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Axiom verge 2 endings
Axiom verge 2 endings












  1. #Axiom verge 2 endings full
  2. #Axiom verge 2 endings code

It's baffling, because normalizing audio is a basic step in making a game, or movie, or lots of things. And even is they weren't loud, they still sound very grating.

axiom verge 2 endings

Certain sound effects are very, very loud. On a very basic, technically objective level, one thing really sticks out: unbalanced audio. No guns, no bosses, generic graphics, abysmal melee combat, weak upgrades, poor writing (spellcheck anyone?), grating music, playing as a drone 1/2 the time, and on and on. But nearly everything I liked about it is absent from the sequel. First one wasn't perfect, but still really good. C'mon even La-Mulana didn't go that far and we are talk about Metroidvania designed to break your brain.Īlso Athetos was already killed with Axiom Disruptor many times over - speedrunners do this by teleporting in a top right corner of boss room which makes battle drones go crazy under you doing basically nothing to harm you while you have a stright line of fire to Athethos weakpoint.I was really looking forward to it. To be fair while Castlevania had special endings based on exploration (soul puzzle in C: AoS, specific items present - C: SoTN) but none of them were mindbreaking.

axiom verge 2 endings axiom verge 2 endings

Or it was all a dream and Athethos came here to wake you up. There is closure to the first act of Trace's story - he survived the ordeal, Rusalki is free, Athethos now is stardust. Tomas Happ already said he is working on sequel and open|strange ending was made specifically for such reasons.Ħ. Ofc it's possible and it's perfect for sequels. They're using him to get out from planet.ĥ. Well he doesn't have choice in the matter - he says NO they shut down his nanogates. Well it is no big secret at basically near the end Trace works with them because.

#Axiom verge 2 endings code

"AXIOMx-xxxxxx" family (where X is numbers and letters) - it even warns that if you input such code achievments will be disabled and stats not recorded.Ĥ. It supports numerical passcodes for the sake of inputing DEBUG mode passcodes of Elsenova brings up pathogen very early in the game and Trace asks if he is already infected - in Zi we see our first hallucination.ģ. Something similar has been present in Castlevania games, such as Aria of Sorrow.Ģ. Another that comes to mind clearing the Athetos fight with a specific weapon (likely the Axiom Disruptor), or otherwise in a special state.

#Axiom verge 2 endings full

I think one of the most fruitful avenues for exploration would be, as suggested in the Giant Bomb thread, to try for a full suite of "green stats".

  • The utter lack of closure given by any of the known endings.
  • In a grander sense, between that knowledge of the rusalki, the multiplicity of the Trace/Athetos clone line, and the hallucinations experienced by the player character, none of the narrative voices are reliable.
  • The repeated suggestion within the game lore, and the etymology of the word "rusalki", that the rusalki are untrustworthy.
  • The passcode menu supports the full set of alphanumeric characters, but the only known passcodes use only letters.
  • The unsolved mystery of the brief appearance of another Trace in Zi, just before entering Kur.
  • The suggestion within the above linked thread that the quality of the ending is based on "green stats" on the final stats page.
  • I think we're still missing something, based on the following: There's an common added segment, criteria unknown, where Athetos appears, states that it's impossible to hide from oneself, and shoots Trace.Īnd according to one contributor in this thread [there's a variant on that segment wherein Athetos appears, but *does not* shoot Trace. The standard, "bad" ending simply ends on Trace trying to return to Sudra.

    axiom verge 2 endings

    There's a lot of circumstantial evidence. I'm getting the feeling that we're missing something big here.














    Axiom verge 2 endings