Posts Tagged‘deck13 interactive’

The Surge 2: This Isn’t The Utopia I was Expecting.

Sekiro rattled me a little bit, making me wonder if I was no longer “gud” enough to play these soulslike games anymore. Part of it is definitely time, I have a lot less of that to dedicate to challenging titles ever since I became a dad, but there’s always that lingering thing in the back of my head that’s telling me father time is catching up to me. So when I saw The Surge 2 appear on Steam I was conflicted, knowing that if I didn’t smash this one then it could be the beginning of the end for me with this genre. I’m happy to report that my fears were just that and I quickly found myself thoroughly enjoying the soulslike experience that Deck13 has built with this franchise. It’s still got some very rough edges however but if you can get past them what lies beneath is a pretty great game, one that’s definitely found a comfortable niche for itself.

Taking place right after the events of the original game The Surge 2 puts you on a plane that was enroute to Jericho city at the time of the rocket launch. Unfortunately your plane is struck by the rocket after it launched, sending it careening down on the outskirts of the city. You somehow manage to survive and are evacuated to a nearby medical facility. Months later you awaken to visions of a young girl speaking to you, calling her your warrior. You quickly find out that you’ve been put in a prison medical facility and it’s been thrown into disarray as a nanite infused beast tears through it, killing anyone in its path. With little more than a hospital gown and the remnants of your restraints for weapons you set out to find out why you’ve been imprisoned and what the hell has happened to Jericho city.

Deck13 has mentioned that there has been a lot of improvements made to the FLEDGE engine in order to support the larger, more open world of The Surge 2. For many that’s meant a marked decrease in performance, myself included. Indeed to start off with the game was aggressively down-resing, so much so that it was rendering in what I can only assume was 640 x 480. Fixing that made the game a lot more legible but it quickly became apparent that my rig wasn’t really up to the task. The first performance patch and a driver update addressed it somewhat, but it’s still clear that whatever is going on under the hood is either poorly optimised or requires a ton more grunt than my near 5 year old rig can provide. It’s somewhat of a shame given that The Surge 2 doesn’t look much better than its predecessor and that ran perfectly fine. Perhaps the improvements Deck13 made become more apparent at higher resolutions, something that only a really modern PC is going to be able to provide.

The Surge 2 is an evolution of its predecessor, streamlining the experience considerably whilst leaving the core game loop mostly intact. The same soulslike combat experience is back again, requiring you to learn the movesets of your enemies so you can pummel them down and lop off their limbs. Tech scrap is still the currency and main source of progression, levelling up your core power that will enable you to use better armour and mods. The drone is now more of a standalone mechanic in its own right, no longer using energy and instead having its own ammo and differing mods that provide a whole range of different combat options. What’s really changed however is the inclusion of the online social interactions that the Dark Souls series has become famous for, allowing for a limited set of interaction with other players by leaving messages and playing an interesting version of hide and seek. The world is also much more open than it used to be with a lot more options for exploration and a truckload more sidequests for you to tackle if you want. The improvements are very much welcome, even if the game still has a little ways to go if it’s ever going to be considered to be in the same league as the games that inspired it.

Combat retains the same structure as the original with you focusing on a particular body part to wail on (either for damage or to cut off to get their armour or crafting mats). It didn’t take long for me to get back into the swing of things although there was a good 5+ hours there where things were definitely a bit of a struggle. Part of this is due to the lack of options you have at that early stage of the game, limiting your ability to craft a build specifically designed to counter the challenges you’re facing. However this is a game where certain weapons, armour and mods are simply straight up better than others and as you progress through the game it becomes possible to construct a build that renders you untouchable within certain limits.

The sharp difficulty jumps are still here, although they were a non-issue for about 60% of the game after I settled on a build that seemed to be able to deal with pretty much anything that came my way. My weapon of choice was the double-duty style, specifically the spark disciple one that did added electric damage. It was possible to blow all my stamina on attacks before they had a chance to fight back and, most of the time, would net me a stun so I could then take a beat and begin it all again. To be sure there are some enemies where this was a sub-optimal strategy, especially those that couldn’t be staggered for whatever reason, but with the amount of energy that my build would generate I never had an issue out healing them before I could get a stun off and then finish them. Later on the only mods I made to the build was to swap out the electric weapon for a nano one when enemies were immune to electric damage.

Bosses were, of course, a different beast entirely as most of them would require their own unique build in order to get past them. Mostly that was to make up for whatever weakness I had in my playstyle that the boss was able to exploit, like my penchant for dodging over blocking or the lack of a particular resistance. There were a couple where I could just go ham on them with my default build and, shockingly, was able to one shot a couple of them without too much difficulty. The harder bosses though often challenged me to change up my playstyle a bit in order to be able to get through them, like the Delver which is an absolute nightmare to get past if you don’t know how to counter block correctly. I didn’t try any of the drone focused builds although I can’t say I wasn’t tempted for a few of them as being able to rain down hell ala Remnant: From the Ashes style was quite appealing.

The progression system feeds you a steady stream of upgrades to keep you going and is thankfully well designed enough so you don’t feel completely locked into the one build you’ve optimised everything for. Scrap is easy enough to come by, especially if you’ve got a solid route to run that allows you to execute a number of enemies along the way (which increases your multiplier for tech scrap generation). At the start you’ll most likely want to be dumping your scrap into your core over upgrading your gear as later sets of gear have a large core power requirement that you won’t be able to meet. Later on it’s all about upgrading your preferred set to the maximum whilst keeping an alternate set of gear at a similar level should you find the need to switch. That being said though crafting and upgrading is pretty cheap so if you find yourself needing or wanting another gear set it’s usually not going to take you that long to get it.

The new social system is good although it does seem to take out a massive part of the game’s challenge when everyone and his dog is putting up graffiti that points towards all the secrets that the devs have tried to hide. Sure you could still try to troll with them but given there’s a rating system for them it seems like all the troll ones have long since disappeared and the only ones left are the beneficial ones. I did quite enjoy the hide and seek mini game though as it was always fun to try and find places that players wouldn’t be able to figure out or those that others simply wouldn’t be able to get to. The tech scrap you get from that early on is a real lifesaver to, often netting you a free level.

Most of the issues of the past have been dealt with although a trove of new ones have sailed in to take their place. Alongside the graphics performance issues I also got some strange glitching that would often occur at game start and, every so often, in the game itself. It was obvious the game was running in the background but the game itself didn’t render correctly at all. The UI still worked and changing the resolution seemed to fix it. The game also crashed numerous times, sometimes for no reason and others for specific encounters with certain enemies. Some of the in-game interactive elements can take a few tries to work properly, making you wonder if you’re actually meant to interact with them at all. Pathing is still an issue, something that’s made all the worse by the more complicated environments. Most of the time it’s just funny but there’s certain times where my character inexplicably pathed off something or enemies got stuck on geometry and couldn’t figure out how to get themselves out of it. Suffice to say I think, given the fact that the series has now firmly established itself as an ongoing concern, Deck13 could spend a little extra time on polishing these various elements so that future instalments in the franchise aren’t so janky.

The Surge 2’s story is pretty straightforward, if a little forgettable and simplistic. Characters from the previous game (including the player’s character) make a return and knowing the previous story does help explain some of the more esoteric elements. However if this is your first foray into the world of The Surge then you’re not going to struggle to understand what’s going on as it’s a largely standalone narrative. The story also wraps everything up pretty nicely with some potential avenues for a sequel that were left there subtly rather than being shouted loudly at the end of the main narrative. The Surge 2 definitely isn’t a game you’d play for the story but it’s at least not a massive detractor from the game.

The Surge 2 is a solid step forward for the franchise, keeping quite a lot the same and refining the rest. The game has now carved out its own little niche in the soulslike genre, extending on the formula and defining its own little tropes. One of those is an unfortunate penchant for a lack of overall polish, resulting in some fundamental issues that Deck13 should have addressed before release. Beyond those issues however lies a game with solid mechanics that will challenge your skills as a player and reward them handsomely. I have no doubt that we’ll soon be seeing another instalment in this franchise and if they can make a similar level of improvements in that as they did here I can see them continuing on for a good long time to come.

Rating: 8.75/10

The Surge 2 is available on PC, PlayStation 4 and Xbox One right now for $69.95. Game was played on the PC with a total of 22 hours play time and 59% of the achievements unlocked.

The Surge: Our Resolve Will Bring Us Utopia.

I’d still consider myself something of a newcomer to Souls-like games, having played a grand total of 2 of them so far. It’s a style of game that, once I’m in the thick of it, I really quite enjoy but there’s a lot of mental inertia to get over before I’ll have the courage to spin them up. So when I saw The Surge pop up (both on Completionist and through Steam directly) I kept a wary eye on it for a couple weeks before I bought it. Then, the second I spin it up, I get a message from one of my friends informing me that it was far more punishing than any of the recent souls games had been. Overall I don’t think he’s wrong in that assessment although the reasons for that aren’t so much to do with the challenge itself, more from the rough edges which could do with a little more polish.

It’s the far off future and the world is in a state of ecological peril. Because of this the world economy is shattered and numerous nation states have fallen. There is one company, CREO, who is working to right his wrong by launching numerous satellites to begin rebuilding the atmosphere. You’re just an average Joe who’s been fortunate enough to land a job with them and, as part of it, you’ll be granted an exo-rig that will grant you the ability to walk again. During the installation process however something goes horribly wrong and you aren’t sedated while it’s attached to your body. Passing out from the pain you awake in what looks like a scrap yard, surrounded by people who look just like you but without their exo-rigs. What follows is your journey to discover what happened and what it means for the world.

The Surge uses Deck13’s custom, in-house engine called FLEDGE. Details are somewhat scant on what its capabilities are but this isn’t the first game that Deck13 has released using it. From the screenshots you can see that it’s definitely in-line with what we’ve come to expect from current gen games with things like dynamic lighting and realistic shadows. Some areas don’t seem as polished however with physics based objects having severe limitations in computation, often only reacting once to input before freezing in place (this is most noticeable when you break crates, for example). Additionally whilst the game has a decent amount of detail, especially when you’re in larger environments, that disappears quickly when you get up close. Overall The Surge does well visually but there’s definitely room from improvement on the in-house engine.

Mechanically The Surge is very much a souls inspired game, taking much of the core mechanics and translating them for its sci-fi setting. Combat is the same kind of punishing, reaction based affair that we’ve all come to hate/love, pitting you against the hardest opponent possible (yourself). The levels are laid out in much the same way as well, being relatively small in the grand scheme of things but feeling much larger due to their labyrinth like layouts. The currency of choice is “tech scrap” which is the same as souls/blood echoes, dropping from defeated enemies and found in clumps lying around. The Surge’s claim to fame is its unique upgrade system which is centred on crafting and upgrading various parts of rig using the same parts gathered from enemies. This has an interesting impact on combat, making you choose between dispatching enemies quickly vs getting the materials you’ll need for an upgrade. The mod system, which is somewhat akin to talent points (although they’re infinitely swappable), allows you to further customise your character by giving you various choices such as healing items, damage boosts and other improvements which can help refine your character. Honestly I was expecting this to be a kind of cheap Dark Souls clone (partly due to Focus Home Interactive publishing it) but it’s a fully fledged game in its own right.

Combat is punishing, frustrating and rewarding; all those things that you’ve come to expect from titles in this genre. If you’ve developed habits from other souls games they won’t help you here as the movesets are nothing like them at all, although you will be more aware of when an enemy might not be finished attacking. The extra layer that The Surge brings is in the form of being able to target various body parts, allowing you to go for more vulnerable areas that are highlighted in blue. As you attack you’ll build up energy which can be used for various abilities of which there are 2 innate ones (execution and drone) and a myriad of others. Choosing to execute will, if you selected a body part, have a chance to lop that bit off so you can pick it up and use it in crafting. However, and this is a key point that the game does not make clear, if you are after crafting materials the part you’re targeting must be armoured. Whilst you can retarget mid-fight to get damage in first and then change to your chop target your chances are far higher to successfully harvest a part if you wail on it first. For the most part it’s worth just going for the unarmoured part and using your energy for healing or other abilities, only going for armoured bits when you know what you need to farm.

Which brings me to The Surge’s progression mechanisms which, at a base level, are similar to the souls games. You gather tech scrap and can use that to level your core power. Whilst there are no stats to level up each time you will need a certain amount of core power to be able to use upgraded armour and mods (some of which scale with core power). In order to get those upgrades you’ll have to lop parts off enemies (1 time each of head, leg, weapon arm, other arm and chest) which will unlock the blueprint for you to craft it back at your safe house. You’ll also level up your weapon proficiency as you battle enemies, meaning that whilst you can use any weapon you pick up it will take some investment to make them worth while. The weapons also have a bunch of stats on them but they’re much more straightforward in terms of which one will be best for your particular play style or combat situation. So whilst the system might not be as deep or esoteric as the souls system it still offers an immense amount of customisation, something which you’ll need to make good use of unless you enjoy butting your head against a brick wall constantly.

One non-technical issue that The Surge struggles with is smooth changes in difficulty from section to section. Quite often I’d go from being comfortable in battling enemies in one section to being one shot by anything in another. Unlike other souls games, where the delineation between areas can be somewhat vague and so it’s hard to judge challenge between sections, The Surge has definitive sections marked by you using a train to travel between them. Thus it’s easy to see when the difficulty level has been ratcheted up a notch or two. Most of the time this meant struggling through the first section to unlock a shortcut before spending a bit of time farming up to get the next round of upgrades before continuing on, something which the game makes rather easy to do. Thinking about it more this could be a design decision, forcing you to upgrade before you can progress, but it could definitely have been done in a smoother fashion.

 

From a technical standpoint The Surge is fairly well polished, running both smoothly and at a consistent rate on my (admittedly overkill) rig. However the camera system needs some hefty work as it has a tendency to get confused, especially during high action. There were numerous times when the camera would pan to a view where my character simply wasn’t visible, often leading to a swift death as I try to right it and run away. This is not to mention that it’s quite clear that the AI is using my inputs to change it’s actions a couple frames ahead of me, like when enemies can turn around and attack you before they see you when you sneak up behind them. Once you know this you can adjust for it, baiting the enemies into actions that you’re not going to follow through on, but it can be a real pain in the ass when it uses that advanced information against you to say, interrupt a combo or prevent an execution. There’s also some pathing issues that can occur both with your character and with the NPCs, although they’re relatively small in the grand scheme of things. These are issues that I believe are solvable and would hope that Deck13 tackles them in a future patch.

Thankfully unlike other souls games The Surge doesn’t hide the best bits of its story in vague passages hidden away in the hardest to find secrets. Most of the story progression comes through interaction with other characters, listening to audio logs and reading small tid bits of information on a few consoles. The story builds up well, feeding you small bits of information which start to come together about halfway through the game. After then the various parts of the world start getting explained more explicitly and you uncover just what is happening and what your part to play in it is. The ultimate conclusion is a little unsatisfying, mostly because it leaves things wide open for interpretation. Even the choice of endings doesn’t appear to change much although there’s the possibility that it might have some impact on a sequel. Overall I’d say the story was above average and was definitely one of the aspects of The Surge that I enjoyed.

On first look The Surge might seem like a pale imitation of the games that inspired it but it becomes much more than that upon actually playing it. Sure the combat system is fundamentally a carbon copy but the additions make it different enough that I still found it enjoyable. Progression again is largely the same with the deviants being interesting and providing a solid mechanic to build up your character from nothing to someone who takes all comers. The overall experience could do with some polish such as upgrading various parts of the engine, reworking the camera code and changing some of the AI’s behaviour to be a little more fair (but still as punishing). The story is solid and well executed even if the ultimate conclusion could have been done better. For what its worth The Surge surprised me and whilst I might not yet be a souls veteran I definitely think fans of this genre could find a lot to like in it.

Rating: 8.0/10

The Surge is available on PC, Xbox One and PlayStation 4 right now for $49.99. Game was played on the PC with 21 hours of total playtime and 49% of the achievements unlocked.