

I would not play this again and I would not recommend this to a friend or even to an enemy. Each mechanic seemingly only designed to make them lose as much health as possible, in the most frustrating ways that were near unavoidable, just to prolong the end of the game. Near the end of the game, it started spitting out new mechanics left and right and were only used once. Ultimately, it felt like a prototype and every mechanic of the game was a gimmick. It was so bad that fighting was not worth it and it was best to always avoid every fight. Your attacks never get strong enough to make this okay and it takes many, many hits before even weak enemies die. The AI chases you down, but always moves out of your melee range before you can get to them. The problem with that is the enemies are ranged, flying, and/or extremely fast. This makes the game primarily melee combat. A boomerang was the only ranged weapon and it did basically no damage, was slow moving, and you can only have one out at a time so the slow movement also meant not being able to ranged attack again for quite some time. A lot of them you only needed to use once or twice to continue the story and were only used thereafter to obtain secret notes or power-up juice. The power-ups you obtained throughout the game that were required to progress were not that much better. Going from no weapon power-ups to max didn't seem to change the number of times you need to hit enemies to kill them. The ones you picked each time you collected enough power-up juice never felt like they did anything. The dots on the map are the best bet on finding where you need to go, but sometimes the starting point to get to that was half way across the map and knowing the final destination on the map not only were not useful, but actually did more harm than good. There is a radar that is supposed to point you in the right direction or something, but it often lead me to a random spot with nothing there. There was very little info on where to go throughout the game. It was very name heavy and I wasn't enjoying the game enough to care to keep track of who was who in all the notes strewn about in the game.

The main character was not even remotely relatable. As the game progressed, I ended up turning it down more and more. The music was okay but extremely repetitive. The attack sound effects, the sounds of breaking boxes, and many, many more sound effects were terrible to listen to. Compared to all other sound that plays through my system, I had to put the sound at the lowest setting and it still was too loud. The sound effects were god awful and way too loud. If you were to tell me the entire world was just ran through a randomizer, I would not be surprised. There weren't memorable locations that made it easy to get a sense of direction to back track to later. Axiom Verge 2 on the other hand, had me wanting to quit playing 5 minutes into each session. It was a really fun game to play, To me, it felt like a spiritual successor to Super Metroid. Axiom Axiom Verge 1 felt extremely polished.
#Axiom verge 2 soundtrack series#
Either way, Axiom Verge 2 is an excellent Metroidvania, and a rare perfect example of a series that can balance quality and change to deliver something new.Īxiom Verge 1 felt extremely polished. If you loved the first Axiom Verge then odds are good the second one is everything you hoped for, and if you’ve never played the original then the standalone nature of the sequel means you don’t have to worry about having missed out. And of course the soundtrack is fantastic, with its non-US-traditional instruments and vocalizing. The switch back and forth between Indra and the drone provides a nice change of pace, with each earning different abilities that complement the other. The level design is every bit as good if not better, featuring varied biomes that stand on their own but eventually all interconnect as new skills open up more passages. Indra isn’t Trace so her skills and abilities don’t try to mirror his too closely, and the world she’s been dropped into frequently has wide open vistas in its background instead of more types of caverns. Axiom Verge 2 is exactly what a sequel should be in that it’s more of the same but different.
