I know that as a Super Metroid fan I'm supposed to love this game, but it just feels soulless to me. The story is pretty nonsensical and the art is pretty garish in my book. The combat is pretty damn boring, and climaxes in truly awful bosses. I can recognize the craft in many elements of this game, but I just felt totally unmoved by the end of the experience.
Several of this game's power-ups are glaringly underused, and the potential of those which aren't is seldom tapped into. They could've been that little bit more audacious and revamped most of the game around these unique mechanics, seeing as they could be real game changers. What is more, the game didn't need to be this solid in the first place. The world is arcane (to a fault at times) in terms of gameplay, story and aesthetic. Backtracking was a particularly hazy and wearisome crucible.
Very good Metroidvania with a lot of super creative and interesting power ups. The pixel art was really good too, especially for the Rusalki (although the main character sprite is nothing special). Unfortunately it's brought down by having to collect power nodes which increase your damage output; this is fine on paper, but if you don't really try to find them bosses (and even regular enemies!) felt much harder than they needed to be, especially with so many of them spamming hard to dodge attacks. It's a Metroid game to play if you've run out of actual Metroid games.
Pretty good one and solid gameplay for the most part. The bigger selection of weapons seems like a misstep, many of them are just useless. The verticality of the game a good chunk of the time can be annoying too and the teleport system seems like a misstep also.
Still the pace is good and the good presentation really makes it feel memorable.
Still the pace is good and the good presentation really makes it feel memorable.
A lone developer's love letter to Metroid ends up being an awe inspiring, yet flawed experience. Here's what this game did right for me.
Art: I don't want to call this category graphics because let's be honest, there's only so much ground to break in the realm of 8-bit graphics. However, the art of this game is fantastic. Each area felt distinct and unique without seeming cheesy. I was very pleased with the artistic presentation of this title.
Music: I have to preface this with the fact that I am a fan of synthwave and retrowave music, so it's no surprise that this soundtrack hit the mark for me. The tracks vacillate between upbeat and energetic to ominous and tense. I was feeling this soundtrack.
Gameplay: Overall, the controls on the Switch port felt tight enough. This may vary from the other platforms, but my experience on the switch was that the d-pad and joystick were plenty responsive. The game is an homage to a classic, and as such largely plays like a more modern version of said classic. I had no complaints with the core gameplay.
Design: This is the part that kept me from scoring this game higher. I also need to put a disclaimer here and say that for this title to be a solo work is absolutely amazing. Tom made a fantastic game that did the source material proud. That doesn't overshadow the glaring issues that the game seems to accumulate as you tread into the deeper waters. The layout of the maps start off feeling quite good, but towards the later areas it starts to seem like we were seemingly putting things wherever. I couldn't understand why sometimes you would go for several frames at the middle area of the game, when it gets the most grindy, without seeing a save room but at the end they start to appear with a frequency that was near baffling. Some of the area design that fell flat with me left me thinking that if there was more than an army of one tackling this title some glaring issues could have been outright avoided. That's not to say it's all bad, just that what might seem like a nag at first quickly establishes itself as a multi-instance issue that just feels like a bad design oversight.
Overall: I loved the game. I want to score it higher, but I just can't despite the background that went in to making it. Sometimes bad design is just that. I heard he's working on a part 2 and I will definitely pick that one up and play it to completion. For a first title I think it's a fantastic accomplishment and a great game overall. The negatives are serious enough to hold it back from being an all-time classic within the genre, but the foundation is strong enough that this franchise could easily head that route. We'll just have to see.
Art: I don't want to call this category graphics because let's be honest, there's only so much ground to break in the realm of 8-bit graphics. However, the art of this game is fantastic. Each area felt distinct and unique without seeming cheesy. I was very pleased with the artistic presentation of this title.
Music: I have to preface this with the fact that I am a fan of synthwave and retrowave music, so it's no surprise that this soundtrack hit the mark for me. The tracks vacillate between upbeat and energetic to ominous and tense. I was feeling this soundtrack.
Gameplay: Overall, the controls on the Switch port felt tight enough. This may vary from the other platforms, but my experience on the switch was that the d-pad and joystick were plenty responsive. The game is an homage to a classic, and as such largely plays like a more modern version of said classic. I had no complaints with the core gameplay.
Design: This is the part that kept me from scoring this game higher. I also need to put a disclaimer here and say that for this title to be a solo work is absolutely amazing. Tom made a fantastic game that did the source material proud. That doesn't overshadow the glaring issues that the game seems to accumulate as you tread into the deeper waters. The layout of the maps start off feeling quite good, but towards the later areas it starts to seem like we were seemingly putting things wherever. I couldn't understand why sometimes you would go for several frames at the middle area of the game, when it gets the most grindy, without seeing a save room but at the end they start to appear with a frequency that was near baffling. Some of the area design that fell flat with me left me thinking that if there was more than an army of one tackling this title some glaring issues could have been outright avoided. That's not to say it's all bad, just that what might seem like a nag at first quickly establishes itself as a multi-instance issue that just feels like a bad design oversight.
Overall: I loved the game. I want to score it higher, but I just can't despite the background that went in to making it. Sometimes bad design is just that. I heard he's working on a part 2 and I will definitely pick that one up and play it to completion. For a first title I think it's a fantastic accomplishment and a great game overall. The negatives are serious enough to hold it back from being an all-time classic within the genre, but the foundation is strong enough that this franchise could easily head that route. We'll just have to see.
Honestly, going into it cautiously due to the reviews here, this far exceeded my expectations. It's very fun to play and explore, and I really dig its aesthetic, though I could imagine it isn't everyone's cup of tea. While clearly inspired by Metroid, it felt like its own thing. I was also consistently surprised and engaged by the power-ups it gave me to progress. In the sequel, maybe something akin to the X-Ray Scope or even Power Bomb to look for secrets more easily would be welcome, since this game seems to inherit the "bomb every wall" philosophy of Metroid's extras.
Its world is very intriguing and I am considering 100%ing it to get the full lore. It reminds me of the way games like Metroid Prime, Bioshock, and Doom 2016 allow you to gain more insight into their backstory if you choose to get the respective extras.
I would recommend it not just if you like Metroidvanias, but especially if you like Metroid. I am a big Metroid fan, and I imagine Axiom Verge's similarities to that series played a part in me liking it so much.
Its world is very intriguing and I am considering 100%ing it to get the full lore. It reminds me of the way games like Metroid Prime, Bioshock, and Doom 2016 allow you to gain more insight into their backstory if you choose to get the respective extras.
I would recommend it not just if you like Metroidvanias, but especially if you like Metroid. I am a big Metroid fan, and I imagine Axiom Verge's similarities to that series played a part in me liking it so much.
Dos metroidvanias indie que joguei, esse é o que consegue emular o espírito do Metroid original mais fielmente. Surpreendentemente, ele faz isso sem perder sua originalidade - principalmente na narrativa excelente e os itens e armas criativos. Minha maior crítica mesmo fica para o abuso de corredores verticais vazios para ligar as salas. Beleza, o Metroid original é a inspiração explícita do game, mas não precisava emular até as coisas ruins dele.
fantastic aesthetics and music. the gameplay veers between solid or passable to irritating on a moment to moment basis with little in between. i don't think a ton of this is any specific fault of the game itself versus it just not being my thing. (except for the grapple and teleport/dodge controls, those were rancid.)
i think i'm gonna need titles along these lines to have more modern QOL features for me to fully get into them. a fast travel system (beyond the middle area that branches off to the rest) could've went a long way. i know the revisiting old areas to find new stuff is the point but when you're in the end game and trying to just wrap up some last minute exploration or whatever it really drags. especially with the enemies all over the place.
will be keeping an eye out for the sequel. there's definitely room for it to grow on me.
i think i'm gonna need titles along these lines to have more modern QOL features for me to fully get into them. a fast travel system (beyond the middle area that branches off to the rest) could've went a long way. i know the revisiting old areas to find new stuff is the point but when you're in the end game and trying to just wrap up some last minute exploration or whatever it really drags. especially with the enemies all over the place.
will be keeping an eye out for the sequel. there's definitely room for it to grow on me.