Thursday, February 8, 2018

Axiom Verge Review (Wii U)



Written By: Patrick Orquia

TITLE: Axiom Verge
DEVELOPER: Thomas Happ
PUBLISHER: Thomas Happ Games
GENRE: metroidvania, action-adventure
NUMBER OF PLAYERS: 1
RELEASE DATE: 01 September 2016
PLATFORM: Wii U (also available on PC, PS4, Mac, Xbox One, and Nintendo Switch)
PRICE: $19.99



At quick glance, it will be easy to judge this game as another Metroid rip-off. Metroidvania is a big craze nowadays, anyway, especially in the indie gaming scene. This game is of the metroidvania variety, yes, but calling it a just another Metroid rip-off is very unfair, since the game takes the genre to heart, rips it wide open, turns it inside out, then re-assembles it into a game that could even be considered more Metroid that any Metroid game there is. This is Axiom Verge, one of the best metroidvania games ever created.



This game is solely developed by Tom Happ. Sure, he doesn’t sound familiar and neither his publishing company, but being the sole programmer, writer, artist, and musical composer on a game is one monumental feat. Yep, he even did the excellent music for this game, the entire soundtrack. You can’t be anymore indie than that. He worked on the game for five years, mostly on weekends or time off work only as a hobby. He then gets a funding from Sony in exchange for time exclusivity of the game on PS4 and PS Vita. Eventually, the game found its way on other platforms, including the Wii U, on which version this review is going to be based.



Axiom Verge is about a scientist, Trace, who, after waking up from an explosion in his lab in New Mexico, finds himself in an alien world called Sudra. Trace has no recollection on how he ended up in Sudra, but later on he meets Elsenova, a giant war machine resembling a head (that looks like Björk from the “All is Full of Love” video). Elsenova is one of the remaining Rusalki from the Sudran civilization, and she asks the help of Trace to stop Athetos, a mad scientist who destroyed the Sudrans a long time ago. Trace has to traverse and explore Sudra, and during his travels, he gets new weapons, power-ups, and upgrades to make him better equipped in his eventual final battle with Athetos. As he nears his goal, new information and mysteries unravel to him, one of which will make him question his reality and existence and he then has to choose if he really needs to do what he was tasked to do or not.



From the opening area of the game, it already screams of Metroid, but as the player progresses, the game manages to have enough variation in the formula to make it stand out on its own. Sure, Trace has to get new weapons, upgrades, and power-ups, but Axiom Verge does more than that. There is very little hand holding in this game, and the player, if not too attentive, will more likely than not to be lost. The enemies can be brutally aggressive at times, especially near the end of the game, so if you are unprepared, you will die a lot. Save points are located at various parts of the game. There are no checkpoints, so if you die, you get revived at the last save point where you saved. This can either sting a lot or help you a lot, navigation-wise. Each time you die or exit the game, the game saves, but again, you revive at the last save point. You can use it to your advantage if you want to travel back to previously visited area to get to previously unreachable power-ups and whatnot. When you save the game after doing what you need to do, you return to your last save point, which can be near to your next destination, hence, saving time on your return trip. But of course you have to be good enough to not die along the way, otherwise, you have to go back and do it all over again.

There are many types of collectibles that can be acquired in the game. Some weapons are easily encountered on your normal playthrough while most of them need to be discovered from hidden or not-easy-to-reach areas. These weapons range from cool-looking yet ultimately weak ones to overpowered ones that would be your go-to weapons against enemies and bosses. The upgrades, on the other hand, are necessary to access new areas, like the trench coat, that allows Trace to teleport across short distances; laser drill, which allows Trace to drill through walls; or the remote drone, which allows Trace to launch drones that can be controlled remotely to access small gaps or tunnels (similar to the Morph Ball in the Metroid series); and many others. You can also make the firepower of your weapons and your health bar improve by collecting power-up nodes throughout the game. Most of these weapons, power-ups and upgrades are not necessary to beat the game (but they certainly help), but the more you find, the higher your completion percentage will be. A high completion percentage doesn’t give you any extra content (except for a bonus post-credit scene, if it’s high enough), but it would be very satisfying for completionists. 



You are encouraged to navigate and explore every nook and cranny of the world for secret passages, hidden treasures, or even glitched off-map areas (they are randomly located in the game). Like in Metroid or any other game of the metroidvania genre, some areas are closed off initially to the player until they get the necessary weapon or power-up, like an area may need a specific type of weapon to be unlocked or is located behind a high ledge or platform that needs the grapple ability, etc. Typical metroidvania stuff, but again, Axiom Verge has more than the typical stuff in it, like how intentionally uses glitches to improve the gameplay.

Speaking of glitches, while most other games dread glitches and if a glitch gets discovered, the developer may patch it right away in order to not ruin the experience of playing the game, Axiom Verge embraces them. There is an equipment in the game, called the Address Disruptor, that intentionally makes stuff “glitch”. A glitched enemy may become slower and easier to kill or even help Trace in destroying walls or kill other enemies, or even become platforms for Trace to step on and help him in reaching new areas. The Address Disruptor may even un-glitch a glitched area or wall, making it possible for Trace to reach or pass through it to access new part of the map.
The map of this game is vast, and with the lack of a typical fast travel option, traveling back to previously-visited areas can be quite a chore. A mini-map is constantly shown on screen and a bigger map can always be pulled up with a single press of a button. Up to two markers can be used in each area, to help the player remember points of interest, like a dead end that needs new weapons to unlock or currently unreachable power-ups. The game doesn’t provide any clues on where you should go next, so it’s up to you and your memory to know your next destination.



While the typical option to view the map, along with the quick-swapping between weapons, can be easily done while playing, this requires the player having to pause the game. This is where the Wii U version of the game becomes a better one. The gamepad of the Wii U, like with many other games, can show the map and all available weapons readily available every time (plus the ability to play the game off-TV), and thus the player can have a quick glance at the map and very easily switch between weapons without having to pause the game. Pausing the game can break momentum, especially during tense moments, like during a boss fights. While some players may opine that this is better, for me, pausing can make me lose focus and mess with my timing. The switching between weapons with a quick press of the icon on the gamepad is awesome, especially during tricky late-game boss fights that require real-time tactics along with accurate hand-and-eye coordination. Maybe the Nintendo Switch is now the best version of the game, because you can now play the game on the go, for me, the Wii U version is at least as good as that one, because of the console-specific features that I mentioned that makes the game a little bit easier to play and enjoy. 

Once you have finished the game, you may opt to try the speedrun mode. It is essentially the entire main game, minus the dialogues, cut scenes, and other stuff that you can skip within the game. A time is displayed throughout your playthrough, and it is up to you to either beat your personal best or beat the world record. The current speedrun world record is less than 35 minutes. Can you beat it?
Overall, Axiom Verge is a big achievement in indie gaming. It shows that being indie doesn’t mean lack of quality or polish. This game shows what an indie game can possibly achieve, if the developer really puts the time and effort. Tom Happ did it, and he did it alone, and he did it fantastically well. Who knows what he can come up with next, especially with the backing of a big publisher? Let’s hope to find out soon. But even if it takes another 5 years, if that game would be at least as good as Axiom Verge, it would be very much worth the wait.




REPLAY VALUE: very high




PROS:

  • Excellent visuals, gameplay, soundtrack, sound design, character design, and level design
  • It’s hard to imagine that only one person worked on this game, with the level of quality that it has
  • Takes most of the usual metroidvania tropes, remixed them, and adds a few of its own to make it really stand out
  • Has a huge assortment of weapons, upgrades, and power-ups that may suit any type of play style
  • Lots of hidden areas and random glitched off-map areas to discover
  • Glitches are embraced and add more juice to the gameplay
  • The game can be beaten in 10-15 hours on regular playthroughs, but a built-in speedrun feature makes it ideal for speedrunners to play
  •  The Wii U version makes good use of the gamepad, allowing the map and weapons to be easily accessed at any time without having to pause the game


CONS:
  • The game doesn’t off much clues on where to go next
  • Lack of typical fast travel features, making backtracking a chore at times



RATING: 5/5 bifurcating energy bolts


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