

We were pleasantly surprised with the variety and overall coolness of the gear on offer. There's a lot of potential for the armour targetting system in boss fights. One or two flawless combos can bring you back from the brink, and we not only enjoyed being able to salvage an excursion without backtracking, we’re also excited to see how this system is played with in tougher boss fights. Even the direst of circumstances can be escaped with some skillful play. This means forays from your safe zone are potentially much longer, as you’re not beholden to a finite amount of heals. The rate at which weapons charge up your battery is an additional balancing factor. Later, you’ll find components that can use your battery charge for other things. Successful hits charge up your battery, which can then be used to heal. This mid-combat decision-making is amplified with the healing system, which rewards aggression a la Bloodborne. Damaging a part enough can trigger an execution move that costs one battery charge. Aren’t all RPGs guilty of that little sin? How many times have we killed a boss and seen its weapon drop to the floor, unable to pick it up? At least now we have some control over which gear we get - a reward for those who learn the game. Of course, in reality you could just hack off any part or weapon you want after the foe is dead.

The direction in which you wave your techo-chopper absolutely matters, and doing too much damage to the wrong side of your enemy’s armour might get you the wrong part. The combat drone also has a door-opening EMP, but this means constantly having to re-equip it after combat.įor those really wanting to excel, players can memorise the swing arcs of their weapon moveset. Each encounter is a risk/reward scenario of farming vs survival. But every armoured piece you steal grants crafting recipes and materials. In a pinch, you’ll probably target that unarmoured head. It’s a system that rewards not just killing, but killing well. Some are better, some are worse, some are niche, and some you’ll want just because they look badass. You’ll progressively chop at torsos, heads, legs, and arms, until you have all the pieces of that armour set you want. It’s a rare game in which you’ll deliberately target the armoured part of an enemy, but doing so in The Surge 2 can slice off pieces of gear you can use later. Even though we're not targetting his arm, the left-to-right swings of our axe's L1 will hit it. In a departure from Souls norms, flicking the right stick is reserved for targetting which body part you’d like to hack off. We rarely fought large groups of enemies in the preview build, which is just as well - target switching is done with a binary press of L2, which is imprecise for multiple targets. It’s effort well spent, because the early version we played is a lot of fun. The Surge played around with a kind of strategic dismemberment, reminiscent of Dead Space, and it feels like a great deal of effort has been spent improving this feature, in tandem with more interesting weapon movesets. No one does From better than From, which is why the best Soulslikes mix in some of their own flavour.

This enemy is mostly unarmoured except for his left arm. The entire first area of The Surge 2 is a trash heap in which talented scavengers can jerryrig armour and weapons with advanced components and duct tape. It’s more like the non-Elysium part below Elysium. It’s sci-fi RPG, but this is far from Elysium. The more the better - but some have nailed the formula better than others.īut unlike Lords of the Fallen, this big budget Soulslike is back for another spin. It’s a formula that’s given rise to many imitators over the years, and to that we say, awesome. All the basics of a Dark Souls game apply, such as the entire world respawning when you rest, and needing to return to the site of your death to pick up your lost spoils. Saying The Surge 2 is a Soulslike is a useful shorthand.
