The Surge, for PC
Rating: 8.0/10; Great
Played: 2019
Highly recommended for any fan of the Souls series. It is also a fair entry point to the Souls like genre.
The Surge is a sci fi third person action RPG which is essentially a Dark Souls clone. Anyone familiar the the Souls series will know what to expect in this game though it does have its own unique mechanics and refinements.
At the beginning of the game you are made to choose 1 of 2 classes; heavy or light. This has minimal impact on the game and only determines what type of free armor you get. Then you are introduced to combat against the weakest enemies in the game. Just like the Souls series combat is based around managing your stamina bar. Attacking, sprinting, jumping, dodging and blocking all consume stamina while it regenerates quickly when you are not doing any of the above (so standing still or moving at normal speed). Enemies have fairly predictable move sets that you can learn and anticipate, and hit you for huge amounts of damage. So the combat is deliberate and methodical with heavy focus on not taking damage by watching carefully, budgeting your stamina and knowing how and when to attack.
There are 2 different attack buttons; horizontal and vertical, which determine how your attack will move through 3D space towards the enemy and can affect what part of the enemy you hit. Vertical attacks are slightly slower while causing more damage but the difference is nowhere near as significant as a Dark Souls power attack. Different combinations of the 2 attacks can be chained together to create special moves (such as a flurry, or backflip) depending on the weapon used. I did not use this much and almost exclusively used simple horizontal attacks, but the added depth to combat is there to explore. There are also jump and slide attacks for added speed and offense at the expense of defense. There are no backstab or sneak attacks but if you catch an enemy unaware you can often spend all of your stamina to blitz them down before they can react. The impact stat helps because it can cause small stuns/staggers.
Dodging is the main defensive ability and allows you to very quickly move in the direction pressed. As far as I can tell there are no invincibility frames so dodging is literally to vacate the 3D space where an enemy attack is directed. Timing is important because some enemies can turn with you and still hit if you dodge too early. Dodge speed is independent of armor but heavy legs increase the stamina cost of dodging. Blocking makes you immobile, drains small amounts of stamina while in the blocking stance and drains huge amounts of stamina when reducing damage from attacks, so there is strong incentive for proper timing. There is not really a perfect timing riposte system but a perfectly timed block can stagger the enemy, allowing a manual attack.
Once you learn the basics of combat the game teaches about targeting enemy body parts. It is entirely possible to defeat enemies simply by locking on and attacking, which is a quick and balanced option. For better tactics you can target specific body parts though cycling between them does not pause combat or prevent you from attacking or any other action. Hitting the head does more damage while hitting the body does the least, so headshots are the quickest way to kill. Armored parts show gold while unarmored show blue. For best damage you are encouraged to go after the unarmored parts but if you target and damage an armored part enough for a dismemberment finisher, you will get new weapons, new armor schematics and materials for crafting and upgrading weapons and armor. Unrealistic but it is a good mechanic that adds another layer of tactical complexity. Do you want the enemy's chest armor? Be prepared for a more difficult fight. Better watch your attacks too because if you spread your damage between different body parts too much you will kill the enemy without getting the option to dismember. To execute a dismemberment you must hold a button down while continuing combat and not getting hit. You can continue attacking to prevent the enemy from hitting or keep some distance (but not too much). It also requires energy...
Energy is a resource that functions like adrenaline or rage in other games in that it accumulates from melee attacking enemies and quickly decays outside of combat. It can be spent on finishers or on this game's equivalent of magic; a drone that can use a variety of offensive and defensive effects, such as fire, poison and a shield. There is also a heal and special equipment that gives passive boosts from energy. The drone learns a new environmental ability which can be used to backtrack to find treasure from earlier levels Metroidvania style, and there are other similar abilities. The drone can even be used to bank energy for itself but there is one issue. The basic ranged attack can be used without energy for very low damage. It is great for pulling but can be used to defeat enemies at no risk if you are willing to spend the time whittling down their health. Enemies will chase you some distance before returning to their designated location but damaging them will allow them to be lured outside of the normal range. Lure them to a place you can reach but they cannot and they will just stay there to die slowly.
Weapons, armor and drone spells can be swapped at any time (except in the middle of animations) and are not the only type of character progression. Each weapon type has a proficiency rating that improves damage and goes up by using that weapon type. Core power level serves like character level. There are no attributes like strength or dexterity, rather each piece of armor and implant consumes an amount of core power and core power unlocks more implant slots. Core power is raised by using tech scrap, which is the same as souls in Dark Souls in that it is used as both xp and currency. The simplification of not having attributes does not hurt the game because the wide variety of implants leads to a variety of builds without having to worry about making wrong choices or respeccing; all things that affect your character can be freely swapped at base.
Implants come in 3 varieties: 1. Hardwired provide powerful passive boosts such as health and stamina. 2. Injectibles provide a limited number of short term boosts, such as healing and enhancing weapon damage and function most like the estus flask and spells from Dark Souls. 3. Hotswaps provide situational passive boosts and are interesting because they can be swapped in the field leading to considerable and optional micromanagement.
The game world is divided into distinct levels with free access to backtracking. Each level is designed around the ops as your base and new shortcuts are opened up as you progress. This is an interesting change from just copying the bonfires from Dark Souls and it does mean there is no need for fast travel. Unfortunately it makes the world more difficult to navigate. The game desperately needs a map. This is most pronounced when you die and all of your non-banked scrap is left at your death location with a time limit before it is lost forever. Which way is the quickest to get to where you died? You better have a very good memory of the level (or pause and look it up online). The time limit also encourages you to rush, which makes it more likely to die on the corpse run and lose all that scrap anyway. It is also possible to make huge amounts of scrap by manipulating that timer. Whether that feature is intentional or not, the game would be better without that time limit.
The game does feature some horror elements with dark areas that require use of your light, which overall makes combat more difficult. The music and sound effects help create a creepy atmosphere and there are jump scare style ambushes. Though later in the game there are security guards trying to do this but they are so easy to see that it is humorous. Buddy what are you doing? You know I can see you right? Otherwise the game has comparable story elements and side quests to Dark Souls.
The Surge excels at creating an interesting and creepy atmosphere with the highly skill based combat and overall gameplay of Dark Souls. Its unique body part targeting and character progression systems make this game more than a simple clone, instead allowing it a worthy place in the genre.
Fire and ice dlc
This free pack adds unique human enemies with new weapons to take from them. They are found throughout the game (not near the end) and some make the game considerably harder. Some are no harder than standard enemies while others feel like bosses. 2 staff users in the research level in particular gave me much trouble and 1 of them I had to kill using the drone trick. If you want the full experience use this dlc. If you think the game is already too hard you might not want to install this until late game.
Pro
- Good story, setting and characters
- Newgame+
- Challenging skill based combat
- Variety of weapons, armor and equipment, many of which have unique
effects
- Unique character progression system that is not based on locking the
player into choices and is fun to tinker around with builds
- Good keybinding options
- Many mechanics of Dark Souls have interesting new takes on the
concepts (such as the bonfire and estus flask)
- No inventory limit
- Only tech scrap is dropped upon death, and it can be banked
- Body part targeting and dismemberment for loot is an excellent risk
vs reward system
- Some backtracking after acquiring new abilities to get optional
content
- Some areas with good atmospheric horror
Con
- Third person camera that can sometimes have awkward angles, or
enemies or your character blocking your view
- Lack of in game maps
- Time limit for corpse runs before your scrap is lost
- Cannot use scrap or higher level components to get lower level
components, so you will have to farm weak enemies
- Can only jump while sprinting, which makes the little bit of
platforming harder
- The arc welder robots are too unpredictable due to having too many
different attacks
- Too easy and tedious to kill enemies with basic ranged drone attacks.
Would have been better to up the damage and make each shot cost
scrap, like arrows in Dark Souls
- Lack of multiplayer
- Implant interface is somewhat unintuitive and user unfriendly