![]() And the game is better for it since these influences are at their most stark in the soundtrack, which is utterly fantastic. Despite a heartfelt endeavour to understand the connected Axiom Verge universe this time round, towards the end of the game I ended up skipping over a lot of the written dialogue as I was lost from the beginning.įrom what I could gauge from the plot, other than the presence of a Matrix-esque Breach World you can access from different parts of the map, is that the alternate-Earth setting takes some inspiration from Sumerian/Mesopotamian history and culture. To be honest, most of the story told via small character interactions and collectible journals dispersed throughout the world didn’t keep me engaged because, much like the first game, it was asphyxiated by convoluted lore, an overuse of proper nouns and technobabble that I’m not sure anyone outside of brilliant sole creator Thomas Happ’s cerebral cortex could properly understand or articulate. In this sense Axiom Verge 2 reminded me of Flashback not just in its liberal use of colour but also in the fact that the game is about your player character, Indra Chaudhari, stumbling upon what at first appears to be an ancient civilisation but soon finding that they are an inexplicably advanced culture using children as bioweapons. The game begins in Antarctica with piercing white snow-caps of the icy tundra and expands to other colourful biomes such as deserts and forests as you delve deeper into the game. Instead of the dark, brooding, claustrophobic settings often associated with the genre (and the first Axiom Verge for that matter), Axiom Verge 2 takes place in an open-air alternate Earth. C'mon even La-Mulana didn't go that far and we are talk about Metroidvania designed to break your brain.Īlso Athetos was already killed with Axiom Disruptor many times over - speedrunners do this by teleporting in a top right corner of boss room which makes battle drones go crazy under you doing basically nothing to harm you while you have a stright line of fire to Athethos weakpoint.What is immediately noticeable about Axiom Verge 2 is that it breaks from the traditional Metroidvania mould by…actually having colour. To be fair while Castlevania had special endings based on exploration (soul puzzle in C: AoS, specific items present - C: SoTN) but none of them were mindbreaking. Or it was all a dream and Athethos came here to wake you up. There is closure to the first act of Trace's story - he survived the ordeal, Rusalki is free, Athethos now is stardust. Tomas Happ already said he is working on sequel and open|strange ending was made specifically for such reasons.Ħ. ![]() Ofc it's possible and it's perfect for sequels. They're using him to get out from planet.ĥ. Well he doesn't have choice in the matter - he says NO they shut down his nanogates. Well it is no big secret at basically near the end Trace works with them because. "AXIOMx-xxxxxx" family (where X is numbers and letters) - it even warns that if you input such code achievments will be disabled and stats not recorded.Ĥ. It supports numerical passcodes for the sake of inputing DEBUG mode passcodes of Elsenova brings up pathogen very early in the game and Trace asks if he is already infected - in Zi we see our first hallucination.ģ. Something similar has been present in Castlevania games, such as Aria of Sorrow.Ģ. Another that comes to mind clearing the Athetos fight with a specific weapon (likely the Axiom Disruptor), or otherwise in a special state. I think one of the most fruitful avenues for exploration would be, as suggested in the Giant Bomb thread, to try for a full suite of "green stats". ![]() The utter lack of closure given by any of the known endings.In a grander sense, between that knowledge of the rusalki, the multiplicity of the Trace/Athetos clone line, and the hallucinations experienced by the player character, none of the narrative voices are reliable.The repeated suggestion within the game lore, and the etymology of the word "rusalki", that the rusalki are untrustworthy.The passcode menu supports the full set of alphanumeric characters, but the only known passcodes use only letters.The unsolved mystery of the brief appearance of another Trace in Zi, just before entering Kur.The suggestion within the above linked thread that the quality of the ending is based on "green stats" on the final stats page.I think we're still missing something, based on the following: There's an common added segment, criteria unknown, where Athetos appears, states that it's impossible to hide from oneself, and shoots Trace.Īnd according to one contributor in this thread [there's a variant on that segment wherein Athetos appears, but *does not* shoot Trace. The standard, "bad" ending simply ends on Trace trying to return to Sudra. There's a lot of circumstantial evidence. ![]() ![]() I'm getting the feeling that we're missing something big here. ![]()
0 Comments
Leave a Reply. |