The Surge
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Welcome to CREO, the megacorporation saving our world! A catastrophic event has knocked you out during the first day on the job… you wake up equipped with a heavy-grade exoskeleton, in a destroyed section of the complex. Robots gone haywire, insane augmented co-workers and rogue AI – everything wants you dead. Defy deadly enemies and huge bosses in tight, visceral melee combat. Target and slice specific limbs off your foes, with a next-gen loot system where you loot what you dismember! Equip, upgrade and craft new weapons and armors sliced from enemies, and make yourself stronger through a fresh take on leveling-up.
Steam User 35
I completed this game on the Xbox a loooong time ago, and seeing the Mixed reviews on Steam, I could only assumed the game was poorly ported to PC. Now I'm replaying it... nope! I honestly don't get the hate, I suspect this may just come down to folks expecting more Souls-aligned gameplay/design, and not getting it.
Brief summary, this is in the action-rpg field, and does contain many of the trappings of Soulslike games. Fairly challenging gameplay (I'd say this leans a little easier than many in this genre), big boss fights that, once cleared, are largely gone for good, save points where you can assign points you've accrued from killing mobs to level up stats. All that good stuff.
Where this one differs is the combat is limb-based, which is to say you fight an enemy and you choose something to focus on. This is actually a really fun mix on the formula, as it allows you not just to adapt to certain enemies and their weaknesses, but also you perform finishers if you're performing well and... well, no easy way to say this, steal said limb. So if you see an enemy with a giant hammer and you think "gosh I sure would like to have that hammer..." then there's a pretty solid chance you're able to get and use said hammer. And as you kill and scrap enemies, if you collect bits you already have, they're converted into upgrade materials for those same items. It's a unique gimmick, offers up some fun combat variation, plenty armour/weaponry to collect. All in all, I really enjoy this aspect of the game.
Story wise, nothing to write home about. Intro movie is dope, early story beats of where you are, why things are as they are? Intriguing enough to keep you playing. Wouldn't say the pay-off is anything huge. But few people play games like this for the story, and I dare a single one of you out there to pretend any Dark Souls game has award winning narratives.
So, I don't get the hate on this, truly. Lots of stuff to collect, a fun way to collect it, big levels with varied design. If you like the soulslike genre but are open to variations on the theme, this is for you. If you're a hyper-purist who demands bonfires and individual stat leveling, maybe not.
Steam User 23
It'll either grow on you, or it won't.
Lots of things about this game may irritate players who are coming in from other Souls-likes and souls games.
TLDR:
Cons:
>Timer to get scrap(souls) back. Scrap is gone once the timer is depleted.
>No Map. Convoluted area layouts. Easy to get lost.
>LOTS of backtracking. Almost feels like a Metroidvania at its best and worst times.
>You only get bonuses from armor if you equip all parts of the same kind.
>Combat is all over the place. Good at times. Frustrating at others.
>Game sometimes feels unfair due to design.
>Upgrading system feels very unforgiving considering how many materials you need for all the weapons you get.
>Weapons have a proficiency system,
>Damage system isn't quite explained. You're meant to figure it out with context
The timer is an iffy inclusion. Killing enemies extends it, but it's a risk/reward mechanic that I feel didn't need to be included. It puts pressure on you needing to run back to the location you lost it at and if you didn't memorize that map (or if you went through some particularly tough enemies that took a long time to kill) then get ready to rush through and potentially die.
It's so easy to get lost, but the areas are decently deigned to seem interesting if you like the aesthetic. Some areas are easy to figure out, but others can be convoluted.
You do have a "directory" system where certain areas have maps you can consult like a 'you-are-here' directory map in a mall, but it's still easy to get turned around. The worst part is that if you equip the module that alerts you to secret items, it might drive you insane considering THERE ARE A LOT of hidden items. But this is also a good thing as most of those items are actually good to track down and obtain. The backtracking can lead you on a lot of wild goose chases and sometimes the game doesn't tell you where to go. You have to rely on context clues when NPCs don't give you a clear indication of where to go next.
Weapons having a proficiency system is another odd choice. For one I understand where they're coming from with this type of game as they have you backtracking A LOT and fighting weaker enemies again and again, so it gives you many opportunities to use unleveled weapons and not be completely screwed on damage. But this is a double-edged sword because if you pick up a really strong weapon and you haven't leveled up the proficiency in that weapon? Well guess what you aren't using.
The damage system is as follows. Weapons have:
-Impact value (the ability to stagger enemies)
-elemental damage value (ideal against machinery)
-slash damage value (ideal against unarmored limbs/targets)
-thrust damage value (special interaction function with specific enemies when they do certain moves)
-crush damage value (ideal against armored limbs/targets)
It doesn't explain it, but high thrust on a weapon can interrupt certain enemies attacks before they get them off. And it doesn't quite explain what type of elemental damage is good against what type of armor/machinery. You're kinda meant to experiment. Which is fine if you like that sort of thing since swapping weapons takes little effort, but if you're putting your life/scrap/progression in a map on the line you may be less prone to testing these things out.
There are modules you can equip to speed up the proficiency leveling but you have to find/obtain them first and it might take you a while depending on your penchant for search and rescue.
The pros:
>Satisfying combat loop/upgrade system once you start getting more fun modules, but this requires getting a bit into the game to collect them and sufficient levels to include them in your rig.
>Decent looking game. Nothing cutting edge but the environment and the environmental storytelling is top-notch.
>Weapon/rig/exoskeleton designs are really fun
NPCs feel like there was so much missed potential. It kinda works like Dark Souls where you can find certain NPCs in areas and you can progress them through if you give them items, do a quick task, or advance their dialogue and perform a quest for them. The game doesn't keep track of any of this, so I hope you remembered to get that item from that person after you logged off and came back after a week.
Their dialogue and personalities are mostly summed up to "I'm confused." "What happened!?" "Thank god you're sane. Help me out!" but in different flavors of person.
Sure it helps flesh out the environment to know there are survivors but they offer nothing to enrich the game's storytelling or experience. You could cut out 90% of them and the game would still feel the same.
Upgrading your armor and weapons requires you to cut off limbs of corresponding items you want to level to get the upgrade scrap needed. You can't just buy any of it. You want to level weapons and arm armor? Start cutting of limbs with weapons attached. You need to upgrade your helm? Start cutting off heads. And in order to upgrade them you have to find the OPS areas (your hub for leveling up your rig, resting, regaining health, talking to NPCs you rescued, et cetera. But whenever you enter it and interact with the machines, you reset all enemies in the area.
The game *really* forces you to go back and backtrack through a lot of areas, which is a blessing if you wanted to level up those other weapons you haven't touched yet.
I know this was a lot and thank you for reading all of this if you got this far but... there's a lot to talk about. I really want to really love this game and recommended it to others, but it's an iffy recommendation because despite me being able to bear some of these mechanics I can see them easily turning others away.
Steam User 15
Underrated game and may even be better in some aspects than its inspiration.
Surge is a Souls-like game. It's not very creative these days, but man, this is an amazing game on its own. It's a Souls-like, so there is respawning, stamina management, and such, but it offers so much more.
Pros
* Amazing limb dismemberment system giving more choice and agency to the player
* Lowkey horror industrial setting
* Wide variety of choice in player arsenal
* Amazing level design (not level aesthetic)
* DLC is really good as well.
* Pretty well optimized and cheap these days on sale
Now for the cons, and this is a little bit subjective, as I am personally not the biggest fan of Soulslike games. I don't hate them; in fact, I like them, but they are not my go-to genre of games, and unfortunately, Surge follows some of that genre negativity as well.
Cons
*Art style not great, can cause confusion in level traversal
*Some random difficulty spike
* Pacing issues
Overall I think Surge is amazing, and despite my gripe with the game, its gimmick and effort by Deck13 really outshine its discrepancy. If you love Souls like this, it's a must buy. If not, then this most likely won't change that, but buy it on sale and check it out for yourself; it might change your mind. Solid "7/10" game
Steam User 13
I really enjoyed the game's atmosphere. It has a pretty fluid combat, nice story and I feel it is a bit underrated/unknown.
Steam User 9
PROS:
1. Visual design of armour, enemies, bosses, environment is simply a HELL YEAH moment for anyone enjoying the cyborg aesthetic. It looks an feels COOL
2. Finishing animations are one of the best in (non-slasher) soulslikes that I have seen, feel very satisfying and not like a waste of time
3. Some really refreshing and original combat / upgrade systems are introduced in this game - targeting different body parts, energy system in addition to regular stamina
4. Classic linear soulslike level design with unlockable shortcuts, exploring is payed off with upgrades and weapons
5. Good variety of attacks ensures combat doesn't get too stale during the game duration - horizontal and vertical attacks with separate binds, sprint attack, jump attack, block counter, dive counter, drone attack
CONS:
1. Boss fights are pretty unintuitive and janky - you often need to attack specific part of boss model at specific time in order to deal damage and move to the next part of the fight.
2. Dodging attacks is pretty consistent, but blocking isn't - some attacks have weird hitbox and might reach you anyway. Perfect blocking is not rewarding, since if you miss it, enemies can drain you stamina and kill you way too easily.
3. There is no "real" map in the game and it is very easy to get lost in dozens of identical looking tunnels and shafts. There is no quick travel and getting back to early locations once you reach the level required to get late-game lootrooms there is so tedious that I didn't even bother with it.
OVERALL:
If you are tired of fantasy-themed soulslikes and seeing the same 3 mechanics, love the challenge and the futuristic cyber vibe, definitely give it a try!
Steam User 12
I tried playing this game and didn't like it at first.
The problem I had with it....it's souls-like. It's hard. It's unforgiving.
But my love for sci-fi kept me coming back.
After installing it for the 3rd time...i realised one thing.
This game takes the "from zero to hero" formula and cranks it up to maximum.
The level design is one of the best I've ever seen.
Sooooo many hidden secrets and shortcuts...just pure genius.
The story pulled me in from start to finish, which is a rarity these days.
And my favorite part were the armor sets and weapons...and the upgrades of the two.
It is one of those games that make you feel lost...but the more you play the better you get...the more you find yourself.
The game requires you to be focused at all times and you have to remember things...like surroundings or the story.
Which only adds to the immersion.
I'm going to be thinking about this masterpiece for a long time I can tell.
Steam User 7
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.