The end result in Axiom Verge 2, however, is too many steps taken in the opposite direction. I can see why that would be the case, as our very own Flora has had the same kind of problem in games she has played. Some of my fondest gaming memories involve the big baddies found in the likes of Dark Souls and Cuphead.Īccording to a developer interview, this was a conscious decision because many players would get stuck on a boss and stop playing, never reaching the end of the journey. They are meant to be a skill check as well as a satisfying trial to overcome. A staple of any game, especially metroidvanias with a combat focus such as this, are those boss fights. The most divisive “option” in Axiom Verge 2 has to be its handling of boss encounters. These all are steps in the right direction, but problems arise when the actual gameplay is taken into consideration. In fact, during my time writing this, an update was released that added an additional option to this menu – platform contrast, to help discern background from foreground. Axiom Verge 2 does feature a few additional options such as a game speed multiplier and an option to reduce flashing patterns, a common occurrence throughout. Nowadays, there are a bevy of other accessibility options present in games, such as customizable controls and color blind mode. I have seen something similar in Persona 4: Golden, but this feels like it was just thrown haphazardly and the game wasn’t really balanced around it. Enemy damage can be varied from nothing to double, and player damage can also be varied from nothing to a whopping four times as much. In the options menu are a few sliders – the primary ones being for damage dealt and damage received. Axiom Verge 2 approaches this problem in a similar way. In years past, the only form of accessibility was this difficulty setting, a vague idea of how easy or hard the game would be. The most common accessibility setting players will be familiar with is a difficulty slider. Unfortunately, Axiom Verge 2 has taken some lopsided steps in an attempt to provide accessibility, and in doing so appeals to neither its core fanbase nor newcomers. Axiom Verge 2 is a game I was excited to see announced as I enjoyed the first game, and waited patiently throughout the year for the sequel’s release. This isn’t something I expected to be writing. A problem arises, however, when the core experience is hampered by these seemingly small changes. Normally I don’t have any qualms with trying to appeal to as broad an audience as possible – in fact, it should be actively encouraged to include such options. Rather than sorting them by flora or fauna, it's better to sort them by other traits.Accessibility is a popular topic recently that is, providing options to help players be able to complete a game regardless of skill or ability level. Most of the life on Kiengir is either autonomous drones controlled by the Lamassu or plant life. Unlike Sudra, the creatures of Kiengir are much more mechanized. Thanks to imgur user xguyextra for compiling a pictorial list of creatures. Only envisioned by Trace during the hallucination sequence in Ukkin-Na. Latches on to victims and drains health.īoss. (No need to worry about the enemies present in the hallucination sequence because they cannot be glitched, except for the silver Sentry, which can be found elsewhere.) Forgetting to hack it makes the achievement unobtainable on a given playthrough. NB: There is one enemy that can be permanently missed: the Spitblite. The level of corruption required to glitch a given enemy is indicated in the "G" column in the tables, right next to each entry. All of them must be glitched at least once to obtain the "Hacker" Achievement/Trophy ( including both variations of the Cyan Trap Claw). There are 60 enemies in total that can be glitched. These include plants, animals, man-made and animal-made objects found on Sudra, as well as any environmental objects that can harm Trace. This list contains all manner of enemies that can be found in Axiom Verge.
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