Axiom Verge was a game that I should have loved, but it ended up so far short of my hopes that I find myself angry when I start to think about the game. So, this post made me angry. I accept that this is irrational. Maybe I had my expectations built a little high, but I'm not sure that's the problem.
The biggest issue for me was the map. I have played many adventure platformers, and the best ones leave some great visual cues as to there being areas that can be reached EVENTUALLY. See a platform out of reach? Then chances are that I'm going to get some ability (probably a double jump) that will get me there. See this wall that looks slightly off, almost doorway like? There's probably something that will open that. Or a locked gate, or an enemy that is impervious to my attacks at the moment. Something, direct or subtle, that offers a suggestion that I will be coming back "here", or circumventing that blockage in some other fashion. I may not know what that will entail right now, but I know that it's coming.
In Axiom Verge I often felt that sort of hint system to be lacking. There were occasions where I just felt stuck. I could see NO breadcrumb or hint of where I was supposed to go, or even capable of going. These were situations where it felt like I had exhausted the map. This led to the meandering, the wandering. Was there something that I had approached hours ago that I have simply forgotten? Was there something that I didn't recognize as a barrier that I could eventually overcome? This is not to say that the map that was constructed was entirely poor; but rather these are indications of what I perceive as critical mistakes that were made, and which sucked all of the enjoyment out of the experience. I should never feel like I have nowhere left to go until I can be satisfied that the game is pretty much over and that I truly have nowhere left to go except to approach that final bad guy.
I got lost at one point and wandered for literal hours until I just looked up where to go next, and it was an area that required some not at all obvious maneuvering to get to.
This sure did happen to me; and looking it up was not a joy in any way. This, especially because the game gives little direction, as you stated, and a player can sometimes reach areas in a different order than another player. It's not like I could ask "How do I reach 'X'?" when I don't even necessarily know what "X" is. That just resulted to skipping around walkthroughs (also for far too long) until I could finally spot something unfamiliar, and then work backwards to see how they got there.
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