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It tells the story of Trace, a scientist – who looks suspiciously like a lot of game designers I’ve encountered, complete with tousled hair and too-long sideburns – caught in a terrible accident who wakes up within a strange world brimming with bizarre biomechanical technology.īut for all the nostalgic fun I’ve had with Axiom Verge, it’s also served as a reminder that the medium of games evolved for some good reasons. Once you found said object, the world would open up in fun new ways – until you ran into another barrier.Īxiom Verge follows this formula to the letter, all the way down to its decidedly old-school audio and visual presentation. Your objective was to make your way through the labyrinth, but you’d frequently run into obstacles between areas that you couldn’t get past until you found a special item. They provided players a maze-like two-dimensional world divided into discrete cells. Metroid and Castlevania popularized a new kind of genre when they first landed on the original Nintendo Entertainment System. Let me rewind a bit for readers who were born into a world of three-dimensional gaming. This advertisement has not loaded yet, but your article continues below.
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At one point I strongly lamented that I didn’t have a Wagon Wheel and a bottle of Crush Cream Soda beside me to complete my travel through time. It took me back more than a quarter century to sunny weekend afternoons spent in a dark room in front of a glowing tube, controller in hand. From graphics and music to design and mechanics, it channels a late 80s gaming vibe in a way few other modern takes on classic genres do. If you want to know what games were like in 1987 without actually playing a 28-year-old game, Tom Happ’s Axiom Verge is the way to go.įive years in the making, this one-man project is an ode to retro games like Metroid and Castlevania. The next issue of Financial Post Top Stories will soon be in your inbox. If you don't see it, please check your junk folder.
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