Axiom Verge 2 (AV2) does a lot of what I loved about Axiom Verge. If you think you’re going traverse the level one way, and you just need to find that upgrade, you’re wrong and you’ll be doing it in a different way, sometimes subverting tropes of the genre.
Here are one and a half examples. Early on, I was dropped into a large underwater section. Like all underwater sections in games, my movement was limited. I couldn’t jump as high. I couldn’t run as fast. In most games, this is used to gate progress until later in the game. In AV2, I almost immediately found an upgrade that not just made movement underwater the same as movement on land, but better because I could jump higher underwater. I also came across the common Metroidvania obstacle, the platform just a bit too high. All I need is a double-jump to get up there. You do not get a double-jump in AV2. You get something else that is both more limited and more useful. I loved this as I loved exploring the map.
Where AV2 falls a bit short is in the narrative. It plugs along just fine, but it ends abruptly and in a manner that obviously sets up a sequel. Since this game isn’t really a continuation of the first, it’s more like the first part of a two part series. It’s awkward for a game called Axiom Verge 2. Axiom Verge 3 is all but guaranteed by the narrative, but I would’ve rather had more closure at the end here.