Axiom Verge

released on Mar 31, 2015

After a lab accident, a scientist awakens in a mysterious, alien world. Is this a distant planet? The far future? Or a complex virtual-reality computer simulation?

Plumb the recesses of a large, labyrinthine world in order to learn its secrets and uncover your role within it. Discover tons of weapons, items, and abilities, each with their own unique behaviors and usage. You’ll need your wits to find them all.
Combat bizarre biomechanoid constructs, the deadly fallout of an ancient war, and the demons of your own psyche.

And finally, break the game itself by using glitches to corrupt foes and solve puzzles in the environment. Life. Afterlife. Real. Virtual. Dream. Nightmare. It's a thin line.

It's Axiom Verge.

Reviews View More

Fun metroidvania. Feels like a mix of Metroid and Contra. Cool music and weapons. Easy to get lost and most of where my game time went. Story is decent and most bosses don't really have a strategy, just shoot and kill them before they kill you. Bad final boss especially on hard lol. Took a couple of tries but eventually managed to beat him. Nowhere to dodge with infinite spawning enemies. You will get hit and you have to hope you pick up health and kill him before you die.

learning that this game was created by a single individual put things into perspective, as I’d give it a lot more grief if an entire team was behind this. but considering the scope of the game being comparable to Super Metroid, it is decently well put together for just one person. I bring up Super Metroid as it is quite obviously its main draw of inspiration. little divergences aside, for all intents and purposes it is trying to be a spiritual successor to a degree. and it’s when comparing it to the former that Axiom Verge falls short of its own ambition. having little design flaws that trickle down and affect every other component.

exploration is arguably the most important factor to a Metroidvania, though not the easiest to flawlessly execute. every Metroidvania walk a tightrope of guiding the player through its world with an unseen hand. done through gaining power-ups by way of exploring and incentivizing the player to critically think about how those power-ups can interact with the world in order to unlock new areas. Axiom Verge could never quite pin down this balance, swinging from one extreme to the other. throughout 90% of my playtime there was no point where I had to sit and think about my next destination or how to use my current arsenal to get there. the “next destination” was always conveniently placed right next to the power-up you needed to unlock it. it came off to me more like a Mega-Man game with a coat of Metroidvania paint. until the last 10%, where it suddenly remembers the game its trying to be. ACTUALLY having you explore and parse your surroundings to figure out where to go, and this is when the game is at its best and worst in equal measure.

by proxy of exploration comes backtracking. you’ll regularly find yourself moving from one point of the map to the other. thus it is essential that the map is constructed in a way to where traveling from one side of the map to the other isn’t troublesome, and that movement is fluid enough to get to that point in quick fashion. on one end I have to give Axiom Verge a lot of credit. the transition from glorified Mega-Man to Hollow Knight was jarring, but its the shift that allowed the interconnectivity of its map to flourish. or at least… it would have if not for how excruciatingly slow your character is. this is not a problem in and of itself if there were a reliable fast travel system but that too is not without caveats. only being accessible through three sides of the map and only taking you to those three, meaning that no matter what you will have to slog your way to any specific point of interest.

this issue is only exacerbated by its enemy design and placement. most enemies here are very aggressive, with fast attacks and the capability of dishing out sizable damage. you’ll find that even the smallest encounter can be dangerous. again — this in and of itself is not an issue. its when you pair this with your sluggish movement speed that this becomes insufferable. enemies can attack you faster than you are able to dodge and there will be upwards of 5 to 15 (probably more) of them in each area. this created a cycle of me going through an area and being mauled to death, having to restart from my previous save point or barely making it by the skin of my teeth in hopes that I don’t stumble upon another cheap enemy encounter on my way. you’d think that for how dangerous these enemies are there’d be a greater reward for killing them, right? nope. its actually puzzling to me how rare it is to be rewarded for surviving these hellish encounters. most of the time you won’t even receive a healing item for your troubles. just a pointless and frantic dash to your next destination. how fun.

this makes the very act of exploring (you know, a main pillar of any Metroidvania) not all that enjoyable. even if you decide to go out of your way to do so for whatever reason you’re met with some of the most flaccid rewards I’ve ever seen in the genre. ranging from only contextually useful to inventory waste. weapons in particular are VERY hit and miss. for being the main selling point there’s absolutely no worth in about 98% of them, with the other 2% being the ones you’ll likely stick with throughout the entire game.

on just about every front I believe this fails not only as the spiritual successor it wanted to be but as a Metroidvania experience. which is a shame, considering that there were points at which I was enjoying myself. where I was genuinely impressed at how well the world is woven. the vivid pixel-art being some of the best I’ve seen period. It’s got potential, and for being made by one person this is something they should be very proud of. but as it stands I see it more as a proof of concept for a more refined sequel than an experience I’d find myself returning to.

and if nothing else — this game was excellent at making me want to replay Super Metroid again!

Chill run and fun metroidvania. Some pretty trippy visuals and creative science fiction settings. Worth playing.

A platforming action shooter that I would rank with the likes of super metroid. Absolutely kept my attention until the end and managed to get me involved in the storyline

the bit i played was kinda cool ig. didnt fully capture me tho

Um dos melhores jogos indie que já tive o prazer de jogar, a jogabilidade é muito divertida e lembra um pouco Metroid, mas não é uma mera sessão de nostalgia já que inova muito, os itens são bem escondidos e o jogo não é fácil, mas nunca exagera na dificuldade nem fica injusto, o visual visceral é bonito e o jogo é bem colorido mesmo que as cores sejam um pouco apagadas, a música no estilo tecno é bem animada e um diferencial.