for makeshift platforms (and, on occasions, shelters) adds another extra dimension to the gameplay. I honestly found the game's design to be superb. Volgarr feels weighty, but the platforming is razor sharp. The levels feel meticulously crafted, with great attention paid to smoothing out the game's daunting difficulty curve. And just when you feel like you've gotten a grip on everything that the level (and its various enemies and traps) could possibly show you, you'll find a boss, or a new section, complete with new mechanics for you to wrap your head around. Volgarr also pinches another mechanic from SG&G: how health works. In SG&G, the main character, Arthur, is clad in steel armour. If you take a hit, you lose your armour, and instead wander around in your underwear. If you open a chest, you can recover your armour, or if you already have armour, upgrade it (up to twice). Upgraded armour still shatters in a single hit, but gives you damage buffs, giving you extra incentive not to get hit. Volgarr the Viking is slightly more forgiving here: Volgarr still gets equipment from chests, but getting hit usually only removes your most recent acquisition. You don't fall to the bottom of the health pole from a single hit. Still, the punishment for getting hit feels severe. In other hard games, I have been tempted to look for a way through levels that is "good enough", so that you only get hit a manageable number of times. Volgarr's health system is enough to dissuade me from doing that. If I can't see a way to get through without getting hit once, then I know that I need to try something different. Now, as positive as I have been about this game, it does take something else from SG&G, which really should have been left in the past: your journey resets when you exit the game. This wasn't an issue playing SG&G on the Wii, since you could resume virtual console games from where you left them (and use save states, if you wanted). It would have been an issue playing it on the SNES, and it is an issue playing Volgarr now. The game then proceeds to undercut this, once you finish a level (involving getting through its two stages and beating its boss). It insists that it isn't saving your progress, but it will permit you to skip a level that you've previously beat when next you open the game. It then tells you that it will lock you out of the best ending if you do skip a level. The subtext is very clear: quitting is tolerated under great sufferance. If you can't complete Volgarr in a single session, then you can't really complete Volgarr. While this small concession is better than nothing, progress in Volgarr is hard-won. It can take many, many hours to get yourself to the next checkpoint, and getting to a new level can take the better part of a day. Just getting through an entire level is a large time and energy commitment. If you wanted to do anything else with your weekend (e.g. be a parent), you're not going to be able to do anything with Volgarr other than dabble at the beginning of the game. This just strikes me as bad design, and it sticks out all the more grafted, as it is, to such a painstakingly well designed game. Allowing players to exit out and return to where they left, even if it's just at the most recent checkpoint, would not sabotage the difficulty in any way, and would make Volgarr more accessible by orders of magnitude. I'm left with a game that I would love to recommend to more people, but I honestly just can't. Anyone who has something more to their lives other than gaming will find this restriction prohibitive. You can, of course, simply leave the game running in the background, and refuse to restart your computer. But why waste the CPU cycles? Why waste the power (or the carbon)? Why let it drain the performance of other game? Somehow, the fact that this restriction can be side-stepped makes its presence more offensive; the developers could have just implemented a simple save-on-exit system and made this game so much more enjoyable. It's all a little tragic. There is so much to love about Volgarr. I love its level design. I love the enemies and how they're used. I love the tightness of the platforming. I love the breadth of tools you have at your disposal to overcome the game's many challenges. But, it may just be another game that I love, but I will never finish.


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Posted on: March 18, 2016

Zarfdog

Verified owner

Games: 548 Reviews: 6

Old-school? Certainly. Fun? Yes.

This reminds me of a lot of the old-school platformers I played as a kid...Golden Axe came to mind immediately for me, mostly because of the look of it, and Castlevania, mostly because of the difficulty. I have read some of the complaints voiced in other reviews, and I can see the points the other reviewers make, but I disagree with them myself. All in all, this is a fun game. The graphics, music, and sound are great. Some of the game mechanics may make things more difficult for the player, but this is no different than old games from my NES, Sega, or SuperNES days: some games had double jump, some didn't...some had attack-during-jump, some didn't...some had direction-control-during-jump, some didn't...etc. I didn't find the mechanics in this game to be any more of a hindrance than any other, and some of our favorite Great Old Games were HARD. (To this day, I still haven't beaten the original Castelvania!) The game mechanics force the player to go "old-school," as in, memorize enemy habits, memorize trap timing, figure out patterns, and the like. In my estimation, this is a positive point, for fans of old-school games. So to wrap up: graphics are sharp and nice-looking, with bright colors and interesting locales to gaze upon. Sound effects are nice, with some ambient sound effects to fill out the experience. Music is evocative of the action of this hack-and-slash game. Difficulty is just that: difficult. This is a game that is unrelenting. You either get through, or you start over. This game only loses a star for not have various difficulty settings for those who don't wish to try that hard and only wish to experience the game's ambience. Otherwise, I recommend this game for fans of old-school games who like an old-school challenge.


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Posted on: June 20, 2014

stanleyedward256

Verified owner

Games: 107 Reviews: 2

Fit for an Einherjar

Fiendishly difficult and unforgiving, a real treat for anyone who loves the old style no 'quick-save' hack and slash platform games. Every death is frustrating, but like a good warrior you can't help but get up and carry on.


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Posted on: March 21, 2014

grimgroove

Verified owner

Games: 676 Reviews: 17

A very good and rewarding platformer

This game is proof of the value of the phrase: practice makes perfect. The controls are very basic: walk, jump, double jump, sword attack, throw a spear, climb. That's it. Those are allt he tools you need to beat this game. Apart from one thing: perseverance. I didn't get that far in the game yet, but I persevere. And this actually makes it sound to negative, because it's a whole lot of fun to do so. The graphics are very nice, the sound effects as well as the graphics of kills and power-ups very gratifying. When you die, you simply try again, yes, back from the start or the latest checkpoint, but every retry is a further step into perfecting your runthrough. This game is not very forgiving, and allows everyone to play it to maste rit to such ane xtent as to allow near-perfect playthroughs. I haven't achieved it yet but I'm planning to, having fun along the way. It's a bit like learning a song on the paino, timing the pushing of buttons just right. Only it's easier and at least as much fun (and alsmost as gratifying).


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