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Puzzles often take advantage of this dual-world dynamic, demanding you think in multiple dimensions. The most exciting aspect to exploring is the overlay of an entire second world on top of the first, and both have slightly different geometries and upgrades to track down. The character improvements are intriguing, from navigating a remote drone through tiny openings to exploding into a swarm of nanites to knock down a boulder. If there’s a reason to play, it’s to marvel at the immaculate level design and the clever upgrades that open up new paths for exploration. One significant beat early in the plot offers a surprising shift in the narrative and gameplay direction, but much of what follows lacks the revelatory follow-through I hoped to find. The story flirts with themes of identity and the question of what makes us human, but even with some sophisticated ideas, I was a bit let down by the story. Still, alternate universes and the nature of consciousness are concepts very much at play. Only the most fervent followers of Axiom Verge lore will detect the connective tissue to the first game. Her search takes her to an abandoned Antarctic research station and a cargo elevator that opens into an entirely different world governed by bizarre physics, technology, and history.
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Protagonist Indra Chaudhari is an eccentric billionaire hoping to track down her missing and estranged daughter. The pacing lacks some of the big moments that might lend structure and excitement, and the many interconnected corridors begin to blend into a long and confusing blur. But, Axiom Verge 2 is also a game that skirts the line between demanding patience and inducing frustration.
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Players can anticipate a lengthy and thoughtfully crafted adventure through gear-gated paths and an elaborate science fiction narrative. Years later, the sequel is more confident in its strides away from that core inspiration, but it remains no less impressive in size and breadth. That project also earned its reputation as the most Metroid-like game ever released that didn’t actually bear the name. The scope of that project was astounding, as it was accomplished almost entirely by a single person. There will be secrets you can only find in the breach as well as places in the overworld that can only be reached via a path going through the breach-and vice versa.Thomas Happ’s 2015 Axiom Verge is a triumph of both singular vision and nostalgia. In Axiom Verge 2, you’ll have the ability to enter and exit the breach and discover how that world is connected to the overworld. After toying around with a few approaches, I decided that approaching the breach as an additional dimension could unleash a huge range of opportunities for non-linear exploration. At first I considered just having one piece of land elevated above the other. It took a while for the two worlds idea to gel. I first decided to include the breach in Axiom Verge 2 in some form around 2016. In Axiom Verge, someone named Athetos was able to traverse the breach and use a breach attractor to keep Sudra trapped.
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The breach, on the right, is a region of space, long thought to be unpassable, that at first kept the denizens of Sudra safe from the outside universe. So first things first, what is the breach? Well, if you’ve played Axiom Verge 1, you may recall a cutscene with this image: I’ve hinted about this in an early trailer, where the drone goes through some mysterious portal, but I’ve kept this secret for a while. Behind the overworld map that I’ve been showing this entire time, there is another interconnected breach world in an alternate dimension. Here’s the big reveal: Axiom Verge 2 is two worlds in one. I’ve talked a little in the past about some of the technical challenges of making Axiom Verge 2, particularly the earth-like sloping terrain and the intelligent enemies, but I’ve never revealed the biggest challenge and most distinctive feature of Axiom Verge 2…until now. So I decided to push myself and try something ambitious.
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