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Axiom verge walkthrough part 7
Axiom verge walkthrough part 7








axiom verge walkthrough part 7

When Axiom Verge came out in 2015 I was itching to play it but didn’t have a Playstation at the time, so when it came to Xbox in 2016 I purchased it day one. It just has a way of spurring me on, even if the game isn’t calling me back for a second playthrough, or getting me all that excited about the recently announced sequel on the horizon. That’s probably why I’ve got the thing in heavy rotation when I run. Namely the music makes me want to rush, and gave me the sensation that even when Trace halted to solve a puzzle, he was panting and fidgeting, and desperate to move forward. That said I can not deny this game’s soundtrack does things to me. For the fast travel system I wrote “Giant head is more suited to an animated transition between Monty Python sketches than areas of this world.” As for the power-ups, I found them mostly underwhelming, especially the weapon power-ups. My notes mention that the character designs, outside of the nifty little drone and the save room centrifuges, didn’t suit my eye. (Truthfully I’m willing to agree to let the mash-up experts at the excellent Play Write podcast determine the moniker we go with for this genre from here on out.) I’m also a fan of retro-style graphics, and yet despite having rolled credits on this little number in January there isn’t much I really remember about the game. I’m a fan of Metroidvanias or 2D exploratory combat platformers, or whatever we want to call these sorts of games. I should have liked Axiom Verge more than I did.










Axiom verge walkthrough part 7