

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. Combat upgrades are rare and movement upgrades even rarer. 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. 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. 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. The upgrades, arguably the most important part of any metroidvania, also feel very weak and unimpactful. 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. 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 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. Overall, this could have benefitted from being expanded upon considering how big a deal the game seems to make of it. However, it is extremely small and its traversal is very linear, rarely requiring any backtracking after you've gotten the upgrade you needed. 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. 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 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. Overall, fighting enemies and bosses in this game is a very dull experience. There's only 2 bosses in the "traditional" sense, but you can infinitely respawn during their fights which removes all challenge. 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. 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. 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. 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. This review contains spoilers, click expand to view.Īxiom Verge 2 is almost a complete inversion of the first one.
