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NES box art for Werewolf: The Last Warrior, the cover of NEStalgia episode 400

400 · Werewolf: The Last Warrior

▶ Game info
VerdictSkip it
GenreAction
SeasonSeason 6
PublisherData East
October 24, 2025 · 1 hr 25 min · transcript available

An evil leader and his gang of bio-engineered monsters has taken over the land and only one man stands in their way. Only he's not a man, he is a lycanthrope, a person able to transform into a terrible werewolf to let loose his anger. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia  Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Skip it

Episode 400 was Mike, Sean and Joe on a werewolf with liquid metal hooks for hands who can also shoot guns. Everything around the game is great. In Japan it was called War Wolf, which is better. The box shows him clawing out of the cartridge, and the music goes hard. Then you pick up the controller.

What works

  • Notebook-doodle vibes. Faryan has an "army of death slaves," the other heroes have vanished without explanation, and the manual treats it all as established lore. The ending drops the werewolf in front of an American flag, and we asked for it as the episode art.
  • A decent transformation idea. You open on a boss fight as a plain human, win, and become the werewolf. Take enough damage and you revert, losing the wall climbing, somersaults and invincibility backflips. It would have been better if becoming the werewolf had to be earned.
  • Silly charm. The blue gunmen who yell "Oh!" when they shoot, a street fight where people shout "fight" afterward, and a text scene saying the world is lost and somehow you're back.

What doesn't

  • Controls like sticky goop. Grabbing a ceiling pipe worked about one time in ten while bats kept coming. The manual says timing is crucial and never says what the timing is. Holding up to jump higher isn't explained either, and neither is the super jump you need to leave the sewers.
  • Moves the game never teaches. To get through the lightning hallway you backflip while facing the wrong way. We only got there by watching it done.
  • A timer that kills. The levels are timed at a few hundred seconds, and we died to the clock several times, the first game in a while where that happened. It seems to exist to stretch a short game.
  • Too much on screen. Brick and Molotov throwers, a Xenomorph-looking monster, teleporting ninjas. Even with infinite health we were hit-stunned constantly. The goop boss splits into two invincible green balls, and we couldn't tell what makes them stop.
  • The werewolf barely differs. He hits harder, but he doesn't control better than the human. Super werewolf mostly means glowing and double damage. The manual describes combining a blue W with a red W to skip straight to it, and nobody knows what that means.

Beyond the game

The manual puts the game on Red Earth, which no one could explain. After the credits there is a cliffhanger slice of something we couldn't identify. We also drifted to other werewolf games (Twilight Princess, Sonic Unleashed, Elder Scrolls Blood Moon) and to a German werewolf trial.

The bottom line

Skip it. We all voted no, so it stays off the Essential Games List. Mike said the werewolf doesn't feel cool to play and there is no tight gameplay. Sean said the presentation is great but the controls are too bad to put it on the list, though it will stick in his memory. Joe said it feels sticky and he never feels like a badass werewolf. If you want to see what it's about, play on a full moon night.

Written from our conversation in this episode.

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