![]() The different ways they react to you dismembering them are a delight to behold, each fight can genuinely be different (start with the shield). The statues are fantastic fights, at first they are so intimidating but eventually you’ll cut them down for one. The characters all have relationships and you can learn more by completing little side objectives.Īs you’re doing this you’ll meet the enemies that populate this lush green landscape, a far cry from the brown and black of the original game’s factory. Then you discover there’s been betrayal and are fed some backstory before making your way through the area uncovering even more. Then you meet some interesting NPCs who are on a mission to catch a beast. The best example of it all is Gideon’s Rock. Story irrelevant? Here’s way, way more lore, more audio logs, and some genuinely interesting side characters. Not enough bosses? Have double that but also have some optional extra creatures. Most of the biggest complaints about the first game are dealt with very strongly here. Even the final areas of the game will still be adding new complications. Enemies no longer follow the same basic structural archetypes as the original game but instead, there are far more foes to face. Not only are there way more weapons (seriously you’re given a new weapon pretty much every five minutes) but there are way more enemy types. The combat variety is a huge improvement over the first game. You don’t need a ridiculous amount of skill to do this, just focus on timings and the reward is incredibly satisfying. Correctly choose the direction an attack is coming from when you block and you’ll execute a parry and deal a ton of damage. The directional blocking gives you a ton of control over this. Rather than doing one million rolls then poking an enemy in the back you’ll actually stand in front of them, block their assault using your armor then unleash a flurry of your own in response once you’ve caught them off guard. Your character feels very heavy which encourages you to focus on blocking rather than dodging and this adds a nice flow and weight to the combat that’s almost realistic rather than ‘gamey’. Obviously combat is a massive focus here. The focus on progression and making a player’s time feel valuable is a concept that a lot of other games have abandoned, Deck13 have aced it here. This makes The Surge 2 feel more like a linear story experience and less like an open-world RPG and it’s a completely welcome change. The world also grows and adapts as you reach certain milestones in the story. Recognizing areas as your progress makes you feel like you belong in the world, as does being able to chop down early enemies that killed you several times in one swift slash. It’s a wonderful mechanic that really helps the player to feel engaged. Everyone genuinely feels close together, as if it could all fold in on itself at any point. This is a massive step forward from the first game. The first thing to talk about is the interconnected world. This is 100% a compliment, if you didn’t know FromSoft weren’t involved here then you’d be forgiven for automatically assuming they were. The Surge is essentially a Sci-fi Dark Souls game. If you haven’t heard of it then shame on you. What else was there? Thankfully Deck13 chose the absolute perfect time to give us the sequel to The Surge. ![]() I had conquered Sekiro this year, revisited the Dark Souls Trilogy, took on Nioh 2… Then nothing. ![]() As a humongous, rabid, fiercely addicted souls fan I couldn’t wait for The Surge 2. ![]()
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