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Axiom verge 2
Axiom verge 2











axiom verge 2

They also serve as setpieces and story dressing that demand the greatest of attention from a player in order to better portray the world the dev wants to showoff.īy being largely optional, easy, and most importantly forgettable, you rob these bosses of their greater purpose both narratively and in the context of meta-progression. One could argue that MVs don't really need boss fights yes but bosses represent capstones, singular points of challenge that serve to showcase the player's overall progression in the game. Even if you did fight them, they were predominantly easy without upping the damage scaling handicap of the game. It's a cliche yes but it really can't be overstated how largely inconsequential the bosses are. I really liked Axiom Verge 1 but I feel like the sequel is where the developer really carved a unique niche in the genre.

axiom verge 2

It's a new spin on the format I again haven't quite seen before. I actually love how there aren't really any bosses, just big enemies that you can ignore, but that reward you if you take them on. I realized I've accidentally been sequence breaking as well by utilizing the drone's hover and Indra's wall cling in repeatedly to reach things I probably wasn't meant to reach until the arm tilhar atomizer ability that lets you fly. I'm close to the end now and it's really been scratching that exploration itch for me. So many of the abilities are not quite what I thought they would be and it really makes the game feel special. I just want to praise this game for how much fun I've been having exploring and how interesting and unique the power ups are. Please just don't even bring that up in the comments, it's such a cliche at this point. I'm not here to talk about how many of you were disappointed by the lack of bosses or good combat.













Axiom verge 2