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Generally favorable reviews - based on 20 Critic Reviews What's this?

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Mixed or average reviews- based on 57 Ratings

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  • Summary: Life. Afterlife. Real. Virtual. Dream. Nightmare. It’s a thin line. It’s Axiom Verge 2. The sequel to Axiom Verge, Axiom Verge 2 expands on the universe with completely new characters, abilities, and gameplay.
Score distribution:
  1. Positive: 15 out of 20
  2. Negative: 0 out of 20
  1. Nintendo Force Magazine
    Oct 7, 2021
    Axiom Verge 2 is amazing. Many have tried to make games that can work as light entertainment and heavy, honest stories about their own lives at the same time. Few have succeeded as well as this one. [Issue #55 – October 2021, p. 19]
  2. 85
    Axiom Verge 2 is a must-have for fans of the first, and worth checking out for anyone who enjoys the genre. It expands on many of the winning ideas of its predecessor, offers more accessibility and quality of life improvements, and isn’t afraid to try new things. The vast, explorable world and elaborate sci-fi plot provide plenty of depth, while numerous new features and game design choices cater to the speedrunning experience. Lackluster combat and boss battles keep it from totally surpassing its predecessor, but it’s a fantastic entry in the series and the genre as a whole.
  3. Aug 16, 2021
    A triumphant answer to the question of what Axiom Verge is outside of its influences, and a clinic in pushing the boundaries of what’s possible in nonlinear platformers. And though the pacing is less dynamic than the first game, the meditative vibe that it encourages makes it stand out.
  4. Oct 12, 2021
    Axiom Verge 2 is an unexpected and greatly enjoyable evolution of the first game, more focused on exploration than combat. It's the second step in Thomas Happ's ambitious sci-fi universe.
  5. Aug 24, 2021
    A remarkable sequel to one of the best Metroidvania ever made. Despite some minor flaws, Axiom Verge 2 represents a new building block in the fascinating and growing universe crafted by Thomas Happ. Can't wait for the next chapter.
  6. CD-Action
    Nov 15, 2021
    Axiom Verge 2 offers an extraordinarily beautiful, coherent and original world, but sometimes exploration gets tedious and some mechanics and design choices get in the way of experiencing this intriguing setting. It is a unique game in a way, but I feel that it shouldn’t have sacrificed some elements on the altar of originality. [11/2021, p.46]
  7. Aug 13, 2021
    A curious sequel whose simplified combat and lack of challenge undermines some of the best level design and puzzles in any recent Metroidvania.

See all 20 Critic Reviews

Score distribution:
  1. Positive: 15 out of 31
  2. Negative: 5 out of 31
  1. Aug 15, 2021
    Jogo mudou um pouco a mecânica e está com mais interações entre personagem principal é npcs, a personagem tem muitos mistérios com ela , e oJogo mudou um pouco a mecânica e está com mais interações entre personagem principal é npcs, a personagem tem muitos mistérios com ela , e o jogo deixa uma névoa de dívidas como no anterior, até o momento está ótimo! Parabéns a Tomás Happ! Expand
  2. Aug 21, 2021
    I think this game is being very wronged. As a metroidvania fan, I found this game amazing. I loved the art, the innovative soundtrack with aI think this game is being very wronged. As a metroidvania fan, I found this game amazing. I loved the art, the innovative soundtrack with a real singer, loved the upgrades and even loved getting lost until I found the next goal. With the exception of the map navigation sound, everything about this game delighted me. 10. Expand
  3. Aug 13, 2021
    Worth successor to the original. One of the best metroidvanias I've ever played.
  4. Sep 30, 2021
    This game is inspired by its predecessor Axiom 1 and also Metroid and Castlevania games using similar gameplay sometimes but on the cheapThis game is inspired by its predecessor Axiom 1 and also Metroid and Castlevania games using similar gameplay sometimes but on the cheap side. For me the first episode of Axiom was better. Some say that Axiom is a nes style game. Im sad to say that some old NES games actually look better. The Axiom games look more like cheap mobile phone games to me. The Axiom 2 graphins really feel cheap and outdated already even before its launch. Expand
  5. Aug 13, 2021
    This review contains spoilers, click expand to view. Axiom Verge 2 is almost a complete inversion of the first one. The combat-centric, hardcore metroidvania with loads of weapons and movement upgrades to choose from was followed by an oddly paced game, where even the most basic mechanics feel like they weren't thought out, making the game feel half-baked.

    The game starts you off emphasizing the main combat difference between it and its predecessor: In an approach resembling Symphony Of The Night, your character can carry both a ranged and melee weapon and use both at the same time. However during my gameplay I only found 2 melee weapon upgrades and a single ranged weapon upgrade, which play nearly identically to their base forms I'm not sure if there are more weapons scattered around the world, but most of what I encountered in terms of exploration rewards were health boosters and skill points that you can spend on a very basic skill tree.
    Most enemies in the overworld feel very similar, they're just floating drone type enemies and have very little variation in terms of attack patterns. There's only 2 bosses in the "traditional" sense, but you can infinitely respawn during their fights which removes all challenge. Overall, fighting enemies and bosses in this game is a very dull experience.

    The map is also much less interesting than the prequel's, it's all aesthetically connected by the same Mesopotamian-esque style which is unique, but unexplored since the abundance of "cave" areas makes a lot of the areas feel similar. There's also a lot of sections where the map is padded out by large yet completely empty areas and corridors with only a couple enemies.

    The Breach is another mechanic that feels unfinished: it's essentially a parallel map only accessible by your drone form in specific portals, stylized in an 8-bit retro style, which conceals several of the game's upgrades. However, it is extremely small and its traversal is very linear, rarely requiring any backtracking after you've gotten the upgrade you needed. Overall, this could have benefitted from being expanded upon considering how big a deal the game seems to make of it.

    The Story simultaneously feels like the game's focus (very few metroidvanias have you actually interact with speaking characters this often) but at the same time severely underdeveloped. Ignoring the occasional spelling mistakes, the protagonist is rather unlikable and seems much less fazed by her predicament than one would think a mother would be after potentially losing her child to a parallel world and her body to a sentient human soul weapon. The lore is also very weak this time around and it's all mostly explained to you by the characters rather than the more cryptic (and in my opinion more interesting) approach from the prequel.

    The upgrades, arguably the most important part of any metroidvania, also feel very weak and unimpactful. You will never get any upgrade that gives you the same feeling you get when obtaining the Gravity Suit or the Speed Booster in Super Metroid. You'll be able to get the ability to climb on walls and use a grappling hook to latch on to ledges, but overall, the way you traverse the world will never be any -faster- or smoother, even though you will be able to access areas you couldn't before. The developer attempted to remedy this by giving you the ability to fast travel to any save point, which only makes the map feel even smaller. Combat upgrades are rare and movement upgrades even rarer. Instead, most of the upgrades are intended to be used for puzzle solving, but I found that most puzzles involving a single upgrade are very simple and similar and rarely required me to think outside the box or combine upgrades in interesting ways. All of the powerups you get feel like buildup, just specific and unwieldy enough to make you think you're gonna get a very satisfying upgrade to them that will make them feel REALLY good, but just when you think that moment's about to happen, the game ends.

    I finished the game in around 6 hours, and I honestly felt like I'd only played about 4. After the final Metroid-esque escape sequence (which was only 2 minutes long) I was seriously expecting the game's map to change dramatically, since the game makes it a point to show you the effect of the explosion you triggered, and for the second half of the game to be focused on re-treading the destroyed map and finally wrapping up the game's plot and the characters' story arcs. Instead, I was met with the ending credits. The ending is extremely anticlimatic and feels like someone pulled the plug on your game.

    Overall, this game feels like it's trying a ton of ideas at once but just didn't have the time to truly explore any of them. The idea of a metroidvania that eschews combat in favor of puzzle solving is great, like turning Zelda into a metroidvania, but it needs a lot more work and thought than this game was willing to put into it. It's still a fun game, but definitely inferior to its predecessor
  6. Aug 15, 2021
    This review contains spoilers, click expand to view. Axiom Verge 2, from the front cover to the game itself, is a contrast to the overall vibe of its predecessor. Bright colors, daylight skies, energetic, upbeat vocal music & now, melee combat, all seem like opposites to the original game's immediately presented hostile alien world, sense of dread and mystery, & plot that easily puts us in the protagonist's shoes. From the moment Axiom Verge 2 opens with our billionaire CEO protagonist landing on the scene in a helicopter, and the player can access an ice pick melee weapon just a few meters to the left, in mere seconds this sequel is practically begging you to say "wow this is so different!"
    Sadly my good impressions of Axiom Verge 2 stop at "wow this mechanic/song/level/enemy/upgrade is neat" because the game presents you with flashy, notably different new mechanics, level designs & plot points, but seems to fall short or give up on trying to hit it home with everything new that's presented. After picking up the first melee weapon & boomerang, there seemed to be only a few (literally three?) melee upgrade pickups, and one of those three is its own weapon for a seperate button; a slightly stronger but slower axe with a ground slam attack I barely had time to make useful, and (one?) boomerang upgrade, that felt like 20 minutes before the end of the game. The levels look decent and I loved the music, but once you've spent 30+minutes in a given area or get lost, the visuals can get tiring, which saddens me because the first game's art & levels were more memorable on first impression. Some areas look like semi-generic themed levels from a Sega Genesis game (grass level, ice level, desert level, water level, etc) & this isn't dissing the work itself; the game generally looks quite good. Giger-looking things are my favorite designs+ credit to some of the cool trippy backgrounds, & neat environments/structures.

    Enemies, while some are cool-looking or need interesting strategy, unfortunately are either very samey or non-threatening even into the last hour of the game; drones with scan vision, intimidating turret walkers that… run away when they spot you? And can't hit the player if you rush and stand inside them? You can thrive without a ton of trouble at all, often being able to tank enough damage to eventually kill your target, & health isn't hard to come by, not to mention insanely abundant save points that refill your HP and, well, game seems to lack consequence of failing combat or dying. On the other hand there are foes like the giant laser-ball-thing, that barely even seem possible to complete without taking most of your health bar (on my first playthrough I had 20 deaths and at least 1/3 of those were the giant-laser-ball alone)

    In terms of challenge, past trying to get your bearings on combat & how enemies work, the game sorta fails to establish stakes or engaging challege, whether due to combat being trivial due to the hack powerup, or due to the abundance of save points i.e. if you die on a boss, you literally just respawn either within the fight like nothing happened, or seconds away from the boss room (a couple times I've walked through doors to be instantly met with unavoidable damage, specifically the laser-ball miniboss.)

    Bosses are scarce (only 2?), but there are repeating minibosses scattered, w/ the exception of a couple unique ones, with no boss music, rewarding you with a 'skill point' or two for the minimal skill tree which boosts damage/hacking range/health etc; disappointing because you can already find these laying EVERYWHERE or at least enough to have well boosted abilities, so these cool looking minibosses seem squandered. While visually awesome & almost tough at first, they slowly steadily lose charm when you realize that your handy hacking ability makes an absolute joke of them... huge awesome beast =minor inconvenience.

    "The Breach" is a new mechanic where you pilot a drone similar to first game, and navigate through a retro, 8-bit 'alternate dimension' to re-emerge somewhere you couldn't reach before. I thought the Breach was getting good when I got the "leave the Breach at any time" powerup, but just like the earthquake ability, goes underused or just didnt have enough time to shine before the game ends, and both just seem like a "this upgrade unlocks this door".
    More on the Breach, frankly I was confused when I stumbled upon what looked like an easter-egg (like the first game's hidden worlds), as part of the main path. To its detriment seems more like an afterthought than a recurring, fairly large part of the overall game. My first playthrough took roughly 8 hours (4 hrs shorter than the first game) & I've seen people claim they beat this game in 6,
    The fact that the Breach takes up so much time of the overall game while seeming more like a joke or easter egg than a primary mechanic, def took me out of it.
    No chars left to go into the story but nearly no payoff for all the new plot. More like a DLC side story.
  7. Aug 14, 2021
    Played trough the game and i just would like more, it was realy good graphics and music was fantastic.

See all 31 User Reviews