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The Surge: Metal Machine Soul Music


Cosmic_Guru
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There doesn't seem to be a thread for this so here goes.  Made by Deck 13 interactive, the people who brought you Lords of the Fallen, a perfectly competent fantasy game which probably suffered rather than gained from the Dark Souls comparisons.  This seems to be moving into mech v mech combat in a big way (or perhaps more accurately big men in metal suits versus same) but glancing at some of the published previews retains considerable Dark Souls DNA in terms of mechanics so those comparisons aren't going away any time too soon (if you die you need to fight your way back rather than avoid enemies to retain the souls scrap).  There seems to have been little on-line or magazine exposure but the release date is now set for just two months time.

 

https://www.pcgamesn.com/the-surge/the-surge-gameplay-preview reasonably recent developer supervised hands on

 

https://www.rockpapershotgun.com/2017/02/08/the-surge-limb-crafting/ and a second.

 

 

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15 minutes ago, K said:

Are you thinking of the right game? This doesn't look to be MP-only, it's a Dark Souls clone.

 

Oh! Wow I got that wrong from the trailer. Now I'm interested to see more. Souls inspired mech based action rpg :)

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  • 3 weeks later...
  • 4 weeks later...

I don't expect this to be Bloodborne: Exoskeleton Edition, but I do like some of the stuff they're trying. Stuff like body targeting for specific loot, sliding and being able to duck under and jump over attacks are potentially nice editions to the Souls-like genre.

Here's a new dev video.
 



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Simply Games have shipped my copy, just in case anyone fancies playing it tomorrow (they have a history of getting Tuesday releases to you on the Saturday before). It's about £38 there too so it's pretty cheap. 

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I didn't get on with Lords after it was given away, but the bit in Edge about this was interesting - time attack scrap retrieval could bring a sense of urgency to gameplay, and it's nice to see a developer toying with punishing gameplay mechanics in different themes (yes, Bloodborne's cosmic horror was a great change from the typical fantasy swords and shields setup, but this is an even more extreme change in setting...)

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I'll be playing this tomorrow, so i'll give impressions once i've had a decent session.

 

I'm intrigued by how they've made every encounter a choice: the 'easy' option is to combo-wail on them til they fall, or you can target specific limbs which is more difficult but you're guaranteed better rewards.

 

The lack of trash mobs is worrying though. No-one wants every fight to turn into a chore. It'll promote speed-running levels.

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3 hours ago, Radish said:

I'm not sure what you mean by this. All the enemies (so far) have been trash mobs, in the same way that normal enemies in DS/Bloodborne are trash mobs. 

 

I'd been taking a lot of what the previews had said as gospel (them basically saying every encounter is a drawn out slug-fest :blink:). Once you're tooled up the regular enemies become a cake-walk.

 

I'm really enjoying this now i've gotten over the transition period from playing so much Nioh. I really like the way the character moves and feels. They've nailed that aspect. I've been using the staff exclusively and its amazing how many different moves there are from only two attack buttons.

 

Not a big fan of the timer to reclaim your souls. But your guy is very nifty, and running doesn't drain stamina as bad as other games, so rushing back to your corpse is definitely do-able. Risky, but do-able.

 

Has to be said: for someone like me who is highly into Fashion Souls, this game is my worst nightmare - my outfit looks like i rolled around in a box of Meccano. :lol:

 

Anyway. Enough chatter. Back to it.

 

*edit* The second level is kicking my ass! Not a fan of the industrial setting - its way too similar looking and i feel constantly lost cause there are no identifiable landmarks etc. Shortcuts don't feel satisfying if you have no idea how you got there. 

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Previews of the souls games and bloodborne made them seem like the whole thing took place in the same environment, too, which is partly why they're such amazing games: not only are the environments vastly different, but they so cleverly interconnected. It always amazes me popping through a door and suddenly being back somewhere I'd cleared hours before. Genius level design. 

 

Hopefully this game, which I'd completely ignored until today, will be similar in that respect and not all typical, cliche dark space mining colony stuff. 

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When rumours of a Sci-Fi Souls by From started circulating, I imagined something like Dead Space/Alien, along the lines of a Sci-Fi horror and disturbing, weird, claustrophobic and tense. The Surge looks like it never got even that far into ideas development and something about it is cynical as hell to me, like they almost tried to beat From at their own game by rushing out their take on Sci-Fi Souls before From released theirs. It looks really bland and the boss fights just look silly from what I've seen so far, some guy in an exoskeleton hacking at the heels of a 30ft high robot just seemed laughable to me, there was no drama or intensity to it at all.

 

Dunno, the whole thing feels a bit off to me.

 

Edit: I see they even nicked the fog doors from Souls, that's really weak.

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9 hours ago, Dave White said:

Bloodbots is ace!

 

Loving it so far, slow reveal and takes a formula we all love from souls and sets it up for a really unique experience, bastard hard but cant put it down.

Sounds good. I enjoyed Lords of the Fallen it wasn't as good as Dark Souls but it was good enough, just a bit short though.

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I haven't played much more (I'm about 5 hours in) but I've seen two bosses now and I must admit I'm pretty disappointed in them. Neither of them have been especially exciting and while I was willing to accept that from the first boss (as they perhaps want it to be a bit simpler to ease players in), for the second to be so similar in concept was pretty disappointing. I also experienced some pretty major hit detection issues with my attacks frequently going through the second boss and not registering, which is a pretty major flaw. It would be bit more acceptable on a normal mob but for a boss? Definitely frustrating. 

 

The area between the first and the second boss ramped the difficulty up a lot too. It was pretty maze like and had a few very awkward sections that actually felt a bit cheap (in terms of mob placement, such as a bridge with two ranged enemies which fire 3 shot bursts that knock back, and a fairly aggressive tanky mob with an aoe slowing field that makes it harder to dodge the ranged attacks). I do quite like the level design though and there are tons of clever shortcuts to open up. 

 

I'm not quite as keen on it now as I was after my first session, but the defining thing for me will be what the next area looks like (and the boss if I make it that far). I do enjoy exploring and killing the non-boss enemies but it has to mix things up a bit now. 

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I'm quite looking forward to this as I thought Lords of the Fallen was pretty great and a definite hidden gem of sorts ;)

 

Me and a mate are just wrapping up The Ringed City DLC, having pretty much co-opped the  entire SOULS Trilogy, and it would be great to just move onto this afterwards, only, it doesnt seem to have any online functionality at all - like Lords of the Fallen - which seems a bit of a shame really.

 

I assume adding co-op/PvP etc. would add loads of complicated layers of programming and design which is probably beyond this development team (and just highlights how great FROM SOFTWARE are at this kinda stuff) or surely it would be a no brainer to include these options?

 

For this reason alone I will wait for this to drop to around half price, and the inevitable patches and updates have been released, before taking the plunge even though I'm sure it will be a pretty great game... pity... :coffee:

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Man, this game started out so promisingly :(

 

About six-seven hours in now and I just can't recommend it and I'm sorely tempted to stick it on ebay before the price drops too far. 

 

After defeating the second boss I was pretty excited to see the next area. It turned out to be a sewer level. The darkest, most boring area ever conceived in a video game. Fortunately though it only took about 10 minutes to explore and progress onto the next area, which was outside again - finally! Bright and sunny, this is where the games aesthetic really shines. Unfortunately they've reverted back to their cheap level and encounter design. If one mob at a time is too easy, why not throw two in? But that might still be too easy, so we'll throw in tons of patrolling mobs that can charge at you from 30 meters away in a split second and do about 80% of your health in the process. So many times I've been dodging around two fast, aggressive enemies only for a third to suddenly pounce on me from off screen and instantly kill me. 

 

That might not be so bad except that this is where the poor level design comes in. The safe room is about 5 minutes away. That's not 5 minutes of fun, fighting enemies and trying to work your way back to your corpse - it's 60 seconds of dashing through a shitty sewer level, 20 seconds of waiting for a lift to arrive, 20 seconds of waiting for the lift to start moving once you get in (yay for masked loading screens), another 20 seconds of sitting in the lift while it takes you to the next area and THEN you can start fighting through the next area to reclaim your corpse. Why the hell is the safe room BEFORE a long loading screen? What's even more frustrating is that during the Reddit Q&A they actually said the biggest thing they learned (and improved on) from Lords of the Fallen was level design. Sorry, but it's worse than ever. I genuinely enjoyed Lords of the Fallen and went straight back in for a NG+ play through. I'm considering selling this after 2 bosses. 

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