The first trailer is an example of how there are more acoustic-like elements. TH: There are some more folky/ethnic/fantasy tracks in there this time. Is the goal to stick with the same style of music or are you expanding into any new genres/instruments/etc.? NWR: I loved what you did with the music in the original game. There's about 7 other games in there that I would never have time to do but Axiom Verge 2's story seemed like the most interesting one to continue with if I did get the chance to make it. So I made an outline of the history of a whole series and tried to pick an interesting part of it to have Axiom Verge take place in. TH: While I was making Axiom Verge, I had no idea if the game would ever have been successful or if I'd have time to make others, but I was afraid that if I didn't plan ahead, I would end up making sequels and prequels that felt tacked on after the fact. NWR: Was there a plan from the development of Axiom Verge to eventually make Axiom Verge 2? Tom Happ (TH): I started it officially around November 2015, though I was drawing sketches and coming up with ideas for a few months before that. Nintendo World Report (NWR): How long has Axiom Verge 2 been in development? Solo developer Tom Happ graciously answered our email questions recently about the upcoming game, which we all still hope is coming in 2020 but like, for real, Happ can take his time. So now a sequel? Woohoo! That sounds fun. Axiom Verge, which later came to Wii U and Switch, is a fantastic game. As our own Jonathan Metts quipped to then-Nintendo of America President Reggie Fils-Aime's "that looks like Metroid" remark at an E3 where Axiom Verge was demoed, "well if you're not going to make it, someone has to." And someone certainly did. For some, Axiom Verge's release back in 2015 was heralded. You can play the demo here.Axiom Verge 2 was certainly a welcome sight when it was announced in December 2019. $10 gets you the game when it's finished (estimated at December 2019) plus the usual swathe of more expensive options. There's some more depth to it, but it's best tried for yourself. You later get a faster-firing spell that can be used in the air, but does less damage and can still only be fired horizontally, making a puzzle out of approaching some enemies. You start out with just a revolver that can only be fired while standing still on the ground, and shoots faster if you hold the button, limiting your options. The game looks and sounds a little bit like Axiom Verge, but with a larger, slightly heavier player character. Reminds me of gaining 'insight' in Bloodborne - a double-edged but tempting sword.Ī neat concept would mean nothing if it wasn't fun, but I dig the feeling of it so far. Each power-up you pick up in the demo seems to up the ante, with more fleshy growths appearing around the level, more cultists transforming into tentacled monsters and more eye-bat beasties hovering annoying overhead. The thing about magic involving tentacles and biting maws from beyond it's meant to be bad news. I'm told that Lore Finder's demo truncates things, but the devs wanted to convey its core themes of the game in a short span of time, and I think they managed it. While condensed (compared to what's planned for the full game) it's a fun bit of running and gunning with a bit of LGBTQ representation in its cast too. Developed by Kitsune Games and currently crowdfunding on Kickstarter, Lore Finder is halfway funded after just one day, and backed up with a 'vertical slice' early demo which you can play here. Mega Man X, Metroid and Bloodborne are an odd set of inspirations, but from the demo I just played of Lore Finder, a Lovecraft-inspired exploration platformer, they blend surprisingly well.
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