![]() There’s a robotic, crab-like creature you can cast and send scuttling into tight spaces to activate switches and so forth there’s a similar idea in the first game, but it’s taken a step further here, with an entire separate layer of existence – a lo-res place called the Breach – that can only be explored with your crab-robot. Those powers really are neat, though: you can hack into devices and mechanical enemies to variously open and close them, turn them on and off, or switch them from irksome death-cannons to loyal companions. It’s like peeling the layers off an onion, but with the rule that you need to acquire a slightly different peeler for each bit of skin you want to remove. ![]() You run and jump around, acquire abilities that unlock new areas, which in turn lead to other new abilities that unlock still other new areas. Even as it puts you in the shoes of a new protagonist – the somewhat severe industrialist-genius-type, Indra Chaudhari – and beams you into another hazard-filled parallel universe, the scaffolding underneath the sequel is broadly the same. Mechanically, Axiom Verge 2 is a logical extension of the first game. It really gives Happ a chance to stretch his design skills further, and the new world he’s created here is a pleasure to explore – at least for the most part. Icy tundra quickly give way to abandoned ruins networks of caves are distantly connected to submerged temples. Where Happ’s breakthrough original was all benighted atriums and pulsating, biomechanical monsters – with more than a passing nod to Metroid – the sequel offers far more variety. Certainly, Axiom Verge 2’s world is vastly different from the Giger-inspired murk of its predecessor.
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