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Axiom Verge

Update (9/12): The new date of October 5 is officially confirmed:



Original (9/11): Axiom Verge might be just a few weeks away on Switch. Over on the European eShop, a release date of October 5 is included in a new page listing. For what it’s worth, it’s listed for October 19 on the North American store.

It was announced last week that Axiom Verge’s physical version has been delayed by a couple of weeks. Due to that, the eShop version might be releasing early so that Switch owners interested in a digital copy won’t have to wait too much longer.

In other news, we have the file size for Axiom Verge on Switch. It’ll take up 119MB of space.

Source: Switch eShop

The physical version of Axiom Verge was dated for October 17 awhile back. Unfortunately though, a delay is happening. Creator Tom Happ estimates that the physical copies will be pushed back by “a couple of weeks”. Both Switch and Wii U will be affected.

There might be one bright spot here. Happ put out a tweet asking fans if they’d like the digital version to release on the eShop as planned. Based on the Twitter poll, that may very well happen.


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Axiom Verge was originally going to be on Switch sometime this month. However, that isn’t the case any longer.

With Axiom Verge being listed on retailer websites over the past few weeks, it seemed like the game had slipped a bit. Creator Tom Happ has now officially confirmed a release date of October 17. Since we only had a vague August release window previously, this “delay” isn’t entirely surprising.

Happ told one fan on Twitter today:


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Two physical versions of Axiom Verge are up for pre-order on Amazon right now, the standard edition and the multiverse edition. Axiom Verge: Multiverse Edition comes with a double-sided poster, soundtrack CD and a “making of” documentary.

You can check out the standard edition here and the multiverse edition here.

The physical game is listed to be released on October 17th.

Awhile back, a physical version of Axiom Verge was announced. Wii U and other platforms are set to receive the “Multiverse Edition” with a bunch of goodies. We now have confirmation that Axiom Verge is not only coming to Switch, but will also be receiving the same physical release.

The Axiom Verge Multiverse Edition contains the following:

– Copy of Axiom Verge on disc/cartridge
– Deluxe booklet with developer’s commentary and art
– Double-sided poster with the world map and weapons/items in the game
– Exclusive making-of documentary
– Soundtrack CD (Available only on Switch, pre-order incentive otherwise)

You can pick up the Aaxiom Verge Multiverse Edition in August. It will cost $29.99 / €29.99 / £24.99 on Wii U, but $39.99 / €39.99 on Switch.

Update: The World 1-1 Podcast group has issued a correction. Axiom Verge is not confirmed for Switch, as the focus is on the already-announced retail versions (such as Wii U).


Original: Axiom Verge creator Tom Happ appeared on the latest episode of the World 1-1 Podcast. While speaking about his game, a Switch version was finally confirmed. It will also have a physical release just like on Wii U, featuring a copy of the game, physical manual, making-of documentary, and potentially the soundtrack as well.

Tapp has spoken about wanting to have Axiom Verge on Switch multiple times. This is our first confirmation that it’s actually happening.

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If it wasn’t clear that Axiom Verge creator Tom Happ wants to port the game to Switch, it should be now. Happ already reached out to Nintendo “many times” in hopes of being approved to develop on the system, but that hasn’t happened. “As soon as we get the green light, we’ll drop everything and get right to work on the Switch version,” Happ told Nintendo Life.

Nintendo has previously stated that the company is prioritizing newer experiences over ports for Switch during the system’s early days. When that begins to change, we should be getting Axiom Verge on Switch.

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Axiom Verge landed on Wii U last year as an eShop download. Later this year, the game will be getting the physical treatment.

Thomas Happ Games is partnering with BadLand Indie on Axiom Verge: Multiverse Edition. Buyers will receive a copy of the game, a deluxe booklet with developer commentary and art, double-sided poster, and an exclusive making-of documentary on DVD.

Axiom Verge: Multiverse Edition is slated for Q2. It will be priced at $29.99 / €29.99 / £24.99.

Axiom Verge is already out on one Nintendo platform – that being Wii U, of course. But creator Tom Happ has previously shown interest in bringing the game to Switch, which he recently reiterated on Twitter.

When asked about Axiom Verge for Switch, Happ said the following:


Happ did say Axiom Verge happening on Switch was “fairly likely” back in August, though he was a bit less certain at the time.

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At gamescom last month, Nintendo of Europe conducted an interview with Dan Adelman, a former employee of Nintendo of America and currently the business partner of Thomas Happ, who created the Metroid-like game Axiom Verge, which is out now on Wii U. The full interview can be found here – below are a couple of interesting excerpts from the interview:

Nintendo of Europe: It sounds like Tom had a very strong vision of what he wanted the game to be from the start. For example, the heads-up display in the game is very minimalist in a similar way to Metroid and other retro games. Is that kind of aesthetic part of the design philosophy for this game?

Dan Adelman: Yeah, I think a lot of Tom’s philosophy in terms of game development is about not overloading the player with information. So, for example, when you start out in Axiom Verge, you start off in the middle of a room, and you can try to go either right or left, and this actually takes inspiration from Metroid. You try to go to the right, and you’re blocked, so you have no choice but to go to the left and then, instead of having a tutorial that says, “Go here. Press this button to jump,” you’re basically in a place where you need to jump and you try all the buttons and you figure it out.

I know he put a lot of effort into teaching the player how to play without making it a tutorial, or writing up a lot of text, and so there were only like one or two places where I remember he struggled. When we brought the game to PAX East, we observed people playing the game. There’s one button – the L Button – that you can hold down in order to lock your position and aim in any direction, and at different events there were a lot of people who just didn’t get it. They didn’t pick it up on their own, so that was one instance where Tom actually had to add in a line explaining how to do it.

NoE: Was it tricky to get the difficulty just right? Did you ever find people saying the game was too tough?

DA: Not too many. I think, at shows when people just pick the game up cold and they don’t know anything about it, they’ll fail a lot and give up too easily. I think when people play at home, and they sit down and try to digest it, they’ll learn pretty quickly.

NoE: It’s got a learning curve like all those classic games.

DA: Yeah, like anything else. One thing I actually really like about the game is that, if you take your time as you’re playing it, there’s usually a way to destroy the enemy in a way that means you’re still safe, or just avoid the enemy entirely.

So if you tried to run right through everything and just keep blasting like in Contra, you’ll probably get taken out pretty quickly, but if you think, “Alright, there’s an enemy up ahead. I’m going to climb up on this platform and shoot down on him. He can’t reach me up here!” If you notice those environmental cues, you can actually make things a bit easier on yourself. It’s only later in the game where you have to fight creatures at close-quarters.

NoE: Does Axiom Verge take advantage of Wii U’s unique hardware features in any way?

DA: Yeah, there are a couple of really important ways. My favourite is the fact that the map is on the Wii U GamePad touch screen at all times. I know that the first time I played Axiom Verge, I had to keep pausing the game to see where I needed to go next. A lot of modern games in this genre will just draw an arrow and say, “Go here next, and then go here next,” and it holds your hand. This game doesn’t do that. You figure out where you need to go next by looking at the map and saying, “Oh, where have I not explored yet? Let’s try to get there”. I was constantly going back and forth, and back and forth. Having the map always available makes it very user-friendly. The other feature, of course, is off-TV play, which is very convenient for people who have to share a TV – they’ll still be able to play!

 

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