This review contains spoilers, click expand to view.
Axiom Verge 2, from the front cover to the game itself, is a contrast to the overall vibe of its predecessor. Bright colors, daylight skies, energetic, upbeat vocal music & now, melee combat, all seem like opposites to the original game's immediately presented hostile alien world, sense of dread and mystery, & plot that easily puts us in the protagonist's shoes. From the moment Axiom Verge 2 opens with our billionaire CEO protagonist landing on the scene in a helicopter, and the player can access an ice pick melee weapon just a few meters to the left, in mere seconds this sequel is practically begging you to say "wow this is so different!"
Sadly my good impressions of Axiom Verge 2 stop at "wow this mechanic/song/level/enemy/upgrade is neat" because the game presents you with flashy, notably different new mechanics, level designs & plot points, but seems to fall short or give up on trying to hit it home with everything new that's presented. After picking up the first melee weapon & boomerang, there seemed to be only a few (literally three?) melee upgrade pickups, and one of those three is its own weapon for a seperate button; a slightly stronger but slower axe with a ground slam attack I barely had time to make useful, and (one?) boomerang upgrade, that felt like 20 minutes before the end of the game. The levels look decent and I loved the music, but once you've spent 30+minutes in a given area or get lost, the visuals can get tiring, which saddens me because the first game's art & levels were more memorable on first impression. Some areas look like semi-generic themed levels from a Sega Genesis game (grass level, ice level, desert level, water level, etc) & this isn't dissing the work itself; the game generally looks quite good. Giger-looking things are my favorite designs+ credit to some of the cool trippy backgrounds, & neat environments/structures.
Enemies, while some are cool-looking or need interesting strategy, unfortunately are either very samey or non-threatening even into the last hour of the game; drones with scan vision, intimidating turret walkers that… run away when they spot you? And can't hit the player if you rush and stand inside them? You can thrive without a ton of trouble at all, often being able to tank enough damage to eventually kill your target, & health isn't hard to come by, not to mention insanely abundant save points that refill your HP and, well, game seems to lack consequence of failing combat or dying. On the other hand there are foes like the giant laser-ball-thing, that barely even seem possible to complete without taking most of your health bar (on my first playthrough I had 20 deaths and at least 1/3 of those were the giant-laser-ball alone)
In terms of challenge, past trying to get your bearings on combat & how enemies work, the game sorta fails to establish stakes or engaging challege, whether due to combat being trivial due to the hack powerup, or due to the abundance of save points i.e. if you die on a boss, you literally just respawn either within the fight like nothing happened, or seconds away from the boss room (a couple times I've walked through doors to be instantly met with unavoidable damage, specifically the laser-ball miniboss.)
Bosses are scarce (only 2?), but there are repeating minibosses scattered, w/ the exception of a couple unique ones, with no boss music, rewarding you with a 'skill point' or two for the minimal skill tree which boosts damage/hacking range/health etc; disappointing because you can already find these laying EVERYWHERE or at least enough to have well boosted abilities, so these cool looking minibosses seem squandered. While visually awesome & almost tough at first, they slowly steadily lose charm when you realize that your handy hacking ability makes an absolute joke of them... huge awesome beast =minor inconvenience.
"The Breach" is a new mechanic where you pilot a drone similar to first game, and navigate through a retro, 8-bit 'alternate dimension' to re-emerge somewhere you couldn't reach before. I thought the Breach was getting good when I got the "leave the Breach at any time" powerup, but just like the earthquake ability, goes underused or just didnt have enough time to shine before the game ends, and both just seem like a "this upgrade unlocks this door".
More on the Breach, frankly I was confused when I stumbled upon what looked like an easter-egg (like the first game's hidden worlds), as part of the main path. To its detriment seems more like an afterthought than a recurring, fairly large part of the overall game. My first playthrough took roughly 8 hours (4 hrs shorter than the first game) & I've seen people claim they beat this game in 6,
The fact that the Breach takes up so much time of the overall game while seeming more like a joke or easter egg than a primary mechanic, def took me out of it.
No chars left to go into the story but nearly no payoff for all the new plot. More like a DLC side story.… Expand