Main game
3.39 average rating based on 111 ratings
I will start off by saying that if you play Axiom Verge 2 with the hope that it will be more of the same, you will probably be sorely disappointed. This sequel focuses almost exclusively on exploration, combat is purposefully almost optional and there are practically no boss fights. I found that choice very refreshing and I’m glad Happ had the courage to make the game he wanted, because it’s easily one of the best Metroidvanias of the past few years, in large part because it’s so focused on world design and systems. It’s a joy to get new upgrades and they are never exactly what you think they will be. The map coordinates and the two worlds that superimpose themselves are brilliant ideas, that I have never seen in a Metroidvania before. The closest thing to it is the dark/light world from a Link to the Past, and figuring out where to go next or how to grab an item is similarly rewarding.
Absolute treasure of a game if you can approach it on its own terms.
I was excited for a nice metroidvania style game, and I wasn’t disappointed there. The gameplay was fun and addictive, and the exploration felt very rewarding. Unfortunately, story was a mess. It was much to complicated than it needed to be with so many races and different small things that aren’t ever elaborated on. The ending was also incredibly weird and open ended. The bosses were fun but very, very easy, especially as you neared the end of the game with a more powerful arsenal. Overall, this was a fun experience, but not one I need again.
*Despite, what the release says I actually played this game on the Switch.
Axiom Verge 2 is decent game. Compared to Axiom Verge 1, Axiom Verge 2's highs are little lower but its lows are a little higher. It feels like a more polished but slightly less inspired sequel.
Notable improvements are the controls, which are much better and lack the jank from the first game. I'd say the visuals are little better, or at least less harsh. Its a much more colourful and varied looking game. Due to the improved controls it's superior as a platformer. The game has a lot more varied mechanics than the first one, though I found I didn't use most of them. Though I still got lost occasionally I found I had to rely on a guide very rarely to progress compared to the first one. As a metroidvania it is probably superior. The soundtrack is also great.
The game is much easier than the first one which might to be everyone's tastes. Well the story is good, I found it a little less compelling. The new protagonist is interesting but I felt like we don't see enough of her to capitalize on that. …
*Despite, what the release says I actually played this game on the Switch.
Axiom Verge 2 is decent game. Compared to Axiom Verge 1, Axiom Verge 2's highs are little lower but its lows are a little higher. It feels like a more polished but slightly less inspired sequel.
Notable improvements are the controls, which are much better and lack the jank from the first game. I'd say the visuals are little better, or at least less harsh. Its a much more colourful and varied looking game. Due to the improved controls it's superior as a platformer. The game has a lot more varied mechanics than the first one, though I found I didn't use most of them. Though I still got lost occasionally I found I had to rely on a guide very rarely to progress compared to the first one. As a metroidvania it is probably superior. The soundtrack is also great.
The game is much easier than the first one which might to be everyone's tastes. Well the story is good, I found it a little less compelling. The new protagonist is interesting but I felt like we don't see enough of her to capitalize on that. The drone from the first game is used much more heavily, which I am unsure if I liked or not.
I'd say say the game's worst flaw is it's combat. The game focuses on melee combat compared to the first game's ranged. The melee combat is quite simple and gets a little boring. Compared to the first game weapon there is very little weapon variety. There are no real boss fights, those that exist can either be skipped or you literally can't lose. Most bosses that do exist can be beaten easily by just spamming the attack button. Some common enemies can be annoying but I found just platforming around them rather than fighting them was more enjoyable by the later half of the game. The game features an enemy hacking mechanic which is really cool but because of how easy the game is I found I rarely used it. It simply wasn't the most convenient way to solve problems most of the time.
The game took me nine and half hours to beat at a moderate rate of completion. In general I had a good time. If you enjoyed the story and atmosphere of Axiom Verge 1, it's worth returning to for a go at the sequel.
So, I said something kind of strange in my Indivisible review. Comparing its complex array of platforming abilities to the more simplistic approach of games like Celeste and Big Tower Tiny Square, I said, "Indivisible, meanwhile, has decided to pair its platforming with Metroidvania-style skill acquisition."
But here's the thing about metroidvanias: they're all platformers! My absolute all time favorite metroidvania, Metroid Fusion, has tons of platforming! You can't survive most of the boss fights without it!
I think it says something about how bad the platforming in Indivisible is that it completely obfuscated how core platforming mechanics are to the metroidvania genre. Axiom Verge 2, on the other hand, is a great example of how they're done well.
Firstly, you almost never have to do 5 different moves in quick succession. At most you might have to do 3, and that's only in a few spots, and even then they're very easy to execute because they're distinct buttons with only one function and no directional modifier.
Secondly, there aren't that many of them. There are maybe 4 core platforming abilities, and a few others that aren't platforming specific but might occasionally be used in …
So, I said something kind of strange in my Indivisible review. Comparing its complex array of platforming abilities to the more simplistic approach of games like Celeste and Big Tower Tiny Square, I said, "Indivisible, meanwhile, has decided to pair its platforming with Metroidvania-style skill acquisition."
But here's the thing about metroidvanias: they're all platformers! My absolute all time favorite metroidvania, Metroid Fusion, has tons of platforming! You can't survive most of the boss fights without it!
I think it says something about how bad the platforming in Indivisible is that it completely obfuscated how core platforming mechanics are to the metroidvania genre. Axiom Verge 2, on the other hand, is a great example of how they're done well.
Firstly, you almost never have to do 5 different moves in quick succession. At most you might have to do 3, and that's only in a few spots, and even then they're very easy to execute because they're distinct buttons with only one function and no directional modifier.
Secondly, there aren't that many of them. There are maybe 4 core platforming abilities, and a few others that aren't platforming specific but might occasionally be used in that context. It's a very easy list to keep track of, is the point, especially since, for spoiler reasons, you only have access to some of them some of the time.
Thirdly, you get clear feedback on your actions, and the level design generally dispels any ambiguity about whether you can reach a place with your current abilities. You will almost never spend huge swaths of time throwing yourself at a wall because you think maybe you're able to grab that ledge if you just time it right.
All of these are things that good metroidvanias do to mitigate the frustration with platforming. I won't say I was never frustrated (heck, I get frustrated at Metroid Fusion sometimes, particularly with the spin jump), but it was not a defining feature of my experience.
And if you are feeling frustrated, there's almost always something else to do to work out your frustration. Exploration is a key part of the game, and especially in the 2nd half you'll often find yourself just scanning the map for blank spots that you might now be able to fill in. And it's worth doing that any time you feel stuck, because frequently you'll stumble upon, seemingly by chance, a new ability that's exactly what you need to progress. It makes progression feel really natural and player-driven, though the lack of guidance from the game can be frustrating during a couple trickier parts. That being said, the 2 or 3 times I had to look something up always resulted in me slapping my forehead in exasperation at my own stupidity, because inevitably the solution was right there in front of me if I'd just spent a little more time working at it. And unlike Indivisible there are actually a number of fast travel points spread across the map, so you don't need to do the same long, frustrating sections over and over and over and over and over and over and over only to discover that wasn't even the way you needed to go.
I can see how the giant map and lack of guidance could be alienating, especially when combined with a slightly steeper difficulty curve in the early game, and I actually bounced off the game a couple hours in for that exact reason. Fortunately when I came back to it to give it one more try before deleting it, I got into a rhythm and ended up beating the game in two days. So if you're feeling overwhelmed in the early game, just stick with it. Find the empty spaces, even if they're in the exact opposite direction of your quest marker, and leave no stone unturned (or unstruck).
p.s. I don't really have much to say about the rest of the game. The story is mostly a bunch of gobbledygook but makes for good atmosphere. The music is decent, but you can probably tell what it'll sound like just by looking at the game. And "boss fights" mostly consist of just hitting the boss over and over until they die; honestly they're easier than like half the regular enemies. So really it's the satisfying exploration and progression that are the core of the game.
Just finished the main story. Took me longer than the average as I got lost a few times. More so then the first game I think despite a better map! But when I wasn't lost and things were flowing nicely, i had a good time. The story is mysterious but not completely incomprehensible, revealing just enough. The gameplay is not unforgiving. And I like the retro art style, although I think I prefer the first game, both in looks and soundtrack. But there's some nice QOL additions here that are most welcome.
PROS
CONS
This game has it all. The vibes are good, story intriguing, yet not overbearing. Absolutely fantastic characters and setting. In particular it does that thing where it hints at previous generations and conflict without going into great detail about it. That sort of thing does wonders for fleshing out a setting. Speaking of which, you can really feel the setting in the music. So kickass.
I was most impressed by the gameplay and how dang fun it was just jumping around. And holy holy heck, huge shoutout to Damu. What an incredibly fun little buddy! And so cute! Going on little adventures... Gah!
Haha, anyways, if you have even a passing interest in platformers, this is totally worth a go. It's up there with the best!
Мда. Оно вроде и неплохое, но какое-то корявое ужасно.
Постоянно ловишь себя на мысли, что вот тут, тут и тут за пять копеек можно было бы сделать сильно лучше. Нарисовать менее уродливые шрифты. Записать побольше сэмплов, чтобы кирка героини не била по снегу, камню, дереву и парусиновой палатке с одинаковым железным звуком. Как-то подправить интро, потому что текущая вводная вызывает только недоумение - одна из самых богатых женщин мира внезапно в одиночестве и без оружия/экипировки/связи отправляется в Антарктику и лезет там в какие-то пещеры?? Это нормально вообще?
По-хорошему, надо бы поправить боевку, потому что в текущем виде она ужасна, т.е. по сути ее нет, проще пробежать мимо роящихся роботов, чем пытаться их ударить своей горестной киркой. Надо поправить систему скиллов, которая состоит из миллиона бессмысленных улучшений вида "+1% дамага кирки, которая все равно ни для чего не нужна". Но это надо дофига переделывать в игре, и я вполне готов понять, что на это не хватило времени, денег, сил. Инди :) Бывает :)
А вот все эти мелочи, которые исправляются за один день, но никто не захотел их исправить - они реально огорчают. После идеальной первой части смотрится очень странно, как будто с разработчиком что-то нехорошее случилось.
The combat got gutted in favor of exploration,optional bosses sounds like a weird thing to do,but overall is beyond decent.Though the story wasn't as convoluted as the first etc.The exploration is nice and not linear but it can take too much time if you don't know where to go
Was able to complete the main storyline in 12 hours. But not at 100%. Will be re-exploring to see if there is a better ending. Because the one I got was a bit underwhelming.
Played about 5 hours, so far. I liked the first Axiom Verge, but I thought it was a very well made homage to Super Metroid that didn’t do enough of its own thing expect for a few brilliant ideas like the scrambling gun.
Axiom Verge 2 could have done more of that, and I think that’s what some wanted based on a part of the reception I’ve been seeing, but for me it’s a delightful surprise that is definitely not more of the same. It’s far more exploration based and relies on new systems that are as ingenious as they are fun to play. I won’t say more, if you like Metroidvanias even a little, this is a no brainer.
Poked around a bit just to see what’s up, because I’m not planning to play it just yet. It’s a bold move to switch to melee combat for the second game. I’m super curious to see how that plays out. So far I’m not as gripped by this as I was the first, because the music doesn’t quite have the same hold on me (so far).
Is it only me or does the artstyle look sorta...underwhelming?
I loved the aesthetics of the original Axiom Verge, it really felt like a modern take on the Metroid 1-NES graphics, but with its own twist of glitches. But this feels like a poor man's Blasphemous in its art direction. Animations does not look that expressive either.
Or I could be crazy and this game is the next step in the evolution of Pixel Art.