The switch back and forth between Indra and the drone provides a nice change of pace, with each earning different abilities that complement the other. The level design is every bit as good if not better, featuring varied biomes that stand on their own but eventually all interconnect as new skills open up more passages. Indra isn’t Trace so her skills and abilities don’t try to mirror his too closely, and the world she’s been dropped into frequently has wide open vistas in its background instead of more types of caverns. Without spoiling too much, you don't have to have played the first game before setting out on your Axiom Verge 2 journey, which is also nice.Axiom Verge 2 is exactly what a sequel should be in that it’s more of the same but different. It is very ambitious, but if you actually spend some time trying to understand, it is a really cool story. Many of them seem like messy piles of foreign words and incoherent drivel at first before they start to make sense. Just like in the first Axiom Verge, the story is told through discovering newspaper articles and old stone tablets. She is a bit too much and it just ends up being annoying. My only complaint is the singing lady who appears on a few tracks every now and then. It is not as good as the first game's soundtrack, but everything is more polished and fits the surroundings really well. It is also possible to make your enemies stronger and Indra weaker in the main menu, which makes it possible to add some challenge for those who find it too easy. This is quite unusual in a Metroidvania game, and I'll admit it feels refreshing. This allows you to customise the game to suit your own style. There are too many dead-ends and a bit too few prizes for exploring the wrong areas.Ī breath of fresh air? A Metroidvania with an upgrade system.Ī shame, as Happ has implemented a somewhat straight-forward upgrade system to increase Indra's abilities. The Metroidvania DNA is still floating around in the design even if it wasn't always fun wandering aimlessly back and forth hoping to find the correct way forward. I got stuck several times, only to realise there was a point on the map I had overlooked. The different areas are separated in an okay way, but the unnecessary detailed backgrounds make it hard to distinguish what can be explored and not. It might take some time getting used to the map before you get a real grip of what you are looking for. The world is quite big, and it took me a bunch of hours to visit every corner. This makes it a lot easier to get back to where you were without having to explore the same areas all over again. When Indra dies, she will respawn at the last save point keeping all the gear she might have found along the way. This might be because of the new auto save concept. There are a couple of impressive and huge enemies to fight, but unfortunately no proper challenging bosses. As much as I enjoy the hacking ability, I really wish the developer had made even more of it, considering the lack of effects variety. More often than not, I find that you are better off trying to sneak away, or hack their systems to escape their wrath. Pickaxes, knives and boomerangs are weapons of choice and scrambles up the strategic approach when battling your foes. Indra is not as into her firearms as Trace was back in the first game.
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