Axiom Verge confirmed for Switch, will have a physical version alongside Wii U in August
Posted on 9 months ago by Brian(@NE_Brian) in News, Switch | 35 Comments | 0 Likes
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.
Axiom Verge creator still looking into Switch
Posted on 11 months ago by Brian(@NE_Brian) in News | 5 Comments | 0 Likes
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.
Axiom Verge dev wants to start work on Switch port as soon as possible
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch eShop | 3 Comments | 0 Likes
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.
Axiom Verge getting physical release on Wii U
Posted on 1 year ago by Brian(@NE_Brian) in News, Wii U | 12 Comments | 0 Likes
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 dev on Switch chances: “Probably, eventually”
Posted on 1 year ago by Brian(@NE_Brian) in News, Switch | 2 Comments | 0 Likes
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:
@GrayAdamson Probably, eventually.
— Tom Happ (@AxiomVerge) January 22, 2017
Happ did say Axiom Verge happening on Switch was “fairly likely” back in August, though he was a bit less certain at the time.
Nintendo of Europe Axiom Verge developer interview with Dan Adelman
Posted on 1 year ago by Matt(@OnePunchMaz) in News, Wii U eShop | 0 comments | 0 Likes
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!
Samus costume was proposed for Axiom Verge, but Nintendo decided against the idea
Posted on 1 year ago by Brian(@NE_Brian) in News, Wii U eShop | 48 Comments | 1 Likes
Axiom Verge takes some inspiration from Nintendo’s classic franchise Metroid. The two are very different in the end, but they do have some similarities in the gameplay department.
Interestingly, a Samus costume was proposed for Axiom Verge that would have been included in the Wii U version. Dan Adelman, who is handling the business-side of things for creator Tom Happ, said in a Reddit AMA that Nintendo “ultimately had to decide not to give us permission to do that” following “a lot of internal discussion”.
Adelman’s full words:
“We would have loved to have a secret code to have Trace where a Samus costume. Some people inside Nintendo really liked the idea, but after a lot of internal discussion, they ultimately had to decide not to give us permission to do that. I think the idea that someone could play the entire game of Axiom Verge looking like Samus Aran was too big of a concern for them.
There is a similar kind of callback, though. If you type JUSTIN BAILEY into the passcode tool, it has Trace in a leotard, just like in Super Metroid.”
By the way, Happ commented on whether an Axiom Verge amiibo was ever considered. He noted that they didn’t pursue it “since it’s an out of pocket cost that probably wouldn’t cover itself.”
Axiom Verge file size
Posted on 1 year ago by Brian(@NE_Brian) in News, Wii U eShop | 4 Comments | 0 Likes
A bunch of high-profile indie games are launching on the Wii U eShop throughout September. Axiom Verge started the fun yesterday, and can be downloaded in North America and Europe.
You’ll need 164MB of free space for the download. Once it’s installed, Axiom Verge drops down to 140MB.
[Review] Axiom Verge
Posted on 1 year ago by Jakob Vujovic(@jakovujo) in Reviews, Wii U eShop | 5 Comments | 0 Likes
System: Wii U (eShop)
Release date: September 1, 2016
Developer: Thomas Happ
Publisher Thomas Happ
When I think of the first Metroid on the NES, images of disorienting palette swapped vertical shafts with ascending and interlocking platforms connected into a webwork by horizontally scrolling rooms with enemies waiting in ambush from underground lava pools comes to mind. The imagery is distinct, but without a map it’s all very disorienting. Admittedly, I have never really played more than a few hours of Metroid. It was way before my time, and having first played Super Metroid with all of its advancements, there’s no reason for most people to go back to it beyond nostalgia and historical significance. Even with my relatively limited experience, I can tell that Axiom Verge was made out of a love and understanding of the original Metroid. However, it does more than just pay homage and instead creates mechanics and surprises with its clear admiration and understanding of Metroid as a jumping off point.
Axiom Verge “Tips and Tricks” video
Posted on 1 year ago by Brian(@NE_Brian) in Videos, Wii U eShop | 0 comments | 0 Likes
An official “Tips and Tricks” video is now online for Axiom Verge. We’ve gone ahead and posted it below.