Axiom Verge

Axiom Verge

Axiom Verge is the best type of game – one that uses a solid template as a jumping-off point for a host of crazy ideas. The template in this case is Metroid, and the crazy ideas include weaponizing in-universe glitches, phasing through walls, and exploring caves with a rifle-mounted drill. It should be an amazing nostalgic love letter, but seemingly everything that makes it awesome has a caveat attached to it. There are over a dozen weapons, but none of them are remotely balanced. The aesthetics are a nearly flawless NES recreation, but that means the environments are a pixelated jumble and the audio is unbearably screechy. The controls are excellent, except for the later movement abilities, which all handle terribly.

Much has been made of Thomas Happ’s one-man development effort, and with good reason: he clearly knows what makes this genre tick. Between the setting and the enemies, I haven’t seen a game world feel so completely alien since the last Metroid Prime. Between that and the meaty challenge (excepting some uneven boss fights), this 8-bit side-scroller can be uncommonly frightening. The one sector where Happ should definitely do some outsourcing is storytelling, however. After an intriguing first half, the plot abruptly implodes, with nonsensical twists involving every imaginable sci-fi cliché. It’s possible this was meant as another layer of homage, because it’s the kind of stream-of-consciousness schlock that informed 80s video games. In that case, mission accomplished, unfortunately.

6/10
6/10

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