Axiom Verge↗
I came to Axiom Verge late, and from the wrong direction. I’d been playing the post-Hollow Knight wave of Metroidvanias, the ones with their charm systems and stamina bars and cartographer NPCs, and worked backwards to the game that predates all of it. It came out in 2015, two years before Hollow Knight reset the genre’s reference point. Play it now and you can feel where it’s pointed: not at its descendants but back at 1994, at Super Metroid, which happens to be one of my favourite games. So I came to this predisposed to like it.
The map is good. Nine interlocking areas that expand in the mind the way the good ones do, where you’re navigating the corridor in front of you and plotting a route across the whole world at once. I got lost a few times, which I count as a point in its favour—getting lost is half of why I play these—and never for so long that it curdled. Only once did I reach for a clue: a lava pit you have to fire the address disruptor at to make it traversable. Obvious in hindsight, and apparently it stumps a lot of players. I’d walked through that room several times and it simply never occurred to me.
The weapons are where my reservations start. There are lots, and that’s the problem. I spent almost the whole game on Voranj, the low-power spread gun, and barely touched the rest. The flamethrower turns up and seems well regarded, but I found it situational at best, and I could never keep straight which weapon did what. Breadth standing in for depth.
The disruptor itself is the cleverest idea here, corrupting enemies, peeling back hidden passages, a riff on the out-of-bounds exploits speedrunners dig out of the actual NES Metroid. The lore leans the same way: deliberately strange, body-horror texture, an ancient world called Sudra. Intriguing for a while, and then somewhere around the midpoint I stopped following the plot and let it wash over me, with no real sense I’d lost anything.
What keeps pulling me back is that Tom Happ built nearly all of it alone—design, art, music, the lot. You can feel a single sensibility in each of those odd weapons and corrupted texture. It honours Super Metroid without hiding behind it, which is more than most of its successors manage in their Team Cherry reverence.
I won’t got for 100% but would happily replay it at some point.







