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10 Best Changes In The Surge 2 | Online Features, New Weapons, Bigger Bosses

Thanks to Logitech G and the G432 7.1 Surround
Sound gaming headset for sponsoring this video. To check out the tech behind the G432, click
the link in the description. Little Johnny may be getting angry, but not
as angry as I was getting fighting his giant robot vehicle. This is Matthew from Rock Paper
Shotgun and today I’m going to tell you about the biggest changes to The Surge 2. Well, I will if I can avoid getting turned
into a bloody paste. I’m not even sure what Johnny’s pet is meant to be – too few legs
for a spider or octopus. I typed ‘creature with four tentacles’ into Google and instantly
regretted it… Evolution really shit the bed with that one. I have equally unkind things to say about
this monstrosity – a boss fight that arrives about three hours into the game and proves
the first major hurdle. It’s designed to test several things: your ability to target
five body parts and a chance to put your drone to good use – something I was told *after*
being stomped tens of times. I’ll be honest, the closest I got to victory was battering
three legs and breaking a mandible – then it puffed poison in my face, and unlike a
shifty politician, I will admit that I did inhale. Death soon followed. Big robot bosses are nothing new in the world
of The Surge, but it’s an exciting note to start on. Many of the changes in The Surge
2 are subtle, but they make for a better game, so let’s see what is in store… Let’s start with combat. To briefly recap: this is
an action RPG in the vein of Dark Souls and other games like that, but with a focus on
crafting weapons and your battle rig by chopping parts off enemies. Want red arm armour? Chop
off the red armoured arm. What a lovely helmet? Pull the head off like you were popping a
champagne cork. Want an immaculate sense of rhythm. Cut off these hands. Point is: instead of just killing bad guys,
you’re sizing them up for any juicy kit they might carry. It reminds me of being a
kid and cutting out pictures of toys I wanted from the Argos catalogue, only here the catalogue
is made of human flesh, and instead of scissors, you are using whatever the f**k this is meant
to be. It’s improved here with the addition of tiny depleting shield icon on each limb,
showing the exact damage that has to be done before the limb can be chopped off with a
finishing blow. Even better: you now get a bonus for owning
a partial set of armour – before it only kicked in if you had the helmet, chest piece, two
arms and two legs. It means you can farm all six parts for a partial bonus and full set
bonus, or mix two partial sets of three for more novel builds. For example, using three
Vulture parts to boost tech scrap drops and using three spark parts to reduce poison impact.
Of course, wearing a complete set does look a lot more badass – I just wish it would work
as a disguise when we met similar enemies. I mentioned Tech Scrap there – this is the
base currency for levelling up your power core, which lets you power more advanced rig
parts and slot in upgrade modules, which range from health boosts to item trackers. When
you die you drop tech scrap and have to get back to it – unlike Dark Souls and other games
like that, it gives you a time limit, which was the one thing I wish they would have changed
from before. On the plus side, the medbay where you cash scrap now handles item crafting
too – so you don’t have to juggle two separate machines using the same currency. And when
crafting, you can now break down better materials if you are missing lower grade ingredients
to upgrade earlier kit. And it’s not just how you chop, but who
you chop that has been improved. The Surge 2’s opening hours offer a more engaging
threat than the first game. Where that opened with brain dead zombies lurching around in
the game’s signature rigs – think forklift trucks, but clothes – the first few hours
of the Surge 2 offer a more interesting slice of villainous life. Waking up in a prison hospital starts the
game with a dose of irony as you kill jailbirds with a pair of defibrillator pads. I was going
to complain about breaking the Hippocratic oath, but I’d be de-fibbing-rillator – yeesh
– if I said this wasn’t a fun warm-up. Get into Jericho City and you see streets overrun
with fellow escapees; instantly this human force is more varied than zombies – you’ll
find cowards pelting you with molotovs while others get up in your grill, and gun-toting
maniacs require a better sense of awareness. Make it to the docks and combat really sparks
to life – ironically with the introduction of Spark cultists, insane tech heads who throw
out robot spiders like it was the world’s nastiest pokeball, or who place gun turrets
that seek out innocent flesh to pepper with bullets. Get a few of these tech freaks together
and the battlefield constantly changes, as spiders charge at you and criss-crossing laser
sights send you dodge rolling for cover. It’s all easily solved with a massive mallet to
the face, but I love the blend of long-range and close-up trouble – it also justifies the
level designers giving us open more open areas to fight through. To balance out enemy tech you get a revamped
drone. You had one in the first game, but it was limited in terms of upgrades and drew
from your energy – which is earned by attacking. In The Surge 2, the drone has ammo, making
it more of a standalone weapon to work into your tactics. It can snipe at long-distance
enemies you can’t physically reach… or the old trick of getting an enemy’s attention
to draw them away from the pack. More often than not you’re just blasting
away at ranged gunmen while dodging the more immediate weapons. As with regular combat,
you can target different body parts – so aiming for unarmoured bits will save ammunition.
Although, handily, shooting off armoured limbs with the drone still lets you harvest them
for blueprints and materials. If you want to be a dick about it, you can use the drone
to whittle down a limb’s health and then waltz tp steal all the glory with the cinematic
kill shot. The drone can chew through turrets and spider
bots – making it ideal for cleaning out minefields. You can also equip multiple weapons and scroll
through them – juicier ammo types, like molotovs, are rare or have to be purchased at the stores,
so try to use them judiciously. If I had one criticism of the drone it’s that I wish
ammo was a more common, as it’s fun to use. You can find bullets or restock by cutting
off a gunner’s gun arm, but I still found stretches of the game where the drone was
out of juice – as a result, you are less inclined to engage with upgrades or using modules that
boost drone damage. As much as the drone tears people apart, it
can also bring them together… with new online social features. For starters it can tag the
environment with holographic graffitti that acts much like Dark Souls’ online messages
– simple pictures can be used to hint at secrets hidden in unseen corners or ambushes down
dark alleys. People who do this stuff are kinder gamers than I – I get so bitter about
nasty surprises I want everyone to experience them. But as well as pretending to be digital Banksy,
the drone also lets you play hide and seek. This is cool: it’s called a banner and lets
you place a tiny holographic model of your avatar anywhere in the world. Once placed
it will appear in the same location in other people’s games for one hour. If they find
your banner they get a small tech scrap reward. The fewer people who find and destroy the
banner, the bigger the reward you get at the end of an hour. And it’s not too shabby
– i got 4500 scrap because only 14% found my tiny, tiny man. And so the game becomes
about trying to hide it in places people won’t find – maybe do some creative jumping to a
shady corner, or put it in areas where strong enemies roam. It’s a fun online feature But who wants to connect with humans when
you could be disconnecting bits of humans. Yes, the slow motion finishing moves are back
and a lot of them seem new to me, which is a good opportunity for a slow motion montage
set to inappropriate classical music. Chopping is easier thanks to a new directional
parry. Jab towards an incoming swing and you stumble enemies for an easy hit and follow-up
combo. Particularly useful used in conjunction with the heavier weapons, as you can use the
quick parry to enjoy a hefty free hit. Normally the attack animation of Codename Moonlight
is so slow that The Surge 3 is coming out by the time it connects. The circular on-screen indicator is entirely
optional – it’s actually one of the ability modules you install in your rig. It’s given
to you early on to help teach parry timings, but it eats up five slots of your suit’s battery
supply. Early on, this is the difference between being able to equip a couple of armour pieces,
so the developers hope you’ll learn to read incoming attacks and not rely on the gadget.
But it’s there if you need it – which is a neat solution to the difficulty issue. Instead
of tone down the game’s challenge, you opt in to a helpful power. And at the heart of all of the slicing and
dicing are the weapons themselves. Big news for people who played the first game: weapon
proficiencies are gone, so you’re no longer rewarded for sticking with one weapon type.
I imagine this was done because there are many more weapon classes and why limit people
within that? I’ve only had a short time to gather new weapons, but wanted to highlight
some favourites. The Double Duty class involves weapons that
look like one nasty thing and then split into two equally nasty things – like an axe that
turns into two axes… or the Punishing Slashbrand, which is basically what you’d get if you
turned JJ Abrams lens flare into a sword. It lights up the screen and splits in half
to split goons in half. It’s pretty and pretty violent. And I adore the punching gloves class, specifically
for these Gemini Double things. For starters, they’d be amazing at hammering in tent pegs
and tenderising steaks, but more importantly they take your punch and add lots of little
punches on the end. It’s a boxing glove that does the boxing for you. Ingenious! The
future can’t get here fast enough. Er, there’s also a hammer class, which lets
you recreate your favourite Old Boy scenes. I don’t think I need to say any more. The last big change I wanted to highlight
is slightly harder to show in video: it’s a general sense of a fuller, more lived-in
world. Jericho City has the benefit of being a city with more diverse regions than the
endless workshops of the first game – in these opening hours we explore the prison, docklands,
city streets and enter a non-combat zone where you find NPCs with extra back story, shops
and side quests. There’s even a machine you can feed audio logs in exchange for more audio logs.
More side quests are a welcome addition and bring much needed character to the world – although
I do regret helping the kind lady who turned out to be a cannibal and put me in her meat
mincing machine. That was a bad time. The Surge 2 still relies heavily on audiologs
to tell a lot of its story, but characters appear more often to fill in missing details
and give your quest more purpose. You’ll see boss characters pop up to bully you and
see future characters foreshadowed at a distance. There are also these strange echoes of the
past – as you make your way through the city you are discovering events that unfolded while
your hero recovered in the hospital. I definitely have a better sense of what I’m trying to
achieve in the sequel than I did in the first game. And from a level design point of view, Jericho
City is riddled with shortcuts and hidden corners – giving you that constant sense of
‘oh, we’re back here’ – which is a really important part of the magic of exploring these
labyrinths. There was a bit of this in The Surge 1, but the way each region loops back
to a central medbay seems a lot more elegant here. After five hours I felt like I was only
ever five minutes away from that upgrade station, but it took a lot of work in those five hours
to open those routes – and that’s without finding whatever is needed to activate the
city’s ziplines. I can’t wait to see the rest of the city hidden behind the demo barrier. And we won’t have too long to wait – as
the barrier says, the game is out on the 24th of September. Hopefully this video has helped
explain the main changes since the first game – if you have any questions about what I’ve
mentioned, or things I’ve not covered, just ask and I will do my best to answer them. And thanks again to Logitech G for sponsoring
this video. Featuring 50mm audio drivers, a 6mm mic and DTS HeadphoneX two point oh
surround sound technology under the hood, the G432 headset immerses you in the action
and ensures you’ll always be heard for a complete gaming experience. Find out how to
order yours by following the link in the description. And thanks to you for watching. If you enjoyed
this video please do give it a like and consider subscribing to Rock Paper Shotgun for more
videos like this. If you want to watch The Surge 2 without my voice over the top, check
out the first 20 minutes of the game in the video popping up on screen now. Thanks for
tuning in and hopefully see you again soon. Bye!

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