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Review: Axiom Verge – retroidvania

av senses.se

The one-man project Axiom Verge, crafted by the talented Tom Happ, carries the torch of the 16-bit Nintendo era.

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Nostalgia plays a significant role. Those who experienced the dawn of gaming with the Nintendo 8-bit (NES), Sega Master System, and Amiga 500 often assume a shared understanding. However, many contemporary gamers have only a vague recollection of the Sony Playstation 2 or the original Microsoft Xbox. Time progresses rapidly, and gaming has seen considerable advancements in design and available resources. Yet, fundamental game quality remains timeless. (The enduring popularity of Super Mario Bros. as a browser-based flash game, even among younger demographics, exemplifies this.) This is where Axiom Verge excels, yet also creates a distinct divide. Players familiar with the original Metroid and Castlevania titles (particularly the 2D platformer iterations on 8-bit systems) will likely appreciate this game. Others might find the dedication to a seemingly primitive aesthetic surprising.

Axiom Verge is a 2D platformer where players control Trace, a scientist thrust into an alien world. He must navigate environments, engage in combat, defeat bosses, and acquire power-ups to survive. Developed entirely by Tom Happ, the game is a testament to his comprehensive skillset. He handled all aspects, from programming and graphics to music and design. This five-year endeavor initially launched on PC as a personal project, later extending to the PS4 via Sony. The gameplay is intuitive, yet mastering it demands precision and strategic backtracking (a staple of the Metroidvania genre).

Bossarna är riktigt kul!

The bosses are truly engaging!

The game’s design intentionally evokes an 8-bit aesthetic. The music, reminiscent of the C64’s sound chip, captures the audio landscape of three decades past. The pixelated, somewhat simplistic graphics feature basic character models and repeating patterns. Gamers unfamiliar with retro aesthetics might react similarly to participants in videos showcasing modern teenagers’ reactions to the NES: bewildered. The “plipp-plopp” sound effects and visuals might seem outdated, even by the standards of early color-screen Nokia phones, let alone contemporary smartphones. However, the game boasts controls, flow, and precision rivaling many modern platformers.

Ultimately, appreciation for Axiom Verge hinges on individual gaming background and open-mindedness. For some, it represents a return to the essence of Metroid after 25 years (since Super Metroid on SNES), marked by fluid gameplay, entertaining boss encounters, and intricate level design. The game offers a significant challenge, demanding skill and perseverance, with no cheats or adjustable difficulty levels. In some respects, Axiom Verge can be considered a retro counterpart to Ori and the Blind Forest, sharing a similar emphasis on old-school difficulty within a visually striking package.

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Evaluating Axiom Verge using contemporary metrics is arguably irrelevant. It is not appropriate to directly compare a single-developer retro project with a AAA title backed by a large team and substantial resources. The sound and graphics intentionally eschew modern fidelity. Therefore, Axiom Verge should be appreciated for its intended purpose: a deliberately retro-styled platformer that resonates with fans of the original Metroid and Super Metroid. Furthermore, anyone seeking a well-crafted challenge should consider this title. The retro genre has experienced a resurgence, exemplified by games like Shovel Knight and TowerFall Ascension, and Axiom Verge is a worthy addition to this category.

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