The controls, as with most vita ports, are hampered by the lack of L2/R2 support and having certain inputs attached to the touch screen (particularly the 'glitch' tool) is awkward. Not the most innovative, but a near-perfect refinement of a formula. Here are my stats: Normal / Items 84% / Map 100% + very direct and precise control + high number of weapons / skills / power ups, some of which are quite well hidden + Corrupted / Glitch ability great (also when used against enemies) + Exploration aspect given + generally good boss fights that have to be approached strategically differently + some surprising parts of the game + good soundtrack - no teleport - Zoom out during boss fights sometimes irritated me a little (especially with Boss Uruku) - at a few points in the game slightly unsettled where to go / what to do (after Boss 4 in Kur it was massive for me, before it was quite linear) - some areas are quite tricky with a few slightly annoying and often very small standard opponents - no progress bar to be seen directly out of the game (map or game hours) - few objects difficult to locate without help - Game crash with the ending credits (tested twice) - Story offers a lot of space for speculation, but I also found it a little difficult to understand in places 85%ฤก4h PlayedVia the combination of Super Metroid's atmosphere and level design with the fluidity and item/weapon variety of Castlevania:SOTN, Axiom Verge may be the purest definition of the term "metroidvania" to date. Otherwise an absolutely recommendable game for people who have a weakness especially for Metroid or Metroidvanias in general. The map itself is very rudimentary and is more detailed in other games in the genre. There is also no teleport / fast travel to the respective areas in the game, which makes the full map exploration a bit difficult. Unfortunately, I found it a little disappointing. With the right weapon it is absolutely child's play and unfortunately you are not even allowed to compete directly against the antagonist in the game. Personally, I found the final boss fight not completely convincing and well thought-out. Overall, however, a fairly well balanced level of difficulty in the game. The same applies to a few areas in the game where many very small opponents were extremely annoying. I found a couple of bosses relatively crisp (Gir-Tab and Ukhu) and needed a few attempts. Said boss fights are convincing, strategically different approaches are necessary. The course of the game is still relatively linear in the first areas, but it became much more unclear what to do next with the fourth boss and I ran around quite helpless a few times. The glitch / corruption ability is particularly successful. Especially in the later process, when you have internalized the countless weapons and skills, it is a lot of fun to run through the levels. The controls are one of the most direct ones I've played in the genre. A few surprising game sections (no spoilers) loosen up the game. On the other hand, the soundtrack is completely convincing and contributes to the rather gloomy atmosphere. I would classify the level design as not quite as memorable as a Hollow Knight managed to do, and its versatility is not quite as good either. Except for the Rusalki machines, there are no NPCs. The story leaves a lot of room for interpretation, but it also looks interesting. The setting of Axiom Verge is sci-fi heavy and not only for that reason is often strongly reminiscent of Metroid. It's not enough for my # 1 Hollow Knight, but that's not absolutely necessary for a convincing gaming experience. So far I haven't got my hands on a weak offshoot, this also applies to Thomas Happ's game. 16h 30m PlayedSlowly but surely it is difficult for me to put the previously gambled Metroidvanias into a reasonable ranking.
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