Axiom Verge 2 is only the second game from the indie creator Thomas Happ, following original game that came out in 2015. That may be a bit hard to believe, as there has been a steady stream of ports since Axiom Verge’s debut. It has never left the public eye because of this, and also because it is still a treasured Metroidvania all these years later. 

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Will this sequel have the same type of lasting effect? It has received a lot of praise from the majority of press, but there are some issues that may keep it from achieving the same cultural impact of the original. Only time will tell.

10 Best: Hacking

Hacking machines in Axiom Verge 2

One of the newest powers in Axiom Verge 2 allows Indra to hack enemies, similarly to how players can this in Watch Dogs. For example, Indra can slow enemies down, or turn them into allies.

Players can also use these hacking powers to open doors, lift platforms, and plenty more. This makes the game feel more like a stealth game rather than an action-based Metroidvania, making it a new and refreshing experience.

9 Worst: Melee < Ranged

Exploring the world in Axiom Verge 2

Axiom Verge 2 has a higher focus on melee combat, rather than the gunplay of the original. This is another reason that it can feel more like a stealth game, as enemies still have projectiles though the player does not.

It can be hard to fight early on, which is why it is recommended to avoid battles and sneak past then as much as possible. Indra’s arsenal will get better over time, but very few of her gadgets come close to any gun that Trace had in the original. 

8 Best: Accessibility Options

The accessibility menu from Axiom Verge 2

More and more games have been offering accessibility options so that all types of players can have fun. Axiom Verge 2 is no different. At any time players can pause the game, open up the options menu, and then turn down damage received or boost the amount done by weapons. 

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If players want, they could become an invincible powerhouse which is great for the younger, or more casual crowd. Another recent indie game, Dodgeball Academia, allowed players to turn down damage received or given as well. Hopefully this trend continues, if these two games have anything to say about it. 

7 Worst: Different, But Not Enough

Fighting enemies in Axiom Verge 2

There is a lot different about Axiom Verge 2 compared to the original. Yet at the same time, it feels like more of the same but with a lower budget. The pixels don’t look as crisp, and the animations seem like they took a hit as well.

The art style of the sequel is more like early PC pixel games, rather than the original’s more NES-inspired look. This new style might not gel as well with fans, which may be why some feel it is a lesser game than the first.

6 Best: An Open-World Metroidvania

Exploring the world in Axiom Verge 2

One of the cooler changes that Axiom Verge 2 can boast is its open-world nature. There are still screen transitions like in any Metroidvania, but they are further apart, which makes the game flow more smoothly.

Verticality is one of the game’s big focuses, which is also cool to experience. Not being trapped in dank dark dungeons is a great change of pace for this game. Though it's not the first game to try this style, it is still something worth praising. 

5 Worst: The Compass Isn’t A Perfect Guide System 

Acquiring the compass in Axiom Verge 2

The accessibility options in the menu are great, but there's still a lot the game could do to improve the player experience. For example, it’s still very easy to get lost.

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There is a compass in the game that points toward a general direction for the next upgrade. This feature acts as vague guiding light. Although it is better than nothing, it's not a great system, and players could definitely use a more reliable guide at times.

4 Best: Drone World

The drone world from Axiom Verge 2

The original game featured a drone, and although this was cool, it pales in comparison to the drone in Axiom Verge 2. In this title, Indra's drone can travel to yet another alternate dimension.

This place looks like a Game Boy Color game. The art style is incredible, making one wish that the rest of the game could look like this. The way in which it is layered actually makes it look like it could be a perfect for the 3DS, with full 3D support.

3 Worst: Requiring Energy For Explorative Abilities

Fighting enemies in Axiom Verge 2

Any Metroidvania that requires a certain amount of ammo or energy to break into the next area can be frustrating. For example, players need to use missiles for certain doors in the Metroid games. This can be true for bosses as well. If players run out of these supplies, they'll have to scrounge some up somewhere.

The same is true for some abilities in this game such as Gud An-Na, which can blow up certain walls. It uses a lot of energy, so one of the worst feelings in the world can be getting to a breakable wall only to be out of power. 

2 Best: You Don’t Loose Progress In Death

A save platform in Axiom Verge 2

Another way that Axiom Verge 2 is accessible is that death isn't that punishing. Everything obtained before death will be saved. The only bad part is having to make one’s way back to that spot after returning to the save point. In the bigger picture of this game, that is an okay limit to deal with rather than the alternative.

A pro tip to add onto that is that players can save the game at any point before quitting. Players will not return to this spot, but having the ability to save at any time does matter. 

1 Worst: Locked Into One Save

The save menu from Axiom Verge 2

Most Metroidvania games lock players into one of three save files, which is a classic move that returns in this game. It would be great if this game, or any other Metroidvania, would think to expand this saving platform.

What’s the harm in allowing players to have more saves, or to at least allow players to choose which slot they save into at any time? This gripe won’t be a big deal to a lot of gamers, but some fans might feel a bit trapped or limited by this feature.

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