HansDampf
Arcane
- Joined
- Dec 15, 2015
- Messages
- 1,545
My Metroidmania continues with Axiom Verge.
I almost quit after the first 2 hours because the beginning is so boring. The first couple of areas have typical Metroid shaft layouts of which I've seen enough lately. I found like 5 or 6 weapons early which are all lame, and still preferred using the standard P-shooter. There is no nuance to the movement and jumping mechanics. Trace handles like Mega Man. And the bosses, lol... I mean, Super Metroid doesn't have the greatest boss fights either. But at least you have to move a bit more to avoid getting hit. You have to shoot them with missiles, so there is a bit of ammo management. And you have to aim your supers well because you don't have many of them. The bosses in AV otoh are incredibly static. You just stand in one spot and shoot their weak point, occasionally jump to dodge a projectile, and 2 minutes later it's over.
The reason I kept playing was the Disruptor and its ability to "hack" enemies to change their behavior. I was also hoping to get some weirder upgrades that fit the glitchy theme of this game. And the second half delivers on those promises with the ability to teleport through walls and the remote drone. They open up some unique possibilities and make just traveling from A to B more interesting. The later areas also have a more open (better) design that suits those upgrades. The teleport should have gotten its dedicated button though, instead of having to double tap the D-Pad, which causes me to teleport by accident all the time.
The Disruptor can have a variety of different effects depending on the enemy type. Some become friendly and kill other enemies or destroy certain walls. Some turn into platforms you can jump on. The best cases are those that are used to get to hidden items, like taking direct control of an enemy to shoot a switch. Or one type will teleport with you to the next room, which is also needed to get one optional upgrade. These are the biggest strength of AV.
And I'm glad that, with a total of ... *counting* ... 21 weapons, I found at least 4 of them useful besides the P-shooter.
Going for 100% items, I had to, once again, use a guide to find the last 2 remaining items. What's the appeal of random fake walls anyway? There are only a few of those in the game, but still, I don't feel like systematically testing every fucking wall for weaknesses with the laser drill and the teleport, not helped by the fact that the drill has the most annoying sound effect in the game. AV has at least the courtesy of telling you which area still has items, and most of them are better hidden than that.
Overall: Decent Metroid clone with unique abilities and boring beginning / 10
I almost quit after the first 2 hours because the beginning is so boring. The first couple of areas have typical Metroid shaft layouts of which I've seen enough lately. I found like 5 or 6 weapons early which are all lame, and still preferred using the standard P-shooter. There is no nuance to the movement and jumping mechanics. Trace handles like Mega Man. And the bosses, lol... I mean, Super Metroid doesn't have the greatest boss fights either. But at least you have to move a bit more to avoid getting hit. You have to shoot them with missiles, so there is a bit of ammo management. And you have to aim your supers well because you don't have many of them. The bosses in AV otoh are incredibly static. You just stand in one spot and shoot their weak point, occasionally jump to dodge a projectile, and 2 minutes later it's over.
The reason I kept playing was the Disruptor and its ability to "hack" enemies to change their behavior. I was also hoping to get some weirder upgrades that fit the glitchy theme of this game. And the second half delivers on those promises with the ability to teleport through walls and the remote drone. They open up some unique possibilities and make just traveling from A to B more interesting. The later areas also have a more open (better) design that suits those upgrades. The teleport should have gotten its dedicated button though, instead of having to double tap the D-Pad, which causes me to teleport by accident all the time.
The Disruptor can have a variety of different effects depending on the enemy type. Some become friendly and kill other enemies or destroy certain walls. Some turn into platforms you can jump on. The best cases are those that are used to get to hidden items, like taking direct control of an enemy to shoot a switch. Or one type will teleport with you to the next room, which is also needed to get one optional upgrade. These are the biggest strength of AV.
And I'm glad that, with a total of ... *counting* ... 21 weapons, I found at least 4 of them useful besides the P-shooter.
Going for 100% items, I had to, once again, use a guide to find the last 2 remaining items. What's the appeal of random fake walls anyway? There are only a few of those in the game, but still, I don't feel like systematically testing every fucking wall for weaknesses with the laser drill and the teleport, not helped by the fact that the drill has the most annoying sound effect in the game. AV has at least the courtesy of telling you which area still has items, and most of them are better hidden than that.
Overall: Decent Metroid clone with unique abilities and boring beginning / 10