Reviews from

in the past


It was an okay time but a solid Metroidvania for what it is.

I had played the first game years ago and liked it, but at first I wasn't really vibing with this because it was so different and weird. Still I kept playing and while in the end the combat still wasn't quite good, it made up for it with a pretty good soundtrack, a cool mesopotamic-inspired setting and interesting exploration (even tho if I had to look up a walkthrough multiple times because I had missed some power-up)

Gran metroidvania que, como su predecesor, está fuertamente inspirado en los Metroid clásicos. Quizá no llega al nivel de la primera parte, pero desde luego se queda muy cerca. Si te gustó el primero y/o la saga Metroid, este juego es un must play.

This is a sequel I was waiting awhile for, and it did not disappoint! The strange thing is, I have no doubt in my mind that this is a better game than the original. Better art style, map and exploration, story, etc.. but it isn’t as fun. Don’t get me wrong, I had a blast playing, and of course I 100% the game, but it doesn’t capture the feeling of the OG. In that game, it really felt like a love letter to old school Metroidvanias, from the sound design and art, to the enemies and so on.

The best part of the original was the huge selection of weapons that you got to mess around with, all of them being so fun and unique, and that isn’t here in Axiom Verge 2. You get two base weapons and each one has a few variants, but they are all very similar.

And while I enjoyed some of the upgrades and improvements in this game, such as you as the MC being tied to your drone rather than teleporting to it like in the original, I miss the movement and traversal of Axiom verge 1. There were some tough puzzles in that game if you wanted to 100% it, and while there are some fun “Aha” type puzzles in this game, none are very difficult, and a lot of them are completely void and null after you gain the mist ability.

All in all this is a great sequel, and Thomas Happ once again proves he understands the Metroidvania formula better than most! I love the world he has built and I really hope that it continues to grow in a third installment!

There are some parts of this game that I really like, like the whole Breach mechanic and its Mesopotamian aesthetic, but the combat is pretty clunky and the developer decided to make basically every boss fight optional in the name of accessibility, and the only required bosses are basically unlosable. I'm someone who really values good boss fights in a game, so having the only ones here basically just be stronger normal enemies that drop 1-2 skill points when you beat them instead of unique encounters that serve as a barrier to getting a new upgrade kind of sucked. I'd still recommend it, but there are definitely better metroidvanias out there.


This game was a bit of a letdown, but I like the environments, particularly in Irikar
The weirdest and most perplexing part about the game is that it pretty much has only 1 mandatory boss, and it's only really an environmental puzzle that's easy to solve
The other bosses are just very large enemies, and while I enjoy breaking their weapons apart they're still pitifully easy, and there's no boss music either

Worse than the first in every way

Very well done game, built wonderfully on its predecessor. Intriguing story that really leaves lots up to player interpretation and a phenomenal score that is both very catchy and beautifully atmospheric.

Excellent game, keeps a fresh exploration focused approach and the surreal elements really stand out and make the game world pop. It's also nice to have a metroidvania not focused heavily on boss fights. Though some could say thats a negative for AV2.

some of the best pure exploration of any game i've played this year, and a really excellent and unique soundtrack. some of the lore is a bit too esoteric for me though, and the combat might as well not have been included in the game. recommended for fans of the MV niche, but maybe not for all gamers.

The combat in this game felt a bit weird with the weapons you had at your disposal compared to the first game, but some of the abilities you get later on made the exploration enjoyable enough to not really care.

El primer Axiom Verge era Metroid: pasadizos interconectados recubiertos de ambientación alienígena. Pero dos años después, en 2017, ocurrió ese terremoto de nombre Breath of the Wild y, casualmente o no, Axiom Verge 2 (2021) vino a desprenderse en gran medida de sus cadenas metroidianas en pos de un diseño que favoreciese la sensación de mundo, de existir en un lugar. Abandonados quedan los pasadizos cerrados y divididos más videojueguiles de la primera entrega para ofrecer entornos más abiertos o espaciosos o intrincados, siempre relativos en diseño a su orografía y arquitectura. En lugar de abstracción alienígena, sitios concretos: ruinas, montañas, playa, asentamientos, lo que se quiera. Lugares más variopintos, no solo en ambientación sino en navegación, unidos como parte de un todo. El entorno ya no se divide por salas y la separación entre áreas no existe o no es tajante. El mapa es el mundo, y el mundo es un solo área heterogénea: al sur costa, al norte montaña, aquí un laboratorio y allá una fortaleza. Todavía predomina la estructura metroidvania, claro, pero la secuencia es más abierta, menos pasando de un área a otra y más moviéndonos a través de las distintas localizaciones de un lugar, sin tubos que hagan de puerta entre pantallas.

Igual que en Breath of the Wild, también, atravesamos un entorno habitado y custodiado por criaturas mecánicas de otro tiempo: máquinas centinela de toda clase en permanente funcionamiento, los restos tecnológicos de una civilización extinta defendiendo para siempre algo que ya no existe. Unas se camuflan y acechan, otras patrullan, otras simplemente esperan, están. La función para la que fueron programadas y que siguen cumpliendo ad eternum. Y estas criaturas, a efectos prácticos los enemigos, siguen la misma máxima de diseño que el entorno: sensación de lugar. No son obstáculos diseñados para ser despachados por tus armas (o no tanto), sino seres de un mundo, que existen en él. No están puestos ahí para tu satisfacción. El juego te da un bumerán (Zelda) y un pico (¿Minecraft?), no una pistola y una espada. Y cuando te topas con enemigos el enfrentamiento tiende a ser sucio, costoso, poco óptimo y como consecuencia, dios del buen diseño ten piedad, incómodo. Las sensaciones al combatir desde luego no son lo que uno espera de un videojuego de acción. De hecho, lo que uno buscará a menudo es evitar el enfrentamiento, pero claro, ahí es cuando toca preguntarse si acaso no va eso más acorde con el hecho de hallarse en un lugar desconocido custodiado por máquinas cuyo objetivo es eliminar toda forma de vida. Yo digo que sí, y que bravo por la decisión. Para muchos jugadores esta forma de abordar el combate supondrá un desconcierto, pero no para mí: no quiero sumergirme en un nuevo universo y que las reglas por las que se rija sean exactamente las mismas que las de los demás, estoy cansado de adentrarme en mundos y que todo se sienta y acontezca tal cual lo espero. Qué aburrido y anodino, qué desafilado y poco evocador. De los videojuegos quiero sabor, no anestesia. Y por eso los jefes son una queja común del juego mientras yo los veo un acierto: unas pocas criaturas mecánicas enormes sueltas por el mundo, vagando o escondidas o encerradas, igual que todas las demás. Sin melodía propia, sin patrones de ataque a memorizar, sin clímax. Sin siquiera la necesidad de hacerles frente como jugador. En otras palabras, no son jefes.

La sensación resultante de la suma de todas estas decisiones de diseño es que el mundo al que llegamos lleva mucho tiempo ahí, existiendo independientemente de nosotros, y que tiene una historia. Algo pasó en él. Nosotros somos los visitantes, los extraños, y así debe reflejarse también a nivel interactivo. Será menos divertido combatir, o se sentirá "raro", pero yo terminé la partida intrigado por muchas de las cosas que había visto, dándoles vueltas e intentando atar cabos. El juego todavía vive en mi cabeza.

Pero bueno, no significa esto que se haya dejado de lado el diseño más directo de la primera entrega. De hecho, la navegación más "arcadosa" del título original ha permanecido, solo que parcialmente. Como si Breath of the Wild no fuese suficiente, Axiom Verge 2 parece recurrir a A Link to the Past como fuente de inspiración, y es que resulta que el videojuego tiene no uno, sino dos mundos. Claro, la trama del primer Axiom Verge tenía que ver con universos paralelos y brechas entre mundos y de algún modo viajar entre ellos, así que resulta hasta lógico que Axiom Verge 2 traslade el concepto al apartado jugable. Pues nada, he aquí un mapa paralelo a la A Link to the Past, a cachos coincidente y divergente con el principal, que atravesaremos para llegar a lugares fuera de nuestro alcance físico. Moviéndonos entre una y otra dimensión a través de brechas varias, buscando desde qué punto concreto de un sitio deberemos acceder a su contraparte para poder alcanzar un nuevo objetivo, exprimimos la geografía de tal forma que acabamos dándonos cuenta: tal vez sea esta la evolución más lograda de aquel Dark World de 1991. Toda una segunda capa jugable para dar complejidad a la navegación del mundo. Con otra estética, desde otro punto de vista y a través de una orografía más estrecha con un planteamiento más arcadoso. En efecto, el rastro del primer Axiom Verge. De diseño y planteamiento distintos a los del mapa principal y, sin embargo, coherente, pues el viaje entre dimensiones debe percibirse también a los mandos. Cambio de mundo, cambio de cuerpo. Para quienes echasen de menos esa navegación más directa y esa acción más limpia.

Con todo pintado así de bonito, peores llegan las malas noticias: la navegación se viene abajo progresivamente. Aunque me guste la dirección que ha tomado esta segunda entrega, debo reconocer que el resultado es irregular. Al cabo de unas horas de partida, ya con mejoras adquiridas, más vida y nuevas armas, la tensión y el cuidado al avanzar empiezan a desaparecer. Obtenemos la ventaja en la distancia respecto a los enemigos, los aguantamos sin problemas y aniquilamos más fácil y rápidamente. Esto, sumado a la nula penalización por muerte, la abundancia de puntos de salvado (que usamos para curarnos) y la posibilidad de viajar entre ellos, banaliza la navegación. A partir de la mitad del juego, más o menos, recorrer el mapa se vuelve tarea casi insustancial. Ir de un sitio a otro queda en poco más que mero trámite, salvedad del empleo de brechas para viajar entre mundos. Al final, ese entorno incómodo y extraño se vuelve cómodo y familiar, como el de un metroidvania cualquiera. Así, el deterioro de la navegación y la suma de otros pequeños detalles, entre ellos el permanecer tan aguerrido a la fórmula metroidvania, lastran parcialmente un título muy elogiable que, pese a todo, encuentro mucho más interesante y esperanzador de cara al futuro que su primera parte. Eso si Tom (el autor) no se amedrenta tras la recepción negativa de una parte importante de quienes están jugando su título, sobre todo fans de la primera entrega. De haber tercer videojuego, Axiom Verge o no, estoy seguro de que será aún mejor. Este señor ha mejorado mucho.

Honestly a bit disappointed, most departures this game took from the first ended up backfiring in my opinion

What I will give the biggest credit in Axiom Verge 2 are the bold aesthetic and game design decisions making up the whole structure of this game. This isn't a by the books retro-style metroidvania set in a grim alien world. Where the first game was Alien, this feels more like The Thing and Dune depending on the region. The game draws from refreshingly untapped cultural backgrounds manifesting in the world and music and overall feeling. But not only the aesthetic is unique, the gameplay also breaks major conventions - I mean, there are no bosses tied to progression or abilities at all and the game jumps between two dimensions constantly, mixing up the way you interact with the world.

The one major criticism I have is the combat. There is a variety of (mostly melee) weapons to get but the focus on melee combat doesn't pay off unfortunately, as the combat feels clunky and unresponsive. You constantly miss enemies because you have to crouch to hit most of them and the dynamic terrain with slopes and ledges makes getting an edge over enemies difficult because they constantly change elevation leading to frustrating button mashing.

The exploration is superb, constantly feeding you new abilities to get around obstacles. These abilities can be a straightforward grappling hook or more unique mechanics that offer plenty of room for experimentation as the game gets out of your way and doesn't hold your hand to figure stuff out, even if there are a lot of really helpful quality of life additions such as custom map markers and waypoints.

Ultimately, I like this sequel probably around as much as the first one, but surprisingly for different reasons. Their differences make it easy to recommend both of them equally and while many design decisions of the second one might and will alienate some people, I will always hold it in high regard if a game makes these bold decisions.

Not really my thing, seemed okay enough.

Another very good game put out by Mr. Thomas Happ. After playing the original and this game back to back you can see how much knowledge Happ gained from one game to the next. Axiom Verge 2 flowed much better than Axiom Verge. The flow was so much better because the story pointed you the direction of where to go but not how to get there. In the original you would get an upgrade and just figure out where that upgrade can open up something new. This game also takes you on a grand tour around the world where as the original sometimes sends you back and forth all over the map.

Axiom Verge 2 had just enough callback and clues to the original. There is just enough to make you excited when you find something that links them but not so much that it is overly connecting just to show these universes are connected.

I had a strange feeling throughout this game though or maybe confusion would be a better word. The reason for this is the visuals, music, writing, game mechanics, and game flow are all better in this game than the original. In fact I can say that this for sure is better than the original as far as just a well made game. However I had more of a good time playing the original. At first I thought that maybe it was because the movement wasn’t as fast paced, there were way less weapons, the much easier difficulty or even because the bosses are better in Axiom Verge. While these 4 things are better in the original than Axiom Verge 2 I don’t think that is the reason. It hit me once the game was over. Axiom Verge was a love letter to the original Metroid while Axiom Verge 2 resembles Castlevania much more than Metroid. While I love Castlevania I prefer Metroid all day every day.

So while I give both games the same rating of (great game) 4 stars I think that Axiom Verge 2 is the better overall game. However if you prefer Metroid you will enjoy the original more and if you like Castlevania more this is the game for you.

Either way they are both very good games and I will be inpatiently waiting for Axiom Verge 3.

taking deus ex machina a little too literally

It's fine but each step of the journey being guided by an indicator of where to go and any obstacle only being minutes from being cleared makes the progress a lot less rewarding than I'd like.

Feels good to play and has a nice soundtrack at least! Sound design overall is quite good but the whole is brought down by incessant beeping at low HP.

Fascinating follow up to the original. Loved the story and the philosophical tidbits.
Less combat oriented but honestly that's a plus to me.

different
than the first
yet remains

compelling
in its own
special way

i slingshot
past haters
like a drone

What if we got a new Axiom Verge except it was only like Axiom Verge in theming and lore and the rest is a more traditional metroidvania? BOOM Axiom Verge 2. This is a game for fans of Axiom Verge's lore and overall story. If you liked Axiom Verge for the plethora of weapons or the main character then this one isn't for you.

What we have here is a game rich in exploration not only of it's interesting and varied map but also in its fascinating lore and worldbuilding. The game is absolutely focused on exploration to the point where the only weapon you really get is a pickaxe you use to climb that can also be swung around. Every ability you get is a new and diverse way to explore the map in ways that aren't so painfully obvious. The game is a bit more linear than some other metroidvanias because of the focus on story but not detrimentally so and it does still reward you (with more lore entries mostly) for exploring every corner of the map.

There are two other HUGE gameplay changes that make Axiom Verge 2 it's own game and more than a typical metroidvania but they're intrinsically tied to big story moments. One thing changes your perspective and forces you to appreciate and play in a new way. The other drastically changes how you engage with and traverse the map. They're both implemented excellently and really help Axiom Verge 2 shine as its own thing.

So yeah it's a game like Axiom Verge but also so different in a good way. If you liked the lore of the first game you'll love this game. It's way more interesting and changes the context of some things from Axiom Verge 1. Really, for me, as much as I liked Axiom Verge 1, I feel like the sequel improves on the first in every possible way.

It's an easy recommend the less expectations you may have of the first game. Fortunately you can experience this game without playing the first but there are moments that hit harder with knowledge of that game. I'm personally excited to go back to the first game now with this game in mind. Excellent game!

This is definitely not something I was expecting, having beat the first Axiom Verge, I kinda thought the second would be a sequel or even a prequel, but no it's pretty much its own game.

That being said...this game is really good, if I had compare it off the bat, Axiom Verge (the first game) was pretty much like Metroid, it had shooting, exploration, and a kind of sci-fi/alien/mech vibe to it, but ran closer to alien.

Axiom Verge 2 kinda feels closer to a Metroid game, but mixed in with a slight Ninja Gaiden or Strider feel, because your character has a melee weapon instead of a gun, and that REALLY changes the tone of the game at the start if you played the first. It still has the same type of setting through Axiom Verge 2 kinda has a more broken future tone, with more mechs than an alien feel to it.

Definitely not a bad thing at all, the graphics seem about the same, this game definitely has more items and is a much bigger world, but I think where the game shines the most is oddly it's music, the music is absolutely amazing, it doesn't go for the chiptune feel, it goes for a more electronic ambience vibe that you'd have to play to hear and experience.

Otherwise the gameplay still focuses on exploring the map, finding items and paths to progress, taking different forms to explore where you once couldn't, things every Metroidvania has done in the past.

I do think where the game falls flat at is the story, while the first game's story was good, I honestly couldn't care less about this one, I thought originally it was because it didn't connect to the first game, but as I kept playing; I realized it just wasn't interesting story wise but everything else easily keeps you going.

Definitely a really good Metroidvania game, and a worthy successor to the first game, I don't think either game is better honestly, they both should be played.

Completed with 100% map exploration and item collection. A very solid 2D Metroid-like, Axiom Verge 2 builds impressively on the success of the first game with some really interesting new mechanics, used to good effect. As examples, perhaps the most widely trailed of these have been the secondary game world - "The Breach" - accessible via portals throughout the world and navigable by a player-controlled drone, and subverting enemies via hacking, providing various forms of assistance - in traversal, combat or otherwise. Both of these work very successfully throughout, providing an impressive level of depth - as do most of the other abilities, which I won't spoil here! The plot is also a strong point, developing in intiguing and unexpected ways, supported by a fairly large amount of background lore, through collectible notes and elsewhere in the environment.

I'd have preferred to see somewhat more variety in environments, which mostly centre around an Arctic setting in the main overworld and the alien-feeling Breach - but these are by no means a deal-breaker and are well-realised in detailed pixelart - and once again stunning is the soundtrack throughout. To think that the whole game was pretty much created by Tom Happ as a sole developer is frankly incredible - and once again I look forward to seeing where he goes in future.

Okay metroidvania, just play the first one.

I gotta be honest with myself, this one was a really mixed bag. I thoroughly enjoyed playing the game itself, but everything else was not my cup of tea.

To get it out of the way first and foremost, I just did not enjoy the story in this one. It's so verbose, feeling like it's using full essays to explain one little detail. Aside from that, it's filled with names that sound completely alien, and it all sounds like convoluted sci-fi technobabble to me. I often find myself skimming over the fucking paragraphs of text the game dumps on you in collectibles. I'm sure it holds meaning in some degree (likely in relation to the first Axiom Verge), but I cannot be arsed to decipher this shit.

Thankfully, the exploration (and to a somewhat lesser extent, the gameplay) carries this game extremely well for me. The objective markers on your map were a welcome addition, but since I kinda stopped listening to the dialogue after a while, I was completely content to get lost with every single new powerup I grabbed. The two worlds and the multiple tools you use to swap between them are used in extremely fun and creative ways. Aside from the blurb of text describing items you pick up, the game basically leaves it up to the player to learn how to use them, which made every use feel gratifying.

When I say "to a lesser extent, the gameplay", I'm mostly referring to the combat. Your only options for combat in this game are a smattering of melee weapons and a boomerang, neither of which feel satisfying in the slightest. Enemies are so damn aggressive, it always feels like you're 1 or 2 hits away from death. There was a point about halfway through the game where I sincerely stopped fighting enemies and just ran past/through them. The game only has one real mandatory boss fight (the final one), and it was honestly too easy for its own good.

Overall, I enjoyed the exploration, but I couldn't be arsed to care about anything else in this game. I feel like I can still recommend it regardless, maybe this one just didn't click with me the way I hoped it would.

Although I appreciate the different approach this game took to almost everything (from exploration to acquisition of items to lack of mandatory bosses until the end for the most part), this game just didn't gel with me like the first one did.

I really liked the first one a lot and I think the overall direction this took just wasn't quite what I'm looking for in a Metroidvania. It's...fine? I'd elaborate more on design choice thoughts, but I just don't want to spend more time on a game that left me feeling underwhelmed. It does its job, there's enough content to warrant its price point, and that's about all I'm going to say.

If you're on the fence about it, get it on sale. You could do worse, you could do better.


Axiom Verge 2 is a stark contrast to Axiom Verge 1. The horrific Metroid 1 inspired caves haven given way to a far more open natural world reminiscent of Super Metroid. Axiom Verge 2 further diverges from its predacessor with a brand new set of upgrades, even ones which seemingly overlap, like the drone, quickly change into something brand new. The new dual worlds mechanic is probably the best integration of it seen in these types of games with there being a steady stream of new ways to travel between both worlds. The new ledge only grappling hook is also a lot more fluid then the very stiff one featured in the first game. Not all these change are positive: the new hacking mechanic is very simple and limited compared to the glitch gun and the new graphics look nice but ultimately feature pretty bland environments compared to the first game. If Axiom Verge 1 was a version of Metroid 1 for modern gamers then Axiom Verge 2 is something new, something different, and something stranger.

With a more exploration-focused design, I was having a blast in the first half of the game. However, as the game went on, the fact that the objective marker constantly misguides you (In the sense of 'hey you need to get here but the item you need is on the other side of the map') and the traversal becomes irritating with a very finicky grapple hook started to damper my feelings on the game. I enjoyed my time and it has some amazing visuals and music though!

I understand it's going into a different direction, but i liked the first one too much to really care about this one. The stealth and hacking was kinda cool, but i'd rather have crazy weapons and reality bending upgrades