I tend to write really long rambling reviews, so I am giving the short version up front. The Surge is a sci-fi game clearly inspired by the Dark Souls series, but it does enough twists to the formula that I think it deserves to be seen as its own thing, not just a copy. Some of those twists work well and others fall flat. It took me ~35 hours to beat the main story and one of the two DLCs. There is some jank and the game crashed a couple times. Overall I had fun playing The Surge, but I was ready to stop playing after that point and didn’t feel the need to do the second DLC. If you like Souls games and want to try something weird and experimental then this is highly recommended. That’s the short version, here’s the long version: Controls: Your character is a guy who volunteered to get bolted into an exo-skeleton because an accident left him partially paralyzed. The procedure did not go well and now everything is going crazy. The game does a very good job of making you feel like you’re riding around in a metal frame. Jump distances are long, fall damage is super generous (you can die to fall damage, but it takes a LONG drop), and there is no such thing as carry capacity/fat rolling. The downside is that your movement feels a little stiff and you don’t always have a ton of fine control of where you’re moving. That normally doesn’t matter, but there’s a couple platforming parts where it is noticeable. Combat: The combat is very original. The controls don’t feel like a normal Souls game. It reminds me a lot more of a weapon based fighting game like For Honor with lots of elaborate combos. It is an interesting way to play, but I am not sure the depth of the combat system is really necessary. I found myself ignoring most of it. The reason for all this complexity is that the game tries to make every enemy feel threatening and challenging. You will usually only be fighting 1-2 enemies at once and those enemies can very easily ruin your day if you get unlucky or make a mistake. You use the right stick to lock onto various body parts of your target. Attacks will do more damage to an unarmored part, and if you do enough damage to a certain body part you can do a finisher where you cut it off and get whatever armor or weapons were on that part (or melt them into upgrade materials if you already have them). This system works pretty well, but unless you are grinding for specific things you will most likely just target whatever part of the enemy is unarmored. The system really shines in the small roster of bosses. They’re all unique and you actively knock parts off them as you fight based on where you hit them. That can change their moves and behavior. Kind of like Monster Hunter, but even moreso. The standard enemy roster is really cool. I just wish the weird enemies showed up more since 75% of what you fight is “generic human in exo-skeleton”. The developers really tried to be creative here. There are enemies that stand back up after you cut a piece off them, enemies that have medkits on their back you can sneak up to and heal, enemies that change where their armor is based on where you’re hitting them, and several other gimmicks. Most of these work really well and there are also some non-humanoid drones or larger security robots that show up and provide variety. Gear: The weapon roster makes me feel like a kid in a candy store. Picture every power tool you can think of: drills, circular saws, impact hammers, plasma cutters, arc welders, etc. Now imagine one of those bolted to your arm! You can even smack people with the business end of a forklift. I get the feeling the game pushes you towards smaller faster weapons, but I completed it just fine with a bigger one. There are no ranged weapons or magic equivalent, but you do have a drone that you can activate to shoot a little laser or do other utility type stuff. I found it pretty pointless, but YMMV. Armor has a really cool system where each part will give your character not just protection and poise, but also stat modifiers (attack speed/impact, damage modifiers to armored/unarmored parts, stamina consumption modifiers, etc). Armor also has set bonuses which can be very powerful, so you most likely will not be mixing and matching. There are damage types in the game, but they aren’t explained very well and rarely matter very much. Leveling up: So far everything has ranged from “really cool” to “interesting idea that worked ok”. I think leveling up is where this game goes off the rails. They tried for versatility and simplicity, but they missed the mark in my opinion. There are no stats to put points in. When you accumulate enough scrap (souls) to level up you just raise one number called “core power”. Each armor piece costs a certain amount of power to equip. Heavier armor usually costs more power, but also comes with downsides like slower attack speed or more stamina consumption, so you kind of get double penalized for being a tank. You also have implant slots and implants cost power to equip. Think of these like rings in a Souls game, except you get a lot of slots and most of them can only get swapped at a bonfire. Implants basically do everything in this game. Want more health? Implant. Want an estus? Implant (multiple implants if you want more charges). Heck, want to see the enemy health bars? Implant. The slots fill up fast, especially early game when you don’t have as many, and you often go back and forth between “not enough slots to hold everything you want” and “not enough power to fill all your slots”. It also can be rough early game because you can never have more health/stamina unless you find more implants that boost those stats. In general it makes leveling up feel unrewarding. You do get more powerful and at some point around 2/3 through the game the switch clicks and you become an unstoppable engine of destruction, but you don’t necessarily feel like you’re getting stronger until you reach that point. World/theme: I love when a game that is traditionally fantasy gets a sci-fi treatment. This is a harder near future take on sci-fi. Imagine running through a SpaceX launch facility using repurposed industrial tools to smack people who turned into zombies when an EMP shorted out all their neural link implants. If that sentence does it for you then you’ll love this game. The story is generally pretty good. I tend not to like “big corporation bad” stories, but this one has enough depth that I’m ok with it. There’s multiple factions working inside this company to try and accomplish different things, sometimes not even aware of each other, so it feels a lot more like a collection of people and not some faceless monolith that only exists because they need a bad guy. The level design is pretty cool. There’s one bonfire per area and a ton of circular paths that go out from it. The standard loop is “pick a path, do some exploring, fight some enemies, get a reward/unlock another path, unlock a shortcut back to the bonfire”. The shortcuts and areas all fit together really well and don’t feel too much like a maze, although if you set the game down for a while then come back to it you will get hopelessly lost until you remember where things are. Different areas have different themes and the game does a great job of not always looking the same. There are minimal death pits, but there are a couple areas where you question why the developers put enemies there, because you really don’t want to be fighting. Since every enemy is a threat it tends to make for lots of twisty corridors or cluttered areas to break up line of sight (which also comes with the “turn around a blind corner and immediately get ambushed” problem). Enemies have long patrol paths and are surprisingly alert. They will totally come in like a freight train to ruin your day from across the map if they get line of sight to you. You almost have to play it like a stealth game in a couple areas.
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