Platform | OVERALL |
---|---|
PlayStation 4 | 8.00 |
Overall | 8.00 |
It seems like indie 2D Metroid like games are a dime a dozen now. Axiom Verge has managed to stick out from the crowd for its unique glitch based gameplay and the passion shown from game creator Tom Happ who made the entire game on his own. Clearly a love letter to the 8-bit games of old, Axiom Verge has elements from many classics, introduces some interesting new mechanics but never reaches the great design of the masterpieces of old. Metroid is the main inspiration as the game world and even look resembles the Nintendo classic. The main character, Trace, explores an alien looking world that is all interconnected. Many barriers restrict progress until a new ability is learned which allows access to new areas and secrets. As Trace explores the maze like world, large screen filling bosses block your progress at key points, it is all very much by the book. What sets Axiom Verge apart is the use of glitches as part of the gameplay. Trace gains a gun that basically allows him to scramble the code of the computer program he is in. With the press of a button a wave of energy shoots out which scrambles enemies' attack patterns and can reveal new paths. There isn't much thought to this, it's best if you simply spray the gun everywhere and hope for a secret to be revealed. Hitting enemies with the beam has some interesting results like slowing down fast enemies, turning some harmful beams into healing beams. For some enemies it is almost required to glitch them before attacking them. The best function is when a glitch reveals a hidden password, a string of code which you enter in a password screen like games of old. These passwords unlock secrets and let you learn more of the lore. Finding codes are by far the most interesting puzzle moments of the game; for instance one enemy gets glitched into letters which when you write down the pattern gives you the code. Moments like that are inspired and really make the game feel unique but they are way too few in number. Most of the time no real thought is put into obstacles or enemy battles, with such an interesting mechanic I felt much more could have been done. Axiom Verge has an unusually large assortment of weapons to collect. Clearly Contra was another source of inspiration as the feel of the aiming and shooting feels ripped right from there. Certain weapons are unique and allow for brief moments of them being used for environmental puzzles but most of them are simply various ways to blow up enemies. Do I really need four screen filling laser guns? Some serve specific functions like shooting ammo that sticks and rolls up walls, or guns that lock on to enemies. The reality is that there is not nearly enough enemy variety to make the use of all these weapons. Most of it is pointless, they are nice to have and collect but not needed in any way. The enemies in particular is the biggest reason why I think this game doesn't reach classic status and is only a great imitation of a Metroid styled game. Most enemies are push overs, that's standard but as the game progresses I expect the level of skill needed to beat enemies to increase and I feel it's the opposite. As you collect guns and skills the enemies get easier to take care of. By the end of the game I was a walking path of destruction removing any real skill needed in combat. Also the boss battle pacing is odd, there are a bunch at the start, a huge lull in the middle, then a string at the end. To me the game dragged for a few hours without any real boss battles. While they were good in general none really feel as special as bosses in super Metroid or contra 3, two games Axiom Verge desperately wanted to be like. I will say that Happ nailed the exploration aspect down and the retro feel. The abilities Trace earns leads to some cool skill based platforming to reach the most hidden of secrets. I love when the combining of abilities is needed, it creates an A-HA moment when you figure you can reach that area with some clever use of your powers. I don't feel it ever reaches the insane skill level of gucamelee's high level exploring but it is the strongest aspect of the game to me. I also love passion for retro gaming shown; all the Easter eggs, the incredible old school music, the simple graphics. There is also a speed run mode for those who love to sequence break Metroid games. It's amazingly well made and it is made all the more impressive that it was made by one man. There is a lot to like with Axiom Verge, it nails the Metroid formula and old school gameplay. It is also a meaty game with 10 hours of play and many more to find secrets. I simply felt it didn't go far enough with its unique mechanics to really distinguish itself to become its own classic. As it stands Axiom Verge is a great indie game that all Metroidvania structured game fans need to try out. |
Posted by Dvader Tue, 05 May 2015 18:04:14
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robio (9m)
I still think it's steel.