Nightmare Reaper is an exciting mix of roguelite and tower defense. With a unique game mechanic, aggressive gameplay, and frantic pace, this title has all the makings of a classic “one more go” experience.
The “nightmare reaper wiki” is a website that provides information about the game. The game, which was released in 2009, has been met with mixed reviews.
A Quake-inspired retro-infused boomer shooter with randomly generated levels rather than meticulously built linear maps full of secrets and well-designed situations. No, I’m not referring about the good (though widely forgotten) Strafe, which was published in 2017. Nightmare Reaper is a game that drinks from the same (many) fountains as Nightmare Reaper, which made me worried that it might have the same problems as that game. Retro shooters are my bread and butter, so I was excited to give it a go, but I have to admit, I was a little nervous. Let’s see whether Nightmare Reaper has learned from its predecessors’ mistakes.
The unpleasant platforming parts we encountered along the way were the true nightmare.
Many people will attempt to relate Nightmare Reaper to Doom first and foremost, but given the game’s free-form camera controls and platforming, I can’t help but believe Quake was the game’s major inspiration. It may include zombies, demons, and morbid images, but it’s all Quake, with the exception that the aesthetics are oddly evocative of a Minecraft-ish low-poly design, with some obnoxious lighting effects and sprite-based characters and things. It’s not exactly awful, but the graphic style doesn’t seem to match the original content completely. Despite dismal artwork and a heavy metal music by Andrew Hulshult of Dusk and Ancient Gods renown, the game ended up appearing a little too much like a Minecraft hack.
There is an underlying narrative in Nightmare Reaper. It’s simply not that exciting.
The battle is furious and fast-paced, as you’d expect from a retro-inspired shooter, with the caveat that you don’t have the freedom to carry as many guns as you like from level to level. The looter shooter components of Nightmare Reaper come into play here: you may carry as many (randomly obtained) weapons as you can find within a level, but you can only equip two of them at a time. Furthermore, you may only carry one weapon from one level to the next. The game’s looting nature, coupled with the knowledge that you’ll always discover a billion of them on the following level, caused me to overlook the risk and reward impact. I then continued to take a faithful handgun to each subsequent level. They complete the task.
Grab this magical spellbook as a reminder that Hexen will never have a sequel.
The components of Nightmare Reaper give me conflicting sentiments. I don’t mind seeking for stuff and not being able to gather weapons like in Borderlands, but I don’t believe randomly generated levels benefit classic shooters. A well-designed level created by a creative human being is just unbeatable. The map generation in Nightmare Reaper is completely unbalanced: by the time I got to the second level, I was dealing with a labyrinthine test of patience, complete with tedious platforming parts, traps, and terrible lighting, to name a few examples. Further down the line, though, I was met with absurdly simple levels with little to no traps or path detours.
Despite the fact that Nightmare Reaper had a storyline (albeit a poor one), its gameplay loop and general structure did not mesh well with the existence of a narrative. I don’t blame the devs for trying; they even came up with the brilliant concept of placing the whole game inside a sequence of dreams. You know, the one spot on the planet where absurdity flourishes beyond all else. I never felt like I was getting anywhere with the story. I felt like I was playing a map randomizer, the type of thing you get after you’ve completed a game’s first set of levels.
This weapon, whatever it was meant to symbolize, was much too powerful.
Because of its robust combat and visceral style, Nightmare Reaper has the makings of an entertaining shooter. Unfortunately, I do not believe the looter and roguelite features helped the game’s overall gameplay. To be honest, the general map randomness made certain early levels tremendously difficult to cope with, while later stages seemed like a stroll in the park. It’s not a horrible game by any means, but nothing compares to the vision and ingenuity of a real human level creator. This might have been a far more enjoyable FPS if it had omitted the randomness features entirely and instead focused on some excellent level design.
Nightmare Reaper used a unique blocky, low-poly technique to avoid looking like a throwback shooter from the 1990s. Instead, it was created to resemble a Minecraft mod, complete with sprites for adversaries. |
Your typical (and responsive) “boomer shooter” control scheme/gameplay loop, with a few roguelike components that didn’t quite fit in with the rest of the package. |
Andrew Hulshult wrote the music for the film’s soundtrack. It’s not bad, but it’s not one of his more remembered works. Voice acting is also strewn throughout the game, but it never works. |
The basics of a terrific throwback shooter are there in Nightmare Reaper. Unfortunately, the looting and randomized features are more of a problem than a benefit. |
Final Score: 7.0 |
On PC, Nightmare Reaper is now available.
On a computer, I reviewed it.
The publisher sent me a copy of Nightmare Reaper.
As an example:
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This is a review of the horror game “Nightmare Reaper -“. The game has been developed by GameLoft. It’s a survival horror game with a unique twist. Reference: nightmare reaper steam.
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