

Mostly this just got me killed, and the more systematically I tried to approach mapping the game’s world, the more roadblocks I ran up against.Īxiom Verge 2 tries to address this with a compass that points you in the general direction of objectives, but it only goes so far. I’d enter an area, try to kill everything I found, and then scour the boundaries looking for secrets and alternate paths. I kept trying to play it like the previous game and all the Metroidvanias I’ve played that came before it. Needing to learn to prioritize exploration over combat is partly why I had such a difficult time with Axiom Verge 2 in the beginning. Thankfully, most bosses in the game are optional and can be bypassed. Happ’s pixel art is often breathtaking, and whenever a giant robot appeared on screen I was blown away. My preferred strategy? Smacking them with my melee weapon as furiously as possible as often as possible and hoping it was enough to defeat them before all my health ran out. It’s a satisfying testament both to the eventual feeling of mastering the game and its sprawling map and just how well many of its distinct pieces come together by the end.ĭespite the dramatic flair with which they’re presented, bosses are almost unanimously little more than button-mashing fests. This is a recurring theme throughout the game: Discrete tactics and mechanics subtly shift and evolve as you play until eventually they blend seamlessly together. Eventually, Indra herself even gets upgraded enough to transform into the drone at will. Later, however, it gets more abilities, including a grappling hook that lets you swing through tunnels with Spider-Man-like abandon.

#Axiom verge 2 trailer series
Instead, a hacking ability lets you sabotage or take over robot enemies while a series of upgrades for your drone make it the real star of the show.Īt first the drone, which is remote controlled, is primarily for exploring tight spaces or scouting ahead while Indra stays safely out of the fray. In fact, there are barely any real projectile-based armaments in the game outside of your initial boomerang. Your arsenal is geared more toward solving light puzzles and unlocking new passages than blasting enemies to hell. Many other large titles have been delayed due to the ongoing pandemic, so the news of another project being pushed back, albeit a smaller development team (probably Happ himself), is unfortunately common.Unlike the first game, Axiom Verge 2 places a much bigger emphasis on exploration than combat. When the announcement was made, no one could have predicted the course of events that would follow the turn of 2020. Whether nailing the natural aesthetic or computing enemies to track the player, it seems Axiom Verge 2 will be more intricate than its predecessor.Īnother noteworthy, and predictable, factor comes in the form of COVID-19 affecting his home life. That ended up backfiring, as the sequel has proved to be a fair bit more complicated to fine-tune. Now, with 2020 ending in less than three months, Axiom Verge 2 has been delayed to the first half of 2021.Īnnounced via blog post by developer Tom Happ, it goes into detail about how he tried to predict the course of the game’s development using the first game as a template. A surprise announcement made late last year during a Nintendo Indie Showcase, Axiom Verge 2 was originally slated to be released at some point this year.
