User Score
7.8

Generally favorable reviews- based on 205 Ratings

User score distribution:
  1. Negative: 25 out of 205
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  1. Jan 12, 2017
    7
    A good Metroid-style (some will say clone), although I've been disappointed towards the end.

    I have a few gripes. The game doesn't try add modern mechanics/gameplay - it's "just" a well-done, straight old-schoold, Metroid. Ori and Guacamelee, independently of their aesthetics, add interesting, modern, elements. F**KING CONTROLS!! The grapple, which becomes more important in the
    A good Metroid-style (some will say clone), although I've been disappointed towards the end.

    I have a few gripes.

    The game doesn't try add modern mechanics/gameplay - it's "just" a well-done, straight old-schoold, Metroid. Ori and Guacamelee, independently of their aesthetics, add interesting, modern, elements.

    F**KING CONTROLS!! The grapple, which becomes more important in the second half of the game, is awfully controlled/designed. Why does it jump on left/right (and oblique) taps?? There is a jump button for this!!
    Dash is tricky to use in some parts (timing when crossing platforms vertically is unnecessarily strict).
    I spent the last part of the game fighting controls very often.

    There is no teletransport. If you want to move through worlds (sections), well, get ready for a long walk.

    Some of the last segments are just tedious. There is a large part of a world where there is only one type of enemy which must be killed stealthily.

    The boss enemies are... uh... trivial. I'm not a hard boss type of player, but there were no interesting mechanics.

    -----

    Now for the good.

    Well, if you like(d) Metroid, you will like this. That's pretty much it.

    I did, to be fair, but towards the end the appeal starts to wear out. And unfortunately, I can't avoid comparisons with Ori, which I've played just before.
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  2. Apr 7, 2015
    6
    Axiom Verge compares pretty unfavorably to both its more prestigious Metroid forebears, as well as to other, more modern, Metroidvanias like Dust: An Elysian Tail or Castlevania: Symphony of the Night.

    Like many other things in Axiom Verge, the central gameplay loop is ripped directly from Metroid - you scrabble about the environments searching for new power-ups that you can use to
    Axiom Verge compares pretty unfavorably to both its more prestigious Metroid forebears, as well as to other, more modern, Metroidvanias like Dust: An Elysian Tail or Castlevania: Symphony of the Night.

    Like many other things in Axiom Verge, the central gameplay loop is ripped directly from Metroid - you scrabble about the environments searching for new power-ups that you can use to access previously inaccessible areas. Of course, the problem comes when you need to remember exactly where those inaccessible areas were, or how you can use your newfound powers to reach them. This dilemma of "wait, where was I supposed to go next?" will be familiar to anyone with experience with Metroid, and it's one of the few truly obnoxious elements of those games. This problem is much, much worse in Axiom Verge.

    Partly, this is because of the way the map is designed. Often times, the place you need to use a new ability is on the far corner of the map from where you acquire it, forcing a lengthy backtrack across areas you've probably trodden over a dozen times or more already. Like Metroid, substantial chunks of this backtracking can involve large vertical spaces requiring a climb - the kind of climb where getting hit tends to send you plunging down to the bottom to try again. Metroid mitigated this annoyance by giving you fast and fun ways of moving about, such as the super-speed run or the classic Screw Attack. No such conveniences exist in Axiom Verge. About the closest you get is a late-game teleport that damages enemies - but it's hard to pull off and doesn't allow you to fly through areas in the same way Metroid did. Instead, you'll find yourself slowly moving up the corridor, shooting enemies as you go. It's tedious, and while there is a warp-zone of a sort located in the middle of the map, that can be almost as much of a pain to get to as the place you're trying to go. All of this is to say that traversal in Axiom Verge can be a colossal pain, not a good thing in a game so heavily based on exploration and discovery.

    The good news is that there's plenty to discover. Health upgrades, weapon power ups, range upgrades, and story notes are all scattered about the environment. Some are obvious, while other are cleverly hidden and require quite a bit of digging to find. There are also a ton of weapons, ranging from your standard blaster to a short-range lightning gun to a wall-reflecting flame-thrower. Based on the menu screen and the fact that the game tells me I discovered only a paltry 67% of the items, I didn't come close to discovering them all. Unfortunately, most of these weapons offer little more than situational or novelty value. While I'd play around with a new weapon for a few minutes after discovering it, I'd generally find myself reverting to the standard blaster or lightning gun.

    Aside from the weapon selection, many of the power-ups function as twists on traditional Metroid items. Instead of the morph ball, you get a deployable drone that fits through tight areas. Instead of bombs, you get a laser drill to break loose blocks. The one truly unique item is the "Address Disruptor," which allows you hack the environment revealing or removing hidden tiles. You can use it on enemies too, to change their behavior in a variety of ways. For example, and enemy that spits out poison clouds might spit out health instead, or you might hack a very fast enemy to slow it down. It's a cool concept, and its fun to discover the various effects the items' use might have on your foes.

    Probably the most successful part of Axiom Verge is its look, which really does a good job of emulating the 8-bit era. The game also has a sort of Geiger-esque aesthetic to it, which manages to evoke the old Metroid games while still feeling like its own thing. There are a few small problems with the graphics; the color scheme occasionally makes it difficult to pick out enemies or projectiles, and the use of graphical cues to tell you when a block can be destroyed or hacked isn't always consistent.

    Unfortunately, the sound design is somewhat less successful than the graphics. On the plus side, the music definitely nails that particular 8-bit midi sound, and the soundtrack feels like something that could have come directly from a Metroid game. The sound effects, however . . . well, let's just say that sound design has advanced a lot from the days of the old NES. It isn't just that the sounds are too repetitive without enough variance between weapons types and enemies. It's also that the weapon and enemy sound effects trend strongly into the sharp, tinny end of the spectrum, which, depending on your tolerance for high-pitched noises, quickly gets tiresome. One type of enemy in particular marks its presence with a headache inducing shriek that eventually forced me to put the game on mute.

    Axiom Verge is ultimately a difficult game to recommend given better games, like Dust or Castlevania currently exist on the market.
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  3. Dec 24, 2017
    7
    Good:
    - Really nails the feel of an old-school Metroid game; doesn’t hold your hand and it’s really up to the player to figure out how to advance through the story
    - The sprite art really shines throughout - Upgrades are unique and fun; drastically change gameplay - The address disrupter mutates enemies which makes them vulnerable to certain weapons or changes their attack patterns
    Good:
    - Really nails the feel of an old-school Metroid game; doesn’t hold your hand and it’s really up to the player to figure out how to advance through the story
    - The sprite art really shines throughout
    - Upgrades are unique and fun; drastically change gameplay
    - The address disrupter mutates enemies which makes them vulnerable to certain weapons or changes their attack patterns entirely
    - There are some really well hidden secrets which feel very satisfying to find without using a guide
    - The game has a hard mode and speed-run mode for players who want a real challenge
    - Fitting soundtrack and varied throughout the different areas

    Mixed:
    - Bosses had unique designs but were often too simple
    - The main character’s portrait makes him look like an NPC rather than the hero of the story (lose the mutton-chops please); the actual sprite looks fine
    - Would really benefit from a quick-travel system but it what take away from the nostalgic feel

    Bad:
    - Over abundance of weapons; I mainly stuck with 4 guns and there are over 20 that can be collected in the game
    - The story is unimpactful
    - Mapping the teleport ability to hitting a directional button twice is annoying; It accidentally triggers all the time and is a burden when trying to use while navigating and in combat
    - Poor mapping mechanics in-game; Players can only use “1” and “2” to mark a square and they need to be standing in that area to put it down
    XXX
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  4. Mar 7, 2017
    7
    An adequate super metroid clone; more of a copy than an homage. Once I'd completed my first play-through, I can't honestly say I wanted to jump back in and discover all its secrets. I get that it was all produced by one guy, but seeing as thye want fifteen quid for it, i think its fair game. One or two really poor boss battles didn't help either. Worth a look but don't hold your breath.
  5. Jan 7, 2016
    7
    A great nostalgic game from nines (style). Axiom Verge's a 'metroidvania' style with a lot of challenge. One of them is a big exploration that game offers turning the experience bigger and better. The storyline in my opinion is great not more like was this kind of games from the past.

    The game had a high level of difficult anyway, but with the time all things becames easier. Great
    A great nostalgic game from nines (style). Axiom Verge's a 'metroidvania' style with a lot of challenge. One of them is a big exploration that game offers turning the experience bigger and better. The storyline in my opinion is great not more like was this kind of games from the past.

    The game had a high level of difficult anyway, but with the time all things becames easier.

    Great game, deserves your attention
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  6. Feb 12, 2018
    6
    Axiom Verge is a mediocre platformer with an identity crisis. AV is labeled a metroidvania game, but it's an homage to NES platformers. Super Metroid is a near perfect masterpiece that still sets the gold standard for 2D platformers. The music, level design, and visuals were crafted with superb attention to detail. Castlevania: Symphony of the Night took SM’s formula and pumped it full ofAxiom Verge is a mediocre platformer with an identity crisis. AV is labeled a metroidvania game, but it's an homage to NES platformers. Super Metroid is a near perfect masterpiece that still sets the gold standard for 2D platformers. The music, level design, and visuals were crafted with superb attention to detail. Castlevania: Symphony of the Night took SM’s formula and pumped it full of steroids. The result is another legendary platformer. Both games aged incredibly well. When developers mimic them, they inadvertently highlight why those 2 games are still widely considered the best platformers ever.

    AV's cover art indicates a Gigeresque direction. I was hoping that haunting, futuristic vibe would pervade the whole game. Alas, the developer opted to borrow concepts from every platformer he played as a kid instead. This mishmash of nostalgia melds into a mess of ideas that aren't fully fleshed out.

    AV begins alright. Something happens, so players must guide Trace thru a labyrinthine network of tunnels and environs. The story is intriguing at first but losses its oomph after an early reveal. The need to over explain things is a flaw with modern gaming. Sometimes it’s best to leave players in the dark so they can create their own worlds. The reveal is meant to be a “twist”, but it divulges unnecessary and silly details that ruin the mystique built up in the first hour. Even as Trace gathers intel, the story continues to underwhelm. Specially, the NPC's could be interesting creatures but are underdeveloped.

    The soundtrack is polished but average. Some tracks are catchy. A few are jarring. The boss fight theme is grating as hell. That aside, tunes and beats combine 8-bit and 16-bit style sounds for interesting effects. None of it will stick in gamers’ heads like Kraid’s Hideout, Brinstar Red Swamp, or Wandering Ghosts. On the other hand, sound design is atrocious. I can’t being to describe some of the horrendously annoying noises and screeches that mar the experience. Just a handful of sounds are recycled throughout the game too.

    Trace accesses new weapons and abilities as he explores. However, he never feels powerful. Some weapons are interesting but ultimately useless. Abilities don’t fare much better. Movement upgrades don’t positively affect gameplay. Accessing some areas is an absolute pain because players must stand on nondescript sites to access equally nondescript passages using jumps/actions that are precisely timed. Movement is never fluid or intuitive since players must often chain abilities together. New abilities don’t make traversing locations quicker either. Trace will spend most of his time walking, so backtracking is time consuming.

    Level layouts are elaborate. Invisible doors, rooms, and goodies are scattered everywhere. However, getting lost or hopelessly stuck happens often. Locating the grapple hook is one aggravating example. Navigating AV is difficult for difficulty’s sake. Super Metroid rewards player progression by giving them ever more powerful and diverse abilities. Locations are traversable using combinations of powers, and shortcuts are easy enough to find. Exploration never feels cumbersome as a result. In AV, players access most abilities in the first few hours. The last half of the game is spent backtracking well-worn paths to find measly upgrades. So there’s not much reward for re-exploration. Yet, it’s imperative that players revisit areas and grab health upgrades so they’ll be prepared for the final boss fight.

    Most enemies are clones from Metroid except the last bit which borrows from Mega Man. Towards the end of Trace’s journey the difficulty spike radically increases. Instead of the Brinstar-like pests of Metroid, Trace is pitted against the gun and laser wielding robots of Dr Wiley’s castle. Avoiding them is the best strategy.

    Bosses are unimaginative nuisances that obstruct progress. They’re reminiscent of the annoying bosses of the 8-bit era. Boss battles don’t challenge Trace in ways that encourage varied tactics using his newfound abilities. To win at boss fights, he simply needs to dodge, duck, dip, dive, and dodge with shooting mixed in. Players will zip thru areas only to die 15x’s in boss fights. Their designs are perhaps the laziest aspect of AV. Fighting them is when AV is least fun. The final boss is a tremendous disappointment.

    AV’s imperfect journey culminates into an unsatisfactory ending. If I only played the first hour of AV, I would think more highly of it. That’s when AV feels like a worthy throwback. Things decline after that. The developer didn’t grasp what makes Super Metroid so great. Exploration is only part of the formula. Additionally, AV is tainted by modern gaming tropes. It was developed by a single person, so I’ll cut him some slack. AV is only worth buying on sale. Avoid the $30 special edition. Keep expectations low, and certainly don’t expect a true Metroidvania game.
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  7. Sep 17, 2021
    7
    This game has a lot of potential. It's fun but there are some negative points like the quantity of guns when you actually need like four, the enemies thar are too easy once you learn how to play and the progress of searching objects in the map. Obviously, it's not a bad game, but I want to see Tom Happ getting better so we can get an exceptional game.
Metascore
84

Generally favorable reviews - based on 61 Critic Reviews

Critic score distribution:
  1. Positive: 55 out of 61
  2. Negative: 0 out of 61
  1. Pelit (Finland)
    Sep 1, 2015
    88
    Axiom Verge is a very traditional metroidvania, but in its details lurks a whole lot of innovation. [Aug 2015]
  2. May 26, 2015
    80
    As it stands Axiom Verge is highly recommended, it is a game that knows its source material, has the ability to authentically replicate its inspiration but interesting enough to add its own spin.
  3. May 25, 2015
    85
    Tom Happ took great care when taking the Metroid formula and expanding on everything that makes it great, and it shows. Although I spent a bit too much time wandering around and I could have done without the eleventh-hour difficulty spike, Axiom Verge is an excellent Sci-Fi adventure that I'd recommend to anyone.