Axiom Verge 2 is a tough follow-up to the original because it just doesn’t quite live up to the expectations set by its predecessor, abandoning many of the things that made it stand out. While the first game was a near-perfect blend of Metroidvania exploration and tight combat with a memorable atmosphere, the sequel feels like it’s missing some of that magic, becoming nothing more than a knock-off platformer. The shift in focus from ranged gunplay to mostly melee combat completely changes the game’s feel and is a step down. The weapon variety is limited, and fighting enemies can often feel frustrating or repetitive rather than engaging. The worst part is no continuation of the story.
Exploration remains a core part of the experience, but even that isn’t quite as satisfying this time around. The world is more open and varied with different biomes like deserts and tundras, but the environments don’t have the same unique charm or distinct vibe that made Axiom Verge stand out. Ironically being stuck in the tight quarters of the first title contributed so greatly to the trapped and alien experience. Despite being years later, the graphics here have also taken a hit, with a less polished pixel art style that leans more toward an early PC game feel, which may not sit well with fans who loved the tight, NES-inspired visuals of the original.

The story and lore dive deeper into its own self-contained plot, but it sometimes feels overcomplicated and less inviting. Instead of being drawn in and sympathetic to the character, the narrative feels more distant and disconnected. Plus, the rewards for exploration (mainly lore pieces and skill points) often lack any payoff of meaningful weapons or upgrades, making some exploration feel like a grind rather than an adventure.
Boss fights, which were a highlight previously, are notably weaker and less interesting in Axiom Verge 2. The combat system doesn’t support exciting or challenging encounters, and some bosses can even be skipped, which lessens the sense of accomplishment. The game seems to prioritise exploration over combat, but unfortunately, neither of them hold up well enough to fully support that shift.

Overall, Axiom Verge 2 feels like it tried to reinvent itself rather than build on what the first game did best, but the result is a sequel that feels distant and less focused. It’s a bold experiment with interesting ideas, but it lacks the tightness and charm that made the original such a beloved experience. This makes it harder to recommend to fans who were hoping for more of the same or an improved version of what came before.
At the end of the day, Axiom Verge 2 is just a weaker follow-up. It’s not terrible by any means, but compared to Axiom Verge, it feels like a step back in combat, style, and overall impact. If the original was a standout Metroidvania, this sequel is more of an average offshoot that struggles to capture the same magic.






