Compare BLADESTORM: Nightmare prices across 50+ stores and find the best deal. Developed by KOEI TECMO GAMES CO., LTD.. Published by KOEI TECMO GAMES CO., LTD.. Released on 5/28/2015. Available on PC, Xbox. Genres: Action.

Squad tactics dressed up as a hack-and-slash, set in a Hundred Years' War that somehow also has dragons. Worth a look for the niche it targets, but go in with eyes open about its age and PC port quality.

I came to BLADESTORM: Nightmare looking for something with a pulse after my last Warriors binge wore thin, and what I found was genuinely different from what Omega Force usually ships. This is not a twitch shooter, obviously, but the squad-command rhythm scratches a similar itch to coordinated play: you hop between up to four active battalion types on the fly, reading the battlefield and countering enemy compositions on the move. Cavalry into swordsmen, archers into cavalry, siege weapons cracking open fortified gates. The counter system is more nuanced than the obvious rock-paper-scissors you'd expect, and swapping units mid-fight with what the community calls "zapping" keeps the pace surprisingly sharp for a game that looks this old. The content split here is two full campaigns. The Hundred Years' War side has you playing a custom mercenary working contracts for either England or France, fighting alongside historical figures like Joan of Arc and Edward the Black Prince. Missions are time-limited and objective-driven, revolving around capturing bases, routing commanders, and holding ground. The Nightmare campaign drops the time pressure, throws demons, cyclops, griffons and dragons into the medieval setting, and lets you commandeer enemy monster units once you beat them, which is the single most fun system in the package. Together the two campaigns push well past 50 hours of content if you are not rushing. Corps formations, where two weakened squads merge into one combined unit for a mass "All Out Assault" attack, add genuine tactical wrinkles late in the run. Now for the honest part. The PC port has a rough history. At launch it shipped with crash issues, particularly in the Nightmare campaign, and the framerate has always been inconsistent given what is effectively a last-generation console game asking for modern hardware. Steam user sentiment sits around 68 percent positive across several hundred reviews, which is a "Mixed" label and a fair one. The difficulty collapses once you figure out that stacking gun squads with multiple mercenary commanders trivializes almost everything, so challenge-seekers will hit a ceiling fast. The AI is also not going to stress anyone who has spent serious time in competitive anything. The online multiplayer exists on paper. In practice the matchmaking pool has been dead for years. You can pull a friend into co-op battles, two players leading their respective forces, and that works, but do not factor randoms into your purchase decision because the lobby is a ghost town. This is a solo game with a co-op option for one friend who already owns it. Bottom line: if the premise of commanding swordsmen, archers, cavalry, war elephants, cannon crews and eventually griffons across large medieval battlefields sounds like your thing, the core loop is genuinely entertaining and distinct from the rest of the Omega Force catalog. If you need slick performance, modern production values, or an active multiplayer scene, you are going to be disappointed fast. Meet it on its own terms or skip it. Fred, Scout Team

BLADESTORM: Nightmare
Action

BLADESTORM: Nightmare

May 28, 2015KOEI TECMO GAMES CO., LTD.
GamerScout Says

Squad tactics dressed up as a hack-and-slash, set in a Hundred Years' War that somehow also has dragons. Worth a look for the niche it targets, but go in with eyes open about its age and PC port quality.

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About BLADESTORM: Nightmare

I came to BLADESTORM: Nightmare looking for something with a pulse after my last Warriors binge wore thin, and what I found was genuinely different from what Omega Force usually ships. This is not a twitch shooter, obviously, but the squad-command rhythm scratches a similar itch to coordinated play: you hop between up to four active battalion types on the fly, reading the battlefield and countering enemy compositions on the move. Cavalry into swordsmen, archers into cavalry, siege weapons cracking open fortified gates. The counter system is more nuanced than the obvious rock-paper-scissors you'd expect, and swapping units mid-fight with what the community calls "zapping" keeps the pace surprisingly sharp for a game that looks this old. The content split here is two full campaigns. The Hundred Years' War side has you playing a custom mercenary working contracts for either England or France, fighting alongside historical figures like Joan of Arc and Edward the Black Prince. Missions are time-limited and objective-driven, revolving around capturing bases, routing commanders, and holding ground. The Nightmare campaign drops the time pressure, throws demons, cyclops, griffons and dragons into the medieval setting, and lets you commandeer enemy monster units once you beat them, which is the single most fun system in the package. Together the two campaigns push well past 50 hours of content if you are not rushing. Corps formations, where two weakened squads merge into one combined unit for a mass "All Out Assault" attack, add genuine tactical wrinkles late in the run. Now for the honest part. The PC port has a rough history. At launch it shipped with crash issues, particularly in the Nightmare campaign, and the framerate has always been inconsistent given what is effectively a last-generation console game asking for modern hardware. Steam user sentiment sits around 68 percent positive across several hundred reviews, which is a "Mixed" label and a fair one. The difficulty collapses once you figure out that stacking gun squads with multiple mercenary commanders trivializes almost everything, so challenge-seekers will hit a ceiling fast. The AI is also not going to stress anyone who has spent serious time in competitive anything. The online multiplayer exists on paper. In practice the matchmaking pool has been dead for years. You can pull a friend into co-op battles, two players leading their respective forces, and that works, but do not factor randoms into your purchase decision because the lobby is a ghost town. This is a solo game with a co-op option for one friend who already owns it. Bottom line: if the premise of commanding swordsmen, archers, cavalry, war elephants, cannon crews and eventually griffons across large medieval battlefields sounds like your thing, the core loop is genuinely entertaining and distinct from the rest of the Omega Force catalog. If you need slick performance, modern production values, or an active multiplayer scene, you are going to be disappointed fast. Meet it on its own terms or skip it. Fred, Scout Team

Tags

singleplayermultiplayercoopachievementstier:aaaSquad CommandUnit SwitchingHistorical FantasyMercenary ProgressionCorps FormationDead MultiplayerPC Port IssuesTactical ActionFaction Choice

System Requirements

Minimum

OS
Windows® (64bit required)
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
12 GB available space
Graphics
640*480 pixel over, High Color
Processor
Core i7 870 2.8GHz or better
Sound Card
DirectX 9.0c over

Recommended

OS
Windows® (64bit required)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
12 GB available space
Graphics
1980*1080 pixel over, True Color, 16:9 display
Processor
Core i7 2600 3.4GHz or better
Sound Card
DirectX 9.0c over

Reviews & Ratings

No ratings available

Game Info

Developer
KOEI TECMO GAMES CO., LTD.
Publisher
KOEI TECMO GAMES CO., LTD.
Release Date
May 28, 2015

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