![]() Let’s discuss what makes Axiom Verge one of the most interesting and noteworthy titles that this subgenre has to offer.Īxiom Verge begins its tale with a man named Trace as he is working in his laboratory as a frozen pressure valve explodes, knocking him unconscious. After taking an hour-long walk to ponder the game’s ending and reflecting on the story and world that I had just ventured through, one thing was clear to me: although certainly flawed and showing some symptoms of archaic design, Axiom Verge nevertheless creates a setting that is as mysterious and haunting as it is fun. Upon hearing countless recommendations for this title, in addition to its sci-fi, Alien-esque atmosphere and vibe that it gave me, I was exciting to jump into the world of Axiom Verge. The world that Happ created seemed so bizarre and erudite, yet at the same time, the game’s aesthetics and visual design were familiar, reminding many people of the original Metroid. Expansive and ambitious games that are developed by single developers instantly garner attention and with Axiom Verge, this was for good reason. One indie Metroidvania title that has been the center of many conversations between those familiar with the genre is Axiom Verge, an otherworldly exploration-focused Metroidvania that, like Cave Story before it, was entirely developed by one man by the name of Tom Happ. This inspiration brings new titles that hope to be the next landmark Metroidvania title to to awe players and motivate aspiring developers alike. ![]() This subgenre and the games within it have inspired so many people throughout the years. The aforementioned Cave Story is a particularly noteworthy example of the Metroidvania subgenre, as it was quite famously developed by one person, doubtlessly inspiring hundreds, if not thousands of fledgling game developers, convincing them that anyone is capable of making a great game no matter the size of the team that made it. Indie developers, in particular, have really welcomed this genre with open arms, and have been diligently exploring what this genre is capable of. ![]() What I’m trying to get across with this long-winded intro is that this subgenre is responsible for creating games with worlds, stories, and gameplay loops that resonate with so many people. Players then get to see more of this awe-inspiring world through gaining access to new abilities that let them reach new areas or navigate through previously explored areas more quickly and conveniently. That game paints a beautiful, yet desolate remnant of a bygone civilization as its setting - one that immediately captures the player’s wonder. Super Metroid, in particular, is one of my favorite games of all time. These titles defined how to intrinsically tie player progression with exploration, making for the ever-satisfying experience of being able to explore more of the world upon acquiring new abilities and/or equipment. Landmark titles such as Super Metroid, Castlevania: Symphony of the NIght, and Cave Story pushed what 2D worlds could be. Other games like the Xenoblade Chronicles games deepened my love for games that took the time to build detailed, vast worlds that encouraged player intrigue and exploration.īut no genre nails this idea as thoroughly and consistently as the community-dubbed “Metroidvania” genre - and for good reason. Not only did Retro Studios create a world that felt rich, but it was one that begged to be conquered and understood by the player. The addition of a scan visor made the very act of exploration a reward in and of itself. The time in which I first truly noticed my admiration for these traits was with Metroid Prime with its masterful scan visor, which made exploring the world a fun gameplay experience and something that taught the player more about game’s world if they so desired. Whenever I picked up a controller and stared perhaps too closely to a television as I got lost in virtual worlds while growing up, I took notice of the definitive traits that I liked about the games I played: exploration, story, and immersive worldbuilding. When we begin a game, whether we’ve been gaming for over twenty years or we’ve been given our first game ever, we ask ourselves the same question: what will make this game valuable to me? Especially as a kid, when your options of what media you can engage with feels significantly limited, you learn to take the positives of any experience you have and begin development an awareness of the kinds of traits and qualities that you look for in other pieces of media.Īt least, that’s how it was for me.
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