Axiom Verge 2 does feature a few additional options such as a game speed multiplier and an option to reduce flashing patterns, a common occurrence throughout. Nowadays, there are a bevy of other accessibility options present in games, such as customizable controls and color blind mode. I have seen something similar in Persona 4: Golden, but this feels like it was just thrown haphazardly and the game wasn’t really balanced around it. Enemy damage can be varied from nothing to double, and player damage can also be varied from nothing to a whopping four times as much. In the options menu are a few sliders – the primary ones being for damage dealt and damage received. Axiom Verge 2 approaches this problem in a similar way. In years past, the only form of accessibility was this difficulty setting, a vague idea of how easy or hard the game would be. The most common accessibility setting players will be familiar with is a difficulty slider. Unfortunately, Axiom Verge 2 has taken some lopsided steps in an attempt to provide accessibility, and in doing so appeals to neither its core fanbase nor newcomers. Axiom Verge 2 is a game I was excited to see announced as I enjoyed the first game, and waited patiently throughout the year for the sequel’s release. This isn’t something I expected to be writing. A problem arises, however, when the core experience is hampered by these seemingly small changes. Normally I don’t have any qualms with trying to appeal to as broad an audience as possible – in fact, it should be actively encouraged to include such options. Accessibility is a popular topic recently that is, providing options to help players be able to complete a game regardless of skill or ability level.
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