Vikings: Wolves of Midgard

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Description

Vikings: Wolves of Midgard is an action role-playing game set in a fantasy world steeped in Norse mythology. Players take on the role of a Viking clan chief, tasked with defending their home of Midgard from the onslaught of invading giants and other monstrous forces unleashed during the impending Ragnarok. The gameplay is a top-down action RPG, reminiscent of titles like Diablo, where players battle through hordes of enemies, collect loot, and develop their character’s abilities to survive the harsh world and its challenges.

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Reviews & Reception

opencritic.com (80/100): Vikings: Wolves of Midgard takes the formula made popular by the game named after the Spanish word for devil and makes it its own.

metacritic.com (66/100): Brutal action-RPG, combat system and setting are cool, but there’s no complex character development, end game nor an exciting story.

checkpointgaming.net : Vikings is a perfectly serviceable addition to your isometric action-RPG library, and is likely to keep you entertained for hours.

Vikings: Wolves of Midgard: Review

Introduction

In the frigid landscape of action RPGs, where titans like Diablo and Path of Exile cast long shadows, few games dare to tread the snow-blown paths of Norse mythology with ambition and grit. Released in 2017 by Slovak developer Games Farm and published by Kalypso Media, Vikings: Wolves of Midgard emerges as a flawed but fiercely passionate homage to the genre, blending visceral combat with a stark, mythic setting. It is a game that wears its inspirations proudly on its blood-stained sleeve, yet struggles to carve out a distinct identity amidst technical shortcomings and repetitive design. This review delves deep into the heart of Midgard, examining the game’s development, narrative depth, mechanical intricacies, artistic vision, and its lasting legacy in the pantheon of action RPGs.

Development History & Context

Games Farm, a studio based in Košice, Slovakia, brought a wealth of experience from titles like the Heretic Kingdoms series and various flight combat simulators to Vikings: Wolves of Midgard. Developed using the Unity engine, the game was conceived as a love letter to Norse mythology and the hack-and-slash genre, with a clear vision to emulate the success of giants like Diablo while injecting unique elements such as environmental hazards and a tribal village-building system. The development team, led by Péter Nagy and Ján Turán, faced the daunting task of competing in a market dominated by high-budget productions, relying on creativity and thematic authenticity to stand out.

Released on March 24, 2017, for Windows, PlayStation 4, and Xbox One (with Linux and macOS versions following in August), the game entered a crowded field that included recent genre heavyweights like Diablo III: Reaper of Souls and Path of Exile. Kalypso Media’s publishing support provided a platform, but the game’s mid-tier budget was evident in its scope and polish. Despite these constraints, Games Farm aimed to deliver a cohesive experience, leveraging the Unity engine’s flexibility to create diverse realms, from frozen fjords to the fiery depths of Muspelheim. The technological limitations of the era, however, manifested in performance issues and a lack of procedural generation, leading to linear, hand-crafted levels that, while detailed, lacked the replayability of its rivals.

Narrative & Thematic Deep Dive

Vikings: Wolves of Midgard casts players as the chieftain of the Ulfung tribe, a band of outcast Vikings who must defend Midgard from the impending Ragnarok, triggered by the giant king Grimnir. The narrative, penned by Chris Bateman, Neil Bundy, and Brian Towlson, draws heavily from Norse mythology, weaving a tale of vengeance, survival, and divine intervention. The plot follows the player’s rise to leadership after saving their village from a Jötnar attack, embarking on a quest to subjugate rival clans, forge alliances, and ultimately confront Grimnir before he merges the armies of fire and frost giants to assault Asgard.

Thematically, the game explores the harshness of Viking life and the relentless pursuit of glory, underscored by the ever-present threat of Fimbulwinter—a supernatural winter that tests the player’s resilience through environmental exposure mechanics. Characters like Volund the blacksmith, Helga the skald, and Vala the seeress provide context and quests, but their development is minimal, often reduced to functional roles rather than emotional anchors. The protagonist, referred to as the “War-wolf,” is portrayed as a brash, impatient leader whose snarky dialogue adds character but lacks depth, making it difficult to form a meaningful connection with their journey.

Where the narrative excels is in its integration of mythological elements. Encounters with figures like Simul the frost giant queen, the troll witch Grindill, and the Hel-hound Garmr enrich the world-building, while choices such as whether to pledge allegiance to Odin or keep the stolen ring Draupnir for oneself introduce moral ambiguity. However, the story suffers from pacing issues and a predictable structure, with missions often feeling like disconnected errands rather than part of an epic saga. The absence of compelling villains—Grimnir’s motives are never fully explained—further undermines the stakes, leaving the player to rely on the visceral thrill of combat rather than narrative urgency.

Gameplay Mechanics & Systems

At its core, Vikings: Wolves of Midgard is a classic action RPG, emphasizing real-time combat, loot collection, and character progression. Players choose from five weapon-based “classes” tied to Norse gods—Thor (two-handed weapons), Loki (dual-wielding), Odin (staffs), Tyr (sword and shield), and Skathi (bows)—each with unique skill trees unlocked by sacrificing blood collected from enemies. This system replaces traditional experience points, encouraging aggressive play but limiting flexibility, as skills are locked to specific weapon types.

Combat is the game’s strongest suit, offering a satisfying blend of weighty attacks, dodges, and god-powered abilities. The addition of environmental exposure—where players must seek shelter from extreme cold or heat—adds a layer of strategy, forcing tactical retreats during battles. Boss fights, such as the frost spirit Jokul or the giantess Skalli, are highlights, featuring multi-phase mechanics that demand mastery of movement and ability timing. However, hit detection inconsistencies and occasional bugs, like enemies freezing or attacks failing to register, mar the experience.

Character progression is robust but linear. Beyond the god-specific skills, players allocate stat points per level (e.g., +1% damage or health), though these increments feel negligible compared to gear upgrades. The loot system, while plentiful, lacks excitement, with few items offering transformative effects. The village-building aspect—using resources like wood and iron to upgrade shops—provides a sense of growth but feels underdeveloped, serving mostly as a gate for higher-tier equipment.

The game supports two-player online co-op (with couch co-op added later for PS4), but the absence of item trading and limited player count hinder its potential. Levels are hand-crafted and linear, with secondary objectives like collecting skulls or defeating specific enemies, but they often reuse assets, leading to repetition. The “Trials of the Gods” arena mode offers post-game challenges, but the lack of procedural generation or endgame content reduces replayability.

World-Building, Art & Sound

Vikings: Wolves of Midgard excels in atmospheric world-building, rendering the Nine Realms with a stark, mythic beauty. From the snow-swept valleys of Midgard to the crystalline caves of Niflheim and the volcanic forge of Balheim, each realm is meticulously designed, filled with Norse iconography like runestones, burial mounds, and divine altars. The art direction, led by Michal Macák, blends realistic textures with a stylized, almost cartoonish flair, creating a visually distinct identity that stands apart from the darker aesthetics of Diablo or Grim Dawn.

Sound design is equally immersive. The soundtrack, composed by Dynamedion, features pounding drums, haunting choirs, and electronic orchestral pieces that evoke both the grandeur and brutality of Viking life. Ambient sounds—howling winds, crackling fires, and the whispers of Utgard—enhance the sense of place, though occasional audio bugs, like missing boss sounds or misplaced effects, detract from the experience. Voice acting, featuring talents like Alix Wilton Regan and Andrew Wincott, is competent but uneven, with the protagonist’s sarcastic tone clashing with the dire stakes of the narrative.

Despite its artistic strengths, the game’s technical performance is inconsistent. Frame rate drops during intense battles, texture pop-in, and a fixed camera angle that limits environmental appreciation are notable drawbacks. The UI, particularly inventory management, is clunky and overly sensitive, making item comparison a chore.

Reception & Legacy

Upon release, Vikings: Wolves of Midgard received mixed to average reviews, with a Metacritic score of 66/100 on PC and 67/100 on PlayStation 4. Critics praised its combat, setting, and co-op fun but criticized its repetitive structure, technical issues, and lack of innovation. Publications like Hardcore Gamer (80/100) and IGN España (8/10) highlighted its satisfying action and mythological depth, while Jeuxvideo.com (55/100) and Capsule Computers (60/100) lamented its unambitious design and bugs.

Commercially, the game achieved modest success, winning Slovak Game of the Year Awards for Best Game and Best Visual Design. However, it failed to break into the mainstream, overshadowed by genre titans and its own shortcomings. Its legacy is one of a cult classic—a game remembered for its passionate embrace of Norse themes rather than genre-defining mechanics. It influenced later titles like Tribes of Midgard (2021) in its setting but did not leave a lasting impact on the action RPG landscape.

Conclusion

Vikings: Wolves of Midgard is a testament to ambitious mid-tier development—a game that strives for Valhalla but is weighed down by mortal constraints. Its combat is visceral and engaging, its world richly imagined, and its Norse mythology authentically rendered. Yet, it is hampered by repetitive design, technical flaws, and a narrative that fails to fully capitalize on its mythic potential. For action RPG enthusiasts seeking a solid, if unspectacular, journey through the realms of Norse legend, it offers a bloody good time. But for those expecting a genre revolution, it remains a footnote—a worthy but flawed skaldic tale in the grand saga of video games.

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