![]() ![]() ![]() Otherwise a lot of them seemed weaker than others, or hard to use effectively and it made them just sit in the inventory, uselessly. Some had one-time uses that I said "I could do this" and then immediately put them away forever. The other thing is that there were like 20 some guns, but ultimately I only ended up using about 5 of them. Which maybe is fine - don't overstep your development goals is definitely a good plan to have and I don't feel like this guy tried to cram too much in (did I mention it's all by one guy? Pretty good). I only have a couple disappointments: There really weren't that many bosses, and while they were kind of cool to see, they weren't really all that complex ultimately. ![]() It made it all a bit uncertain and gave you some doubts about it all. The story was kind of neat but felt a little fuzzy, possibly intentionally. The end obviously didn't go the way I'd hoped, but given what I saw I kind of expected it. I only ever got one pass code, and it's pretty easy to find if you're looking for secrets. I feel strongly that there is at least one more way to complete the game. Only at one point did I get stuck for a while, before I got the grappling hook, and I kind of feel like that's something that might be hard not to do, especially when you want them to explore each zone deeply rather than just push on linearly to the next scene. It really captures the style of those metroids and does a decent job of making it explorable without being too easy to get lost: You can put 2 reminders per zone to let you know rooms to explore later, and for the most part areas you can go to clearly have gaps in their information that you can see while searching so you have a good idea where you might want to go next. You find new weapons, health and damage increases and along the way find various journals and information scattered around. Much like 2D metroids you have large grouped areas with a general theme connected with transitional paths to the others. The main gist of the game is that after an accident you find yourself somewhere, completely unfamiliar and unexpected, and your main goal is to figure out just what is going on. Ĭompletion: 82% items, 95% Map, 11 DeathsĪxiom Verge is a Metroidvania style game with some good ideas, lots of guns and smooth play that was a welcome change from long, large games like Prey or aimless goof offs like Animal Crossing. No intention of doing more, in fact, I intended to do less. Suffice it to say now, that I've made it to the end credits, 89% Map completion and 74% item completion. I disliked almost everything about its design, and yet, something always drew me back in, but I cannot name what it was. But at no point did the game really click with me. I must have liked some things about it, too, because I finished it and even put those extra hours in to make it. I don't want to rant about this game, because I know that many people like it. Then there was some jumping and then the final boss was just as easy. So I spent 5 hours running around to find this one Health and Power upgrade, when I got those, I beat him easily, 50% health remaining. But as you really cannot dodge his attacks (I looked at walkthroughs, nope, not really), you just have to weather it. But that was not enough to get past the Sentinel, which is a boss that is ludicrously easy with just one more Health and one more Power upgrade. I tried to finish the game with 67% item completion. I merely liked enough of it to finish, although the final hours were a terrible slog. I had high hopes for it and I wanted to love it. Wanderer of the Spirit Soaring 2/5 (Malta, Spain, USA)Ĭomments: I know this game is held in high esteem by many. Keepers of the Seven Scrolls 2/11 ( A, M) Playtime: 22 hours (which is at least 8 too much) ![]()
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