REVIEW: Axiom Verge

Developed by Thomas Happ Games, Axiom Verge has finally made its way onto Xbox One after originally launching on PlayStation 4. I had heard a lot about the game with its Metroidvania-style graphics and gameplay, and I was eager to see for myself just how good it was. Although it started off slow and took some time getting used to the art style and controls, Axiom Verge grew on me tremendously.

Axiom Verge tells the story of Trace, a scientist who awakens in the alien world of Sudra after an explosion at his lab. While getting his bearings, Elsenova, a member of the Rusalki race on Sudra, communicates with Trace and tells him that he needs to help save the remaining Rusalki from Athetos, a man who destroyed their world with a pathogen. I won’t spoil how the story unfolds, but it is not what it seems on the surface. Though the narrative is too exposition-heavy for my taste, the story that is told is fascinating and much more complex than I expected.

The first thing that players will notice are the graphics, which take a lot of inspiration from Metroid. This makes for level backgrounds looking like they are pulled straight from classic retro titles in the best way possible. Near the beginning of Axiom Verge, some of the art tends to feel a bit dull and lifeless, but thankfully the levels become more diverse further in the game. Darker grays and blacks change to brighter blues and greens, and really allow the levels to flourish.

Progress in the game is managed by tools and upgrades that you will acquire along your journey. Sections seemingly walled off become accessible when you gain new abilities. I like this approach as it guides you through the game without holding your hand. While it is mostly successful, the downside is that it is the only guidance you are given. Navigating the world is an effort of trial and error because you are never given any direction at all. Trying to figure out where to go requires a lot of backtracking since Axiom Verge does not have any type of fast travel system. On top of that, the map is woefully inadequate, consisting of blocks that make up a rudimentary grid indicating what each section looks like. On the plus side, it is fun to just wander around and explore.

The gameplay mechanics are exactly what you would expect. Throughout your time in Sudra, you will gain access to several different ammo types for your primary weapon, the Axiom Disruptor. Among the dozens you can use are the Nova, which is a large projectile that can detonate upon firing again, and the Kilver, a short range weapon that emits a burst of electricity. There are enough enemy types in the game that it requires you to rotate between weapons instead of just sticking with one. Smaller, slower enemies can be taken out with the Kilver, but more agile, flying enemies may need the long-range Nova or basic Axiom Disruptor to take care of them. One item known as the Address Disruptor can even change the functions of enemies, turning them into moving platforms or allies that will not harm you.

One of the highlights of Axiom Verge are the boss battles. Each boss has a unique, intimidating design, and all of them have their own abilities. To defeat them, I had to use the surroundings to my advantage as well as figure out strategies to counter their attacks. It took several tries to beat the more difficult bosses, but dying was also an excuse to enjoy the battles more than once because the bosses do not respawn.

Summary

While I disagree with some of the design choices, I do recognize that these were done intentionally as to mimic many other classic games. There are a lot of games that attempt to capture the essence of retro titles, but few do so as well as Axiom Verge does.

Axiom Verge stumbles at points along the way to its end, but the journey through Sudra is excellent. The gameplay mechanics are solid and engaging, the story is intriguing, and the graphics will transport players back to a time where similar games ruled the industry. With more modern games on the market, it may be difficult for some players to appreciate the design, but it is certainly appealing to fans of classic titles.

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